Blur

SilentSkillUncommon
Gain 5 Block.
Block is not removed at the start of your next turn.

Gain 5 Block (8 upgraded), then a Blur stack. When your next turn starts, the stack stops the normal removal of Block and is then used up, so every point of Block you end this turn with survives into the next one, not just the 5 from Blur. Playing Blur twice gives two stacks and two turns of kept Block.

Character
Type
Skill
Rarity
Uncommon
Cost
1 Energy
Target
Yourself

When to take Blur

Worth it once your deck makes more Block than a single turn needs, or to bank a big Block card ahead of a boss's heavy hit. This Uncommon is best from Act 2 onward.

Cards that synergize with Blur

Leg Sweep
Skill
2
Apply 2 Weak.
Gain 11 Block.
Leg Sweep gives 11 Block to carry over.Apply 2 Weak.
Gain 11 Block.
Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld doubles Block gain this turn before Blur banks it.Double your Block gain this turn.
Footwork
Power
1
Gain 2 Dexterity.
Footwork raises everything Blur saves.Gain 2 Dexterity.
Burst
Skill
1
This turn, your next Skill is played an extra time.
Burst plays Blur twice for two stacks.This turn, your next Skill is played an extra time.
Untouchable
Skill
2
Sly.
Gain 6 Block.
Untouchable adds 6 Block for free when a Sly discard plays it.Sly.
Gain 6 Block.
Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Dash gains Block, which Blur makes count for moreGain 10 Block.
Deal 10 damage.
Survivor
Skill
1
Gain 8 Block.
Discard 1 card.
Survivor gains Block, which Blur makes count for moreGain 8 Block.
Discard 1 card.
Hand Trick
Skill
1
Gain 7 Block.
Add Sly to a Skill in your Hand this turn.
Hand Trick gains Block, which Blur makes count for moreGain 7 Block.
Add Sly to a Skill in your Hand this turn.
Cloak and Dagger
Skill
1
Gain 6 Block.
Add 1 Shiv into your Hand.
Cloak and Dagger gains Block, which Blur makes count for moreGain 6 Block.
Add 1 Shiv into your Hand.
Backflip
Skill
1
Gain 5 Block.
Draw 2 cards.
Backflip gains Block, which Blur makes count for moreGain 5 Block.
Draw 2 cards.
Defend
Skill
1
Gain 5 Block.
Defend gains Block, which Blur makes count for moreGain 5 Block.
Mirage
Skill
1
Gain Block equal to Poison on ALL enemies.
Exhaust.
Mirage gains Block, which Blur makes count for moreGain Block equal to Poison on ALL enemies.
Exhaust.
Deflect
Skill
0
Gain 4 Block.
Deflect gains Block, which Blur makes count for moreGain 4 Block.
Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Dodge and Roll gains Block, which Blur makes count for moreGain 4 Block.
Next turn, gain 4 Block.
Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
Escape Plan gains Block, which Blur makes count for moreDraw 1 card.
If you draw a Skill, gain 3 Block.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Blur makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic Button gains Block, which Blur makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax gains Block, which Blur makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium gains Block, which Blur makes count for moreGain 13 Block.
Retain your Hand this turn.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Blur makes count for moreGive another player 11 Block.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Blur makes count for moreGain 11 Block.
Intercept
Skill
1
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Intercept gains Block, which Blur makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Rally
Skill
2
ALL players gain 12 Block.
Rally gains Block, which Blur makes count for moreALL players gain 12 Block.
Toric Toughness
Skill
2
Gain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Toric Toughness gains Block, which Blur makes count for moreGain 5 Block.
Gain 5 Block at the start of the next 2 turns.

Relics that synergize with Blur

Parrying Shield
Parrying Shield deals 6 damage each turn you end with 10 Block, which kept Block makes routine.If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Tough Bandages
Tough Bandages gains Block, which Blur makes count for moreWhenever you discard a card during your turn, gain 3 Block.
Captain's Wheel
Captain's Wheel gains Block, which Blur makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Blur makes count for moreAt the start of your 2nd turn, gain 14 Block.
Anchor
Anchor gains Block, which Blur makes count for moreStart each combat with 10 Block.
Sturdy Clamp
Sturdy Clamp makes Block count for more, and Blur gains itUp to 10 Block persists across turns.
Tuning Fork
Tuning Fork gains Block, which Blur makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Blur makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Blur makes count for moreAt the start of your turn, gain 7 Block.
Orichalcum
Orichalcum gains Block, which Blur makes count for moreIf you end your turn without Block, gain 6 Block.
The Abacus
The Abacus gains Block, which Blur makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak Clasp
Cloak Clasp gains Block, which Blur makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Anchor???
Anchor??? gains Block, which Blur makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Blur makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Blur makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Blur makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Blur makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Pael's Legion
Pael's Legion makes Block count for more, and Blur gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Daughter of the Wind
Daughter of the Wind gains Block, which Blur makes count for moreWhenever you play an Attack, gain 1 Block.
Vambrace
Vambrace makes Block count for more, and Blur gains itThe first time you gain Block from a card each combat, double the amount gained.

Changes by version

  1. 3 Oct 2024Bug fixBarricadeInternal playtest
    Barricade no longer blocks Blur from ticking down
  2. 19 Sep 2024InterfaceInternal playtest
    Blur backstop is now used for various menus

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today
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