
Footwork
Power
1
Gain 2 Dexterity.

Footwork+
Power
1
Gain 3 Dexterity.
Footwork
SilentPowerUncommon
Gain 2 Dexterity.
Gain 3 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.
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.
ShadowmeldShadowmeld 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.
Next turn, gain 4 Block.
Dodge and RollDodge and Roll gains Block twice.Gain 4 Block.
Next turn, 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.
Block is not removed at the start of your next turn.
BlurBlur carries the padded Block into the next turn.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.

Untouchable
Skill
2
Sly.
Gain 6 Block.
Gain 6 Block.
UntouchableUntouchable and Deflect are cheap Block cards that become efficient walls.Sly.
Gain 6 Block.
Gain 6 Block.

Deflect
Skill
0
Gain 4 Block.
DeflectUntouchable 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.
Gain 5 Block at the start of the next 2 turns.
Toric ToughnessToric 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.
Gain 5 Block at the start of the next 2 turns.
Relics that synergize with Footwork
KunaiKunaiKunai stacks more Dexterity every three Attacks.Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
PermafrostPermafrostPermafrost triggers on Powers played, and Footwork is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Footwork is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified 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 PieceGame PieceGame Piece triggers on Powers played, and Footwork is oneWhenever you play a Power, draw 1 card.

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