
Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Next turn, gain 4 Block.

Dodge and Roll+
Skill
1
Gain 6 Block.
Next turn, gain 6 Block.
Next turn, gain 6 Block.
Dodge and Roll
SilentSkillCommon
Effect: one energy for 4 Block now, 6 upgraded, and the same again next turn.
Dexterity: the code records the amount you actually gained, after Dexterity, Frail or any doubling, and gives exactly that number back at the start of your next turn right after your old Block clears, without applying modifiers a second time.
Example: with 2 Dexterity that is 6 now and 6 later, with Frail it is 3 and 3.
When to take Dodge and Roll
Act 1 filler when the Silent lacks Block; 8 total for 1 energy is fair, split across two turns. It gets better with Footwork, but skip it by Act 3.
Cards that synergize with Dodge and Roll

Footwork
Power
1
Gain 2 Dexterity.
FootworkFootwork is baked into both halves.Gain 2 Dexterity.

Shadowmeld
Skill
1
Double your Block gain this turn.
ShadowmeldShadowmeld does the same for a whole turn.Double your Block gain this turn.

Burst
Skill
1
This turn, your next Skill is played an extra time.
BurstBurst plays it twice for two delayed payouts.This turn, your next Skill is played an extra time.

Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.
BlurBlur makes Block count for more, and Dodge and Roll gains itGain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Dodge and Roll gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Dodge and Roll gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Dodge and Roll gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Dodge and Roll
VambraceVambraceVambrace doubles the first Block card each combat, and the doubled number is what returns next turn.The first time you gain Block from a card each combat, double the amount gained.
Oddly Smooth StoneOddly Smooth StoneOddly Smooth Stone adds 1 Dexterity from the start.Start each combat with 1 Dexterity.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Dodge and Roll gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Dodge and Roll gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Dodge and Roll gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Changes by version
- Added a missing comma to Dodge and Roll card's description
- Dexterity no longer affects "Dodge and Roll" secondary block amount
- Dodge and Roll card's secondary Block is now affected by Dex
All 4 patch notes1 older
- Dodge and Roll power icon fixedBug fixInternal playtestDodge and Roll power now counts as a buff
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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