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power

Caltrops

1

A-

Whenever you are attacked, deal 3 damage to the attacker.

power

Caltrops+

1

A-

Whenever you are attacked, deal 5 damage to the attacker.

Caltrops

What we think of Caltrops

Caltrops can work well in silence due to her ability to stack up absurd amounts of block. Although this won't when encounters on its own, it is particularly powerful versus Hexaghost, the heart, and annihilates the birds. For this reason I would consider picking one up in act one especially if I know I will be fighting Hexaghost. Beyond this point, any additional copies of caltrops should only be considered for their dps against the heart.

Card Super Synergies

  • power

    Footwork

    1

    A

    Gain 2 Dexterity.

  • power

    Wraith Form

    3

    S

    Gain 2 Intangible.
    At the end of your turn, lose 1 Dexterity.

  • skill

    Apparition

    1

    A-

    Gain 1 Intangible.
    Exhaust.
    Ethereal.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Oddly Smooth Stone

    common

    At the start of each combat, gain 1 Dexterity.

    B

    A-

    B

    B

  • Kunai

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

    C+

    S-

    C+

    B-

  • Incense Burner

    rare

    Every 6 turns, gain 1 Intangible.

    A

    A+

    A

    A+

  • Duality

    uncommon

    Whenever you play an Attack, gain 1 temporary Dexterity.

    C-

Card Synergies

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • skill

    Backflip

    1

    A

    Gain 5 Block.
    Draw 2 cards.

  • skill

    Blur

    1

    C+

    Gain 5 Block.
    Block is not removed at the start of your next turn.

  • skill

    Cloak And Dagger

    1

    B+

    Gain 6 Block.
    Add 1 Shiv to your hand.

  • attack

    Dash

    2

    A-

    Gain 10 Block.
    Deal 10 damage.

  • skill

    Deflect

    0

    C

    Gain 4 Block.

  • skill

    Dodge and Roll

    1

    B

    Gain 4 Block.
    Next turn gain 4 Block.

  • skill

    Escape Plan

    0

    C

    Draw 1 card.
    If the card is a Skill, gain 3 Block.

  • skill

    Leg Sweep

    2

    A-

    Apply 2 Weak.
    Gain 11 Block.

  • skill

    Nightmare

    3

    B

    Choose a card.
    Next turn, add 3 copies of that card into your hand.
    Exhaust.

  • skill

    Survivor

    1

    B+

    Gain 8 Block.
    Discard a card.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • skill

    Good Instincts

    0

    C+

    Gain 6 Block.

  • skill

    Panic Button

    0

    C+

    Gain 30 Block.
    You cannot gain Block from cards for the next 2 turns.
    Exhaust.

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

Relic Synergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Orichalcum

    common

    If you end your turn without Block, gain 6 Block.

    A+

    B

    A

    B

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • Ornamental Fan

    uncommon

    Every time you play 3 Attacks in a single turn, gain 4 Block.

    C-

    C+

    D+

    C-

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Calipers

    rare

    At the start of your turn, lose 15 Block rather than all of your Block.

    D

    C+

    B-

    C-

  • Gambling Chip

    rare

    At the start of each combat, discard any number of cards then draw that many.

    A-

    A

    A-

    A

  • Thread and Needle

    rare

    At the start of each combat, gain 4 Plated Armor.

    A-

    A+

    A

    A

  • The Abacus

    shop

    Gain 6 Block whenever you shuffle your draw pile.

    D+

    C-

    D+

    D+

  • Self-Forming Clay

    uncommon

    Whenever you lose HP in combat, gain 3 Block next turn.

    D+

  • Tough Bandages

    uncommon

    Whenever you discard a card during your turn, gain 3 Block.

    C

  • Cloak Clasp

    rare

    At the end of your turn, gain 1 Block for each card in your hand.

    B

  • Horn Cleat

    uncommon

    At the start of your 2nd turn, gain 14 Block.

    B+

    B+

    B+

    B+

  • Captain's Wheel

    rare

    At the start of your 3rd turn, gain 18 Block.

    B+

    B+

    B+

    B+

Relic Antisynergies

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

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