Anchor

Anchor

Common
Start each combat with 10 Block.

You begin every combat with 10 Block already up before turn 1, granted in the pre-combat hook. The Block is flagged Unpowered, so Dexterity does not raise it and it is not counted as Block gained from a card. It fades at the start of your next turn like any other Block unless something keeps it.

Rarity
Common
Character
All characters
Shop price
175 gold

When to take Anchor

Best in act 1, where its 10 free Block covers an enemy's opening attack and frees turn 1 for damage or setup. Fades by act 3, where enemies hit for far more.

Cards that synergize with Anchor

Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam hits for 10 on turn 1 before you play any Block.Deal damage equal to your Block.
Barricade
Power
3
Block is not removed at the start of your turn.
Sturdy Clamp and Barricade keep it from fading.Block is not removed at the start of your turn.
Entrench
Skill
2
Double your Block.
Entrench doubles it.Double your Block.
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut makes Block count for more, and Anchor gains itWhenever you gain Block, deal 6 damage to a random enemy.
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 Anchor gains itWhenever you gain Block on your turn, other players gain half that much Block.
Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Blur makes Block count for more, and Anchor gains itGain 5 Block.
Block is not removed at the start of your next turn.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield makes Block count for more, and Anchor gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong makes Block count for more, and Anchor gains itNext turn, gain Block equal to your current Block.
Exhaust.
Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld makes Block count for more, and Anchor gains itDouble your Block gain this turn.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable makes Block count for more, and Anchor gains itThe first time you gain Block from a card each turn, double the amount gained.

Relics that synergize with Anchor

Sturdy Clamp
Sturdy Clamp and Barricade keep it from fading.Up to 10 Block persists across turns.
Bag of Preparation
Bag of Preparation gives you a full turn of options behind the shield.At the start of each combat, draw 2 additional cards.
Parrying Shield
Parrying Shield makes Block count for more, and Anchor gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Pael's Legion
Pael's Legion makes Block count for more, and Anchor gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Anchor gains itThe first time you gain Block from a card each combat, double the amount gained.
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