Dodge and Roll

SilentSkillCommon
Gain 4 Block.
Next turn, gain 4 Block.
  • 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.
Character
Type
Skill
Rarity
Common
Cost
1 Energy
Target
Yourself

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.
Footwork is baked into both halves.Gain 2 Dexterity.
Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld 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.
Burst 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.
Blur makes Block count for more, and Dodge and Roll gains itGain 5 Block.
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 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.
Entrench 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.
Prolong makes Block count for more, and Dodge and Roll gains itNext turn, gain Block equal to your current Block.
Exhaust.

Relics that synergize with Dodge and Roll

Vambrace
Vambrace 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 Stone
Oddly Smooth Stone adds 1 Dexterity from the start.Start each combat with 1 Dexterity.
Parrying Shield
Parrying 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 Clamp
Sturdy Clamp makes Block count for more, and Dodge and Roll gains itUp to 10 Block persists across turns.
Pael's Legion
Pael'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

  1. 6 Feb 2025TextInternal playtest
    Added a missing comma to Dodge and Roll card's description
  2. 25 Aug 2023Bug fixDexterityInternal playtest
    Dexterity no longer affects "Dodge and Roll" secondary block amount
  3. 12 May 2023Bug fixInternal playtest
    Dodge and Roll card's secondary Block is now affected by Dex
All 4 patch notes1 older
  1. 17 Feb 2023Bug fixInternal playtest
    Dodge and Roll power icon fixed
    Bug fixInternal playtest
    Dodge 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.

Purchase today
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