Pincer Maneuver
RarityRare

Overview
Pincer Maneuver is a relic that causes projectile and targeted attacks to become a two-strike effect: the attack is split between the original target and the furthest enemy on the field. Total damage is divided evenly between the two strikes, so each hit deals 50% of the attack's normal damage. The second strike always attempts to target the enemy located farthest from the attacker at the moment the relic resolves.
Because the effect explicitly applies to projectile and targeted attacks, it does not affect attacks that are classified differently by the game. Some special attacks or consumable effects that are not flagged as projectile or targeted will not trigger the second strike.
- The relic doubles opportunities for on-hit effects and status application: any "on hit" procs or damage-over-time/debuffs applied by the triggering attack will occur on both strikes when they are relevant, making the relic especially strong for debuff-oriented builds.
- If only a single enemy remains, the attack does not split; the full attack is applied normally to that lone target, and any on-hit debuffs are applied twice when mechanics permit.
- Certain unique projectiles or summoned effects (for example, effects the game treats as neither projectile nor targeted) will not benefit from Pincer Maneuver.
- Airborne enemies can complicate which unit is considered the farthest target; use the targeting display (Tab key) to verify which enemy will receive the second strike.
- Piercing projectiles may have their trajectories affected if the relic redirects one of their hits to a distant enemy; items or mechanics that force target assignment (e.g.,
Grabby Hand) can be used to correct or manipulate which enemy the secondary hit strikes.
- The relic still selects the furthest enemy even when other enemies impose target-fixing effects (such as Lightning Rod-type mechanics), so it can interact unexpectedly with target-priority modifiers.
- The damage split can influence achievement or challenge conditions tied to raw damage numbers; some achievements that require low single-hit damage may become easier to trigger because damage is halved per strike.
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