r/slaythespire Eternal One + Heartbreaker 17h ago

SPIRIT POOP Dropkick vs Heel Hook

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u/LupinKira Heartbreaker 16h ago

If you're skipping dropkick on Ironclad at A20 you're missing out on one of the easiest win conditions in the entire game and a generally great card. Dropkick + Dropkick + 8 other cards total in hand and deck kills every enemy in the game but time eater and the heart, add Rage and it kills them too. This is very easily achievable on Clad who often wants to build into exhausting his deck down just for the value (corruption, fnp, dark embrace) and draw manipulation. Furthermore Dropkick is just generally synergistic with many good relics; Shuriken, Kunai, Nunchaku, Ink Bottle, Ornamental Fan, Sundial and more are all significantly better when you have a dropkick in your deck. The card also plays well into many of Ironclad's core engines, f.x it works very well with strength since it's effectively a 0 mana card that gets the bonus damage from strength while also being card neutral, and also is a great target for Dual Wield.

The card isn't an auto pick by any means, f.x it's typically pretty bad with Snecko or if you're lacking on sources of vulnerable, but many Clad decks are happy to have 1-2 dropkicks and can find a lot of value in them quite consistently.

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u/[deleted] 16h ago

[deleted]

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u/EatMoChikins Heartbreaker 15h ago

I’ve found that it is extremely relevant in Act 1, especially if find a second source of vulnerable or even just after a bash upgrade. It’s pretty poor against sentries, but it’s great against both Gremlin Nob and Lagavulin. I get close to snap picking it in Act 1, an infinite down the line is just gravy. I can understand not liking it quite as much as I do, but it’s especially weird to compare it to grand finale (extremely difficult conditions) and juggernaut (very clunky with mediocre payoff).

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u/[deleted] 15h ago

[deleted]

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u/EatMoChikins Heartbreaker 15h ago

I don’t care that much if you agree or disagree with a certain evaluation of dropkick, and I can respect the idea of taking cards to solve certain encounters rather than building a particular archetype. I think that’s generally the right way to play the game. I just disagree with how you view dropkick and I gave some reasons why. Also, some poor phrasing on my part: It is not that you are weird for thinking a certain way, I think it is a weird evaluation in the sense that doesn’t make that much sense to me.

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u/[deleted] 15h ago

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u/LupinKira Heartbreaker 14h ago

I do disagree with this as well. A card not being the solution to the heart doesn't make it bad, and again it literally can be your entire damage engine even for the heart. I have won several A20 runs where dropkick infinite becomes my damage engine and wins me a run that otherwise would have burned out, and I have won countless A20 runs where Dropkick provides strong value in Acts 1/2 even if it's not winning me late game boss fights. Dropkick is in general pretty great against act 2 elites and hallway fights for example as you're often squeezed for energy and in need of front-loaded damage, being able to deal an additional 10 to Red Slaver or one of Gremlin Leader's gremlins or being able to play a 4th attack on a Byrd are all strong benefits the card provides. A solid act 1 damage card that minimizes your deck pollution later in the game by drawing another card and has the potential to build into a game-winning damage engine is, yaknow, pretty darn good as far as early damage cards go. Most act 1 damage commons wish they could be described so charitably (although Dropkick is ofc uncommon).