The documented Strength build changed substantially with the June 22, 2026 Low Vibration rework. Basic melee attacks, separately charged power punches, and blocking are the supported foundations for understanding that version. The patch also increased kill healing and removed toxin and radiation cleansing on kill. No verified optimal stat allocation or best-in-slot loadout is established by the collected material.
Start with the reworked melee instructions
Older Strength discussions describe problems with combinations and sustain. Those reports help explain the history of the class, but they predate the June 2026 changes. The developer explicitly simplified the need for complicated combination setups. A route based entirely on reproducing an old sequence can therefore teach the wrong version of the mechanic.
The current documented approach gives basic attacks a clear role. The developer says power punching can be charged separately and that basic melee hits also amplify its damage. That supports learning how these two actions relate before treating advanced combinations as necessary. The notes do not provide a tested damage formula, so a precise damage-per-hit calculation would go beyond the evidence.
Understand blocking and retaliation
The June patch fixed blocking that failed to trigger Retaliation Attack buildup. This identifies a specific interaction that belongs in a discussion of the reworked class. It also means a historical report of blocking doing nothing may describe a corrected problem. The notes do not establish a universal retaliation timing sequence for every enemy.
Blocking should also be distinguished from the separate fist-parry discussion. A later developer reply described a planned Strength-related fist-parry unlock with an explicit memory qualifier. That is not the same evidence as the June retaliation fix. This guide therefore does not build a recommended setup around an untested unlock threshold.
What changed about healing
According to the June 22 notes, healing from kills increased from 30 to 50. A player responding in the June class-comparison thread separately described an additional 20 healing. Those accounts are consistent, although the player report is not a controlled measurement. Keep the figures attached to that patch rather than assuming every future build preserves them.
The same update removed toxin and radiation cleansing on kill. Extra healing and status removal are different benefits, so an older description can be wrong even when it correctly describes melee sustain in general. Do not expect a kill to cleanse those effects on the strength of pre-patch advice. The documented change is especially relevant when comparing older discussions with the revised class instructions.
Keep dangerous encounters in perspective
The June player report describes trouble sustaining against larger enemies despite the healing increase. That player sometimes used firearms or avoided an encounter instead. It is an individual experience, not proof of a mandatory strategy or a universal enemy weakness. It does show why increased healing should not be presented as an infinite recovery loop.
A conservative reading is to use melee when you can secure kills safely and keep a ranged option for situations that are going badly. That is an interpretation of the patch and player account, rather than a tested optimal build. The materials do not identify a best weapon pairing or damage breakpoint. They support understanding the revised tools before committing to unsupported optimization claims.
Strength melee in Duels
The developer states that all melee attacks for this class work in Duels after the June update. This is a version-specific capability that older class advice may omit. It does not establish that every attack can interrupt every boss at any moment. Duel counters still need to be understood in the context of the enemy's opening.
The parry guide explains the later correction to the yellow-flash indicator. September guidance says the flash aligns with the opening, and an accessibility option can extend the window. Those timing notes concern duel behavior rather than a numerical Strength allocation. Use the relevant guide for the mechanic you are actually trying to learn.
Leveling is a separate question
Selecting Low Vibration is not itself a verified method of spending currency to raise an attribute. The project lead describes an Exaltation leveling loop that begins after boarding the train in Early Access and the full game. The collected demo material does not supply the exact Strength menu sequence or price. See how Strength progression is described for that narrower question.
Sources

Official screenshots · Steam media gallery · © Abraxaes and respective rights holders. Material statement.