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Legendary Seal-Clubbing Club: Overview

January 4, 2026 // IOTM Overview

This month’s IOTM comes to us from an alternate universe. In this cursed timeline, the powers that be sell loot boxes for IOTMs, with but a scant chance of an overpowered top-tier IOTM with every loot box you open. The horror! Luckily for us, our TPTB hew to a more “money can be exchanged for goods” sort of vibe rather than a “money can be exchanged for mostly bad things, with the theory of possibly getting a good thing keeping you coming back for more” sort of vibe. That’s good for us, because the second one is both a rancid vibe and also… like… a really complicated vibe? There’s just a lot going on there. Let’s just get clubbing with the January IOTM.

General Summary

The legendary seal-clubbing club (or the LSCC) is a 1-handed weapon that is auto-pulled at the start of each run. It is styled with orange text and a black background, which is why I did that weird formatting above. (I am not going to do it this whole article, because that would be annoying.) The club comes with the following out-of-box bluetext:

The three club techniques are the following three new skills:

  1. Club ‘Em Across the Battlefield — Instantly kills your opponent, chaining you into a free NC where you choose a monster from your most recently adventured zone. Once chosen, you’re given a shot at rolling that monster’s items with your current buffed item drop rate.
  2. Club ‘Em Into Next Week — Instantly kills your opponent, creating a wandering copy of the monster that will pop up to fight you seven turns from the cast.
  3. Club ‘Em Back in Time — Instantly kills most opponents, making the current fight free at the expense of destroying their meat and items. If the monster cannot be insta-killed (like a boss monster), deals 30% of their max HP and makes the fight free. (If you lose the fight, it still takes an adventure, so… try to win!)

All of these skills are limited to five casts per day apiece. For the sake of memorability, I am going to call these three skills: club across, club next, and club back. It’ll be easier this way.

Speedrun Applicability

Let’s start with the club’s equipment bonuses. These aren’t terrible! 50% muscle is actually a pretty nice boost, especially for offstat tower tests, and will be a nice boon for muscle classes when fighting Some Fish from the Monodent of the Sea. The weapon damage combined with the “always hit” modification will be our combat trivializer du jour; something we don’t always need, but will be nice for lower shiny folks. The initiative is better than other options in the weapon slot, too.

The fury capacity and generation is also nice, if not always meaningful. It will be nice for making sure Batter Up is always available when you’re running as a seal clubber in hardcore, which is good. More interestingly, it has nice synergy with the moss mace, the reward for running as a Seal Clubber in 2024 Standard Normal. The mace lets you turn 3 fury into a pickpocket attempt; with both the club and the mace, you could pickpocket (almost) every turn, which is neat. Granted, it’s something you need to pull, but there may be a few very niche situations where this is better than your most marginal pull. It’s at least something to think about, which is neat.

Having covered the not so meaningful bonuses, let’s move on to the meat of the matter: the three clubbing skills. They are all really nice, in different ways.

Club Back is the most simple, allowing you to freekill the monster you are currently fighting. The fact that it destroys the monster’s items is a bummer, but this is still just a flat 5 turns saved. You could argue it’s even a bit more, actually — this is the rare freekill that can be used to coerce boss fights and otherwise non-freekillable monsters into free fights. This makes it fundamentally more powerful than most freekills, which makes it -extra- nice for unrestricted speedruns where you are spoiled for choice with the bazillion available freekill options.

Club Next is the second most simple, giving you five wanderers a day that you can place in a delay zone. That’s a flat 5 turns saved! The easiest way to use this is to turn monsters that you must fight outside of delay into monsters you can fight within delay, saving you a turn you would’ve spent adventuring in the delay. That’s pretty great!

Club Across? Well. That one’s a bit more complicated — enough so that I’ll give it a section of its own.

Clubbing Across the Battlefield for Fun and Profit

Club Across is the most interesting of the skills, as it introduces a brand new mechanic. The mechanic is, to me, different but not entirely dissimilar to the way the Fourth of May Cosplay Saber’s “Using the Force” noncombat works. For those who aren’t aware, you cast “Use the Force, %playername!” as a combat skill on a monster, which ends the combat abruptly and gives you a free noncombat choice between a banish of the monster, three copies of the monster, and acquiring the monster’s drops. Club Across differs from Using the Force in two ways:

All of that makes it extremely distinct from Use the Force. That’s how unique it is — it’s kind of fun that the closest thing to Club Across is still so distinct!

There is one big trick involved in Club Across that bears special mention. If you are fighting a monster that does not have a zone, you can club across into whatever zone you most recently adventured in. Examples of zoneless monsters include:

(One note — you cannot do this on zoneless monsters that cannot be insta-killed, like the eldritch tentacle or the glitch monster from the [glitch season reward name]. For more monsters that cannot be insta-killed, see this comprehensive page on the KOL Wiki.)

This means that you can do some fun stuff. My favorite fun concept — use the Peridot of Peril’s free monster selection choice adventure to change your most recently visited zone, then use some of these zoneless monsters to keep rolling for items from whichever zone you visited. This is quite cool and jazzy. In niche situations, it should allow you to essentially summon up weird items from zones we don’t often visit if there are good reasons to grab them — like Damage Absorption gear for 8-Bit in an avatar path, or a hat/pants option with a variant power to get a special Prismatic Beret busk.

Outside of niche situations like that, there are some obviously powerful targets for Club Across that are worth noting. I’ve come up with nine of them. As is my custom, I will rate them with club emojis — ♣️♣️♣️ represents a fantastic use, ♣️♣️ a solid use, and ♣️ a niche use.

2025 In-Standard Synergies

Overall Rating

We’d rate the legendary seal-clubbing club a tier 0 IOTM. Look, let’s not beat around the bush here — every one of these skills is an absolute banger. Five free kills, five free in-delay wanderers, and five cool extra item rolls? That’s all awesome! You could argue the free wanderers are worth a bit more simply by greatly enhancing the power of purple candle copies and phosphor trace copies, and the club across uses are wide and varied and extremely powerful. It’s a truly legendary item. Thank goodness it fell into our dimension!


One quick programming note — yes, I know that the Eternal Codpiece came out a few days ago as well. I’m holding off on the Codpiece analysis for a few days, mostly owing to the fact that it sounds like the /dev team are going to ask TPTB to consider adding few gem options the team might have missed. I greatly doubt anything will substantively change my analysis, but I’ll wait a few days. You know. Just in case the Heart of the Volcano ends up adding, I dunno, seventeen thousand pickpocket percent or something. You never know, man!