Rupture trigger frequency

In the self-damage Ironclad build, Rupture supplies Strength each time you lose HP during your own turn. The practical question is how often that happens after the Power is deployed. One Bloodletting used once per deck cycle produces a slow return, especially if the deck has mostly single-hit attacks.

An early reward can therefore favor Uppercut over Rupture even when Bloodletting is already present. Uppercut contributes damage and debuffs immediately. Rupture first costs Energy and a draw, then needs a later HP-loss event and later attacks to repay that setup. ## Order and upgrade value

Play Rupture before Bloodletting when both are available and the resulting Energy still lets you execute the turn. HP already lost before the Power was played does not generate Strength retroactively. Repeated HP-loss sources such as Crimson Mantle can make the Power substantially more reliable than a single one-shot setup.

The upgrade doubles each trigger from one Strength to two. That increase becomes valuable when the deck triggers Rupture often and uses multi-hit attacks. Twin Strike benefits from Strength on both hits; spending the same turn on a lone basic attack converts much less of the accumulated Strength into damage.

Enemy attacks during the enemy turn do not trigger Rupture. Taking damage instead of blocking is not a general way to scale this Power.