Archetype summary
Fill your deck with Strikes and let your Perfected Strikes decimate enemies.
When to pivot to 'Perfected Strike' archetype
Take when you get offered a Perfected Strike in the first half of Act 1, before you have started removing Strikes from your deck. This gives you plenty of time to accumulate the extra strike cards you'll need.
Star items
attack
Perfected Strike
2
C-
Deal 6 damage.
Deals an additional +2 damage for ALL of your cards containing "Strike".
skill
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
Perfected Strike is the win condition here, and you can draft as many as you want since they also synergise with each other. Dual Wield can be used on Perfected Strike or any other strike card to buff Perfected Strike damage for that combat, so is worth picking up when you see it too.
Support items
attack
Strike
1
F
Deal 6 damage.
attack
Pommel Strike
1
C-
Deal 9 damage.
Draw 1 card.
attack
Twin Strike
1
C+
Deal 5 damage twice.
attack
Wild Strike
1
C+
Deal 12 damage.
Shuffle a Wound into your draw pile.
attack
Headbutt
1
C+
Deal 9 damage.
Place a card from your discard pile on top of your draw pile.
Strike Dummy
uncommon
Cards containing "Strike" deal 3 additional damage.
D+
D
D
D
Any strike cards can be drafted, though some are better than others. Make sure to draft defense too; you'll need a lot to offset how many attacks you have in your deck. Headbutt can be used to play your Perfected Strike(s) more often.
'Perfected Strike' archetype weaknesses
Don't take events that remove your strikes.
Your deck can end up quite big and thus inconsistent.
Act 1 can be tough since Perfected Strike is relatively expensive and starts weak, only becoming stronger later on.