Capyzerker

Capyzerker is one of the six classes available in Pawnbarian. It cannot purchase Cantrips from the store, but instead gains a point of Rage when it receives damage to hearts. While the Rage counter is above zero every card played will gain Cantrip and consume one point from the counter, which will reset back to zero at the end of the floor.
Capyzerker relies on taking large amounts of heart damage to kill enemies. Because of this, every third gold piece that would have been earned is instead a Blood Crystal. This averages to around 3 hearts that can be healed per floor.
== Description ==
Awe-inspiring primal strength? Check. A penchant for eating weird stuff? You bet.
==Cards==
Card 	Amount	Movement	Starting Upgrades
King 	2 	
*One square in any direction	
Rook 	2 	
*Any square in cardinal directions
*Cannot jump over enemies	
Bishop	2 	
*Any square in diagonal directions
*Cannot jump over enemies	
Bear 	6 	
*Sides of 5x5 square centred on hero
*Can jump over enemies	
*2 with Diagonal Splash
*2 with Cardinal Splash
==Strategies==
This section is incomplete.
===General===
This character is fast and furious, designed to take out entire floors in just a few turns. This is important, as the replacement of gold with Blood Crystals means that end-of-turn income is significantly lower compared to the other classes. A typical plan for a non-boss or gauntlet floor is to take as much damage you can feasibly allow on turn 1 and then obliterate literally everything on the next. On the final boss and the gauntlets, use purchased Hearts to get as much Rage as humanly possible - this character is the only one where purchasing Hearts from the shop is a requirement to succeed.
There are times however where the Rage on the second turn is not enough to kill everything, especially in the Golem Fortress where the Spark Aegis ability forces you to spend more turns doing nothing. In this case, getting Shields is very important to make sure you can regain all the hearts lost and not take unnecessary damage. 
Bears not only have a wide range of movement but can easily take the centre square of c3 and then instantly hit an edge square. Splashes and Shields should be concentrated on them, given that the Cantrips from Rage will let you cycle a lot of them quickly as they are half of the deck.
=== Chain-Specific Tips ===
Chain II's Blight generation is minimal up until Chain VIII, when the massive amounts of Cantrips used in a turn will occupy most spaces on the board. Overall, this chain's effects serve as a way to easily hit the sweet spot of 3 Rage.
Chain IV's impact on the Capyzerker is unique in that Hearts do not have their base cost raised on the chain. This character's restricted gold income means that you will want to look for 3 damage tiles and aim to clear early floors before the third or fourth turn. Heart purchases should also only begin on the later floors, as purchasing one early has little effect - these purchases are made to wipe out the final boss, where the 3 Rage rule no longer applies. Aim to get 2-4 extra Hearts before hitting floor 7 and start purchasing near the very last shops (i.e. puchase 3 Hearts spread out on the floor 4, 5 and 6 shops).
Chain VI means that you can only get 1 point of Rage on the first floor and that exploiting Void Grasp can only be done with enemies that are hugging the board edges, as killing two in one turn to trigger the effect will end the run. After the second floor the chain is irrelevant.
Chain VIII necessitates the purchase of Shields. The amount of movements that the Capyzerker can make in one turn when Rage is maximised will leave a copious amount of Blight, which will bite you in the back eventually - especially in the Golem Fortress.
Chain X plays roughly the same as Chain IX for all bosses except for the King Golem, whose double damage means that Shields cannot stop Rage from accumulating if trying to cycle through points. Aim to be in its safe zone as much as possible, which should not be difficult as all cards except for the King can get to an edge square that is not attacked.
===Goblin Caves===
The only major disadvantages you face in the dungeon are the presence of two Brawler enemy types and an inability to be damaged during your turn. Attack Goblin Warriors from diagonal directions with Splash or from cardinal directions when squeezed at the board edge to kill them instantly. Seek out Splash upgrades for the early floors and then Shields in the later ones - the end-of-floor rewards will cover any damage incurred with a Rage-heavy turn. Do not shy away from double Splashes if you have the gold, as they are very helpful for the boss and gauntlet.
===Golem Fortress===
The spark abilities in this dungeon means that it is unsafe to use all Rage possible in one turn. This is primarily because of the Guard and Knight Golems, both of which have the Spark Aegis ability that draws out turns. Shields are very important here to increase survivability when off rage.
It is possible to find first turn clears here if you encounter the Spark Imp with the Coil Golem, where killing the Spark Imp causes the golem to attack and generate a point of Rage. Staying within the Coil Golem's attack pattern lets you constantly get new Rage on each move. 
Something to take note is that the only enemy-based Blight generation is from Spewer Golems, meaning that it is less likely for you to take more damage than necessary and get forced into stalling the turn with Spark Aegis. On higher chains it can be safer to play like normal, using obscene amounts of Splash to sweep away enemies while remaining safe against damage. 
Since Cantrips cannot appear in the shop anyways the standard build order for most other classes roughly applies: get Splashes on all the bears, followed by some Shields if none are offered in the shop. Double Splash is very risky on higher chains as they can easily hit multiple Spark Imps, forcing you to go through the charade of cycling through Rage without dying. 
As mentioned in chain-specific tips, King Golem outright prevents any Rage-based plays due to its rather restricted safe zone. Having a near-equal amount of Shield to Splash is ideal on floor 7, to keep unnecessary damage away from making it spawn more immune golems. 
===Foul Shrine===
Void Grasp allows the Capyzerker to gain Rage on the same turn that a card is played and does so in a much safer manner compared to relying on Spark Imps. This means that first-turn clears can be easily achieved, saving the hassle of having to purchase Shields to survive the later turns. On earlier chains it is advised to tackle this dungeon first due to the mechanic.
The ideal build order is similar to that of the Golem Fortress in that Splash followed by similar amounts of Shield should be purchased. Double Splashes are safer but not advised until at the very final floor, since it is prone to hitting multiple enemies at once and leaving you with sub-maximal health. The Blightvoid Kraken can easily be taken out in one or two turns if you arrive at the floor fully healed.
=== Other Guides ===
Steam guide by level 100 gyatt rizzler - provides similar advice but for a past version, as 2 Knights have been replaced with Bears after its publication
== Trivia ==
* Capyzerker's deck previously had two Knights, before they were replaced with Bears.
* Unlike most other characters, Capyzerker is given a Queen and Bear instead of a Queen and Knight for movement when in a shop.