Dead Eye

### Collection Grid

*(page 4, column 8, row 1)**(page 4, column 8, row 1)**(page 4, column 9, row 1)*

**Dead Eye** is a passive item added in *The Binding of Isaac: Afterbirth*.

## Effects

* Isaac's damage increases for each successive tear hit on enemies.
	+ The multiplier increases by 0.25x for each hit, going up to a maximum of 2x after 4 successive hits.
	+ If a tear misses and hits nothing (wall/floor), there is a chance for the multiplier to be reset back to 1.
		- The chance is 20% for the first miss, 33% for the second miss, and 50% for the third miss and beyond.
	+ As the multiplier increases, Isaac's tears glow red and increase in size.

## Notes

* The effect is triggered by many entities aside from enemies. Shooting  Fire Places, Poop, Wall Huggers, and Stone Grimaces will count towards the multiplier. This can be used to preemptively increase damage before entering a new room.
	+ Because blue fires do not deteriorate when shot at with tears, maximum damage can always be achieved as long as the fire is not destroyed by an explosion.
	+ Shooting Hosts will increase the damage multiplier even if their skull is lowered down.
* If Dead Eye is removed by re-rolling it with , , or a 1 or 6 pip Dice Room, the damage multiplier will be removed, but the tears will continue to glow red.
* Tears do not have to be landed on only one enemy to build the multiplier; as long as they do not miss, Isaac gains damage.
* If Isaac is shooting multiple tears at once, like with , only one of them has to land for the multiplier to build up.
* Because there are no walls or floors for tears to collide with in the fight with The Beast, the damage boost will not fade away.

## Synergies

* //: Main tears and burst tears will contribute to damage multiplier.
	+ Firing into the floating tear won't reset the multiplier unless it hits a wall. The burst tears never reset the multiplier.
* : Hitting enemies/bullets successfully with Dark Arts contributes to Dead Eye's damage multiplier.
* : Damage bonus increases until it hits the max of 2x. Since the controllable tear never hits the ground or wall, the bonus cannot be lost.
* Petrification/Slow items: Enemies will be petrified or slowed, making them easier to hit without missing.
* : Tears that miss an enemy and do not hit a wall or obstacle will not fall to the ground immediately, allowing many damage-amplified tears to be fired before the damage boost is lost.
* : Tears are larger and easier to hit with at a low range. Additionally, if the tear fades out of existence instead of running out of range or hitting a wall/obstacle, it does not count as a miss.
* : Dead Eye will increase the damage every slash until it hits the max of 2x. The bonus can be lost if a sword projectile doesn't hit anything.
* : Isaac's tears no longer hit walls and stay in the air for longer, allowing many damage-amplified tears to be fired before the damage boost is lost.

## Interactions

* ///: If all tears hit, they all contribute to the damage multiplier. However, the spread shot granted by The Inner Eye and Mutant Spider may make it hard to retain the damage multiplier.
* Azazel: Gains no benefit by picking up Dead Eye unless his tear effect has been replaced.
* ///: The damage multiplier that was gained before picking up any of these items will now be permanent. However, saving and quitting the run will result in this damage multiplier being permanently lost (which is a bug).
* /: Split tears that do not hit enemies are considered misses, nearly guaranteeing the chance of losing the multiplier.
* : Each skip counts as missing.
* The Forgotten: The Forgotten's swing increases the multiplier when successfully hitting enemies, making it much easier to maintain the damage buff. Resets the multiplier upon swinging and missing. The multiplier changes normally when firing tears as  The Soul, and the two forms share the same multiplier.
	+ The Forgotten + : Damage multiplier will not reset as long as the fire key is held, and will quickly build up to the maximum value of x2. The multiplier will only reset if, upon releasing the fire button, the thrown bone does not hit any enemy.
* : Tears fired by the Host are affected by Dead Eye.
* : The tears from Immaculate Heart can add to the damage multiplier and cannot lower it by missing. This can be particularly useful with items that normally prevent the damage multiplier from increasing, such as .
* : Incubus's tears do not affect the multiplier, but Incubus can gain damage from Isaac's normal tears increasing the multiplier. The familiar's tears do not reset the multiplier if they miss, either.
	+ Lilith's Incubus doesn't work with Dead Eye.
	+ **Incubus** + : Tears fired by Incubus are now affected by Dead Eye.
* : If the tears fired by Isaac's tears miss, they cause the multiplier to reset.
* : Electricity sparks do not contribute to damage multiplier.
* : Damage buff often lost quickly because of the constantly firing tears.
* Piercing tears: Damage buff is halved, .125x, reaching the 2x multiplier with 8 successive hits.
* : Tears that hit enemies may bounce off and still count as misses.
* : Tears spawned by sad bombs that miss will reset the multiplier.
* : Tears spawned when entering the room and enemy tears collected by the ring can add to the damage multiplier and cannot lower it by missing. This can be particularly useful with items that normally prevent the damage multiplier from increasing, such as .
* : The damage multiplier that was gained before picking up this item will now be a permanent damage up. Saving and quitting, however, will remove the multiplier.
* : No effect from the laser itself, but the tears fired from the second eye are affected by Dead Eye.
* : Tech X overrides the effects of Dead Eye and damage stays at the 2X multiplier.
	+ Dead Eye does not provide any damage multiplier.
* : Electricity connecting tears will not increase the damage multiplier.
* : No effect.
	+ Trisagion blasts are affected.