
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.

Juggernaut+
Power
2
Whenever you gain Block, deal 8 damage to a random enemy.
Version
Juggernaut
IroncladPowerRare
You are viewing an old version of this card
Whenever you gain Block, deal 6 damage to a random enemy.
Whenever you gain Block, deal 8 damage to a random enemy.
A counter power: every separate Block gain of at least 1, from any source, deals 6 damage to a random enemy, 8 upgraded, and a second copy adds 6 more per trigger. The damage ignores Strength and Vulnerable. Frequency matters more than size; Rage giving 3 Block per Attack is 6 damage per Attack, and Plating firing at end of turn counts too.
When to take Juggernaut
Take it for a Block-heavy Ironclad in Act 2 onward, once many small Block sources are in the deck, since a 2-cost power is slow in Act 1. Upgrade after your Block engine is in place.
Cards that synergize with Juggernaut

Rage
Skill
0
Whenever you play an Attack this turn, gain 3 Block.
RageRage turns every Attack into a trigger.Whenever you play an Attack this turn, gain 3 Block.

Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Feel No PainFeel No Pain fires on each exhaust.Whenever a card is Exhausted, gain 3 Block.

Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.
Evil EyeEvil Eye is two gains in one card.Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.

Stone Armor
Power
1
Gain 4 Plating.
Stone ArmorStone Armor triggers every end of turn.Gain 4 Plating.

Iron Wave
Attack
1
Gain 5 Block.
Deal 5 damage.
Deal 5 damage.
Iron WaveIron Wave and Crimson Mantle add cheap gains.Gain 5 Block.
Deal 5 damage.
Deal 5 damage.

Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson MantleIron Wave and Crimson Mantle add cheap gains.At the start of your turn, lose 1 HP and gain 8 Block.

Impervious
Skill
2
Gain 30 Block.
Exhaust.
Exhaust.
ImperviousImpervious gains Block, which Juggernaut makes count for moreGain 30 Block.
Exhaust.
Exhaust.

Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Gain 16 Block.
Blood WallBlood Wall gains Block, which Juggernaut makes count for moreLose 2 HP.
Gain 16 Block.
Gain 16 Block.

Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Whenever you are attacked this turn, deal 4 damage back.
Flame BarrierFlame Barrier gains Block, which Juggernaut makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Whenever you are attacked this turn, deal 4 damage back.

Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Draw 1 card.
Shrug It OffShrug It Off gains Block, which Juggernaut makes count for moreGain 8 Block.
Draw 1 card.
Draw 1 card.

Taunt
Skill
1
Gain 7 Block.
Apply 1 Vulnerable.
Apply 1 Vulnerable.
TauntTaunt gains Block, which Juggernaut makes count for moreGain 7 Block.
Apply 1 Vulnerable.
Apply 1 Vulnerable.

True Grit
Skill
1
Gain 7 Block.
Exhaust 1 card at random.
Exhaust 1 card at random.
True GritTrue Grit gains Block, which Juggernaut makes count for moreGain 7 Block.
Exhaust 1 card at random.
Exhaust 1 card at random.

Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Upgrade a card in your Hand.
ArmamentsArmaments gains Block, which Juggernaut makes count for moreGain 5 Block.
Upgrade a card in your Hand.
Upgrade a card in your Hand.

Colossus
Skill
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
You receive 50% less damage from Vulnerable enemies this turn.
ColossusColossus gains Block, which Juggernaut makes count for moreGain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
You receive 50% less damage from Vulnerable enemies this turn.

Defend
Skill
1
Gain 5 Block.
DefendDefend gains Block, which Juggernaut makes count for moreGain 5 Block.

Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second WindSecond Wind gains Block, which Juggernaut 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.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield gains Block, which Juggernaut makes count for moreLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
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.
If you take unblocked attack damage this combat, die.
The GambitThe Gambit gains Block, which Juggernaut makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
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.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic ButtonPanic Button gains Block, which Juggernaut makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax gains Block, which Juggernaut makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium gains Block, which Juggernaut makes count for moreGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Lift
Skill
1
Give another player 11 Block.
LiftLift gains Block, which Juggernaut makes count for moreGive another player 11 Block.

Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate DefendUltimate Defend gains Block, which Juggernaut 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.
Redirect all incoming attacks that would be dealt to another player this turn to you.
InterceptIntercept gains Block, which Juggernaut makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Relics that synergize with Juggernaut
OrichalcumOrichalcumOrichalcum fires when you would end without Block.If you end your turn without Block, gain 6 Block.
Self-Forming ClaySelf-Forming ClaySelf-Forming Clay gains Block, which Juggernaut makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Captain's WheelCaptain's WheelCaptain's Wheel gains Block, which Juggernaut makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn CleatHorn CleatHorn Cleat gains Block, which Juggernaut makes count for moreAt the start of your 2nd turn, gain 14 Block.
AnchorAnchorAnchor gains Block, which Juggernaut makes count for moreStart each combat with 10 Block.
Tuning ForkTuning ForkTuning Fork gains Block, which Juggernaut makes count for moreEvery time you play 10 Skills, gain 7 Block.
PermafrostPermafrostPermafrost gains Block, which Juggernaut makes count for moreThe first time you play a Power each combat, gain 7 Block.
SaiSaiSai gains Block, which Juggernaut makes count for moreAt the start of your turn, gain 7 Block.
The AbacusThe AbacusThe Abacus gains Block, which Juggernaut makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak ClaspCloak ClaspCloak Clasp gains Block, which Juggernaut makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Lost WispLost WispLost Wisp triggers on Powers played, and Juggernaut is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Juggernaut is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Anchor???Anchor???Anchor??? gains Block, which Juggernaut makes count for moreStart each combat with 4 Block.
Ripple BasinRipple BasinRipple Basin gains Block, which Juggernaut makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???Orichalcum???Orichalcum??? gains Block, which Juggernaut makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental FanOrnamental FanOrnamental Fan gains Block, which Juggernaut makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating HelmetIntimidating HelmetIntimidating Helmet gains Block, which Juggernaut makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the WindDaughter of the WindDaughter of the Wind gains Block, which Juggernaut makes count for moreWhenever you play an Attack, gain 1 Block.
Game PieceGame PieceGame Piece triggers on Powers played, and Juggernaut is oneWhenever you play a Power, draw 1 card.
Changes by version
- Damage increased from 5 to 6 (upgraded 7 to 8)
- Re-added Juggernaut cardArtInternal playtestRestored Juggernaut card portrait and power art
- Removed from the game
All 4 patch notes1 older
- Killing an enemy with Juggernaut + Toric Toughness card combo no longer softlocks
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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