Footwork

SilentPowerUncommon
Gain 2 Dexterity.
  • Dexterity: Footwork puts 2 of it on you for the rest of the combat, and it adds its full amount to every Block gain from a card you play.
  • Example: a Defend becomes 7 Block, Cloak and Dagger becomes 8, and a card that grants Block twice, like Dodge and Roll, is boosted both times.
  • Order: the bonus is added before multipliers, so anything that doubles your Block doubles the Dexterity share too.
  • Exception: Block from orbs, relics and powers is not affected.
  • Upgrade: it raises the gain to 3.
Character
Type
Power
Rarity
Uncommon
Cost
1 Energy
Target
Yourself

When to take Footwork

Good in Act 1 whenever your deck still leans on Defends; a 1 cost Power adding 2 to every Block card pays for itself by an elite fight's second turn. Poison and Shiv decks want it most.

Cards that synergize with Footwork

Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld doubles Block after Dexterity is added.Double your Block gain this turn.
Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Dodge and Roll gains Block twice.Gain 4 Block.
Next turn, gain 4 Block.
Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Blur carries the padded Block into the next turn.Gain 5 Block.
Block is not removed at the start of your next turn.
Untouchable
Skill
2
Sly.
Gain 6 Block.
Untouchable and Deflect are cheap Block cards that become efficient walls.Sly.
Gain 6 Block.
Deflect
Skill
0
Gain 4 Block.
Untouchable and Deflect are cheap Block cards that become efficient walls.Gain 4 Block.
Toric Toughness
Skill
2
Gain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Toric Toughness gains Block several times, so the Dexterity from Footwork counts each timeGain 5 Block.
Gain 5 Block at the start of the next 2 turns.

Relics that synergize with Footwork

Kunai
Kunai stacks more Dexterity every three Attacks.Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
Permafrost
Permafrost triggers on Powers played, and Footwork is oneThe first time you play a Power each combat, gain 7 Block.
Lost Wisp
Lost Wisp triggers on Powers played, and Footwork is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Footwork is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game Piece
Game Piece triggers on Powers played, and Footwork is oneWhenever you play a Power, draw 1 card.
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