Decisions and interactions
Ironclad Strength and multi-hitWhirlwind supplies area coverage when the energy budget supports it.
X-cost cards: resources, Chemical X and repeated playsWhirlwind and Tempest use an energy X cost.
Infested Prism: when a Block Skill makes the turn worseA Skill which is poor on Whirlwind can still save HP against Jab or Radiate.
Speediest badge: finish a winning run in under 30 minutesWhirlwind can turn available Energy into repeated damage across the whole encounter, but its printed five damage per hit is not enough by itself against every later enemy.
Northernlion’s Vulnerable and Strength runBase Whirlwind with three Energy changes from three hits of five to three hits of thirteen: 39 damage to each enemy before defenses.
Chemical X adds effects without adding spendable Energy
Base Whirlwind, exactly 2 Energy at manual play, Chemical X equipped, no Replay, Strength, Weak, Vulnerable or enemy damage modifiers.
- 1Available Energy
X = 2Manual payment spends the two available Energy. - 2Chemical X
2 + 2 = 4 hitsThe relic increases the X effect by two. It does not leave two extra Energy to spend. - 3Base damage per target4 × 5 = 20Whirlwind applies each hit to every enemy. Modified damage and defenses must be calculated separately.
Energy after paymentThe relic improves the effect, not the Energy reserve.0

