Repair Kit

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Repair Kit is a uncommon Isaac card.

Description

CardRepairKit.png

Costs 2 energy. When played:

1. Launch a Repair Kit.

Exhausts when played.

Upgrades

Repair Kit A

CardRepairKitA.png

Costs 1 energy (-1). When played:

1. Launch a Repair Kit.

Exhausts when played.

Repair Kit B

CardRepairKitB.png

Costs 0 energy (-2). When played:

1. Launch a Repair Kit offset 4 spaces to the right of your Missile Bay.

Exhausts when played.

Strategy

Repair Kit is a way for you to regain hull every fight, at some hassle to you. It heals for 2, which is impressive, but also exacts a significant cost to do so — you have to draft and draw this card, and then destroy the kit before the enemy does. If you use it to block enemy fire, the enemy will heal and you'll miss the opportunity (but in some fights maybe that's the best option). The easiest way to do this is to deploy another midrow object as your missile bay will be lined up, or deploy this directly into an existing midrow object. You can use this persistent heal to allow you to take risks in harder fights and heal in easier ones, helping e.g. Drake get more use out of her cards, or use self-damaging cards like Power Play.

Its A upgrade makes it cost 1 less, making it easier to find a time to deploy it without losing it or taking damage in the process.

Its B upgrade makes it cost 2 less, making it even easier to deploy, at the expense(?) of offsetting it 4 to the right. This rightward offset can be a boon if you don't have other midrow objects to launch this into, as that can get it out of the enemy's line of fire, letting you deal with it later. On the Gemini, if you play this with your left missile bay, it'll be right in front of your (conveniently now active) right missile bay.