Body Slam

IroncladAttackCommon
Deal damage equal to your Block.

Deals damage equal to your Block at the moment you play it. Strength is added on top and Vulnerable multiplies it, so 20 Block against a Vulnerable enemy is 30 damage. Played with no Block it does nothing. The upgrade leaves the numbers alone and drops the cost from 1 to 0, so a Block turn can end with a free hit.

Character
Type
Attack
Rarity
Common
Cost
10 Energy
Target
One enemy

When to take Body Slam

Take it for a Block first Ironclad deck, especially alongside Barricade or big Block cards. Block first and slam last, and upgrade it at the first chance since 0 cost is the point.

Cards that synergize with Body Slam

Barricade
Power
3
Block is not removed at the start of your turn.
Barricade keeps Block across turns so the number keeps growing.Block is not removed at the start of your turn.
Impervious
Skill
2
Gain 30 Block.
Exhaust.
Impervious gives 30 Block and a 30-damage slam.Gain 30 Block.
Exhaust.
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Blood Wall is 16 Block for 2 Energy.Lose 2 HP.
Gain 16 Block.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable doubles the first Block card each turn.The first time you gain Block from a card each turn, double the amount gained.
One-Two Punch
Skill
1
This turn, your next Attack is played an extra time.
One-Two Punch plays the slam twice.This turn, your next Attack is played an extra time.
Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier gains Block, which Body Slam makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Evil Eye gains Block, which Body Slam makes count for moreGain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Shrug It Off gains Block, which Body Slam makes count for moreGain 8 Block.
Draw 1 card.
Taunt
Skill
1
Gain 7 Block.
Apply 1 Vulnerable.
Taunt gains Block, which Body Slam makes count for moreGain 7 Block.
Apply 1 Vulnerable.
True Grit
Skill
1
Gain 7 Block.
Exhaust 1 card at random.
True Grit gains Block, which Body Slam makes count for moreGain 7 Block.
Exhaust 1 card at random.
Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Armaments gains Block, which Body Slam makes count for moreGain 5 Block.
Upgrade a card in your Hand.
Colossus
Skill
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Colossus gains Block, which Body Slam makes count for moreGain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Defend
Skill
1
Gain 5 Block.
Defend gains Block, which Body Slam makes count for moreGain 5 Block.
Iron Wave
Attack
1
Gain 5 Block.
Deal 5 damage.
Iron Wave gains Block, which Body Slam makes count for moreGain 5 Block.
Deal 5 damage.
Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second Wind gains Block, which Body Slam makes count for moreExhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield gains Block, which Body Slam makes count for moreLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Body Slam 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 Body Slam 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 Body Slam 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 Body Slam makes count for moreGain 13 Block.
Retain your Hand this turn.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Body Slam makes count for moreGive another player 11 Block.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Body Slam 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 Body Slam 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 Body Slam makes count for moreALL players gain 12 Block.

Relics that synergize with Body Slam

Anchor
Anchor gives 10 Block on turn 1 for a free early hit.Start each combat with 10 Block.
Self-Forming Clay
Self-Forming Clay gains Block, which Body Slam makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Captain's Wheel
Captain's Wheel gains Block, which Body Slam makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Body Slam makes count for moreAt the start of your 2nd turn, gain 14 Block.
Tuning Fork
Tuning Fork gains Block, which Body Slam makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Body Slam makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Body Slam makes count for moreAt the start of your turn, gain 7 Block.
Orichalcum
Orichalcum gains Block, which Body Slam makes count for moreIf you end your turn without Block, gain 6 Block.
The Abacus
The Abacus gains Block, which Body Slam makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak Clasp
Cloak Clasp gains Block, which Body Slam makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Anchor???
Anchor??? gains Block, which Body Slam makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Body Slam makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Body Slam makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Body Slam makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Body Slam makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the Wind
Daughter of the Wind gains Block, which Body Slam makes count for moreWhenever you play an Attack, gain 1 Block.

Changes by version

  1. 21 Jul 2023Bug fixBarricadeInternal playtest
    Body Slam card and Barricade card and power now includes the Block hovertip

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

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