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attack

Dash

2

A-

Gain 10 Block.
Deal 10 damage.

attack

Dash+

2

A-

Gain 13 Block.
Deal 13 damage.

Dash

What we think of Dash

Dash, like iron wave, is a decent pick in act one because it is so strong versus the gremlin nob. Also, due to its large numbers, it is not as greatly affected by lagavulin’s debuff. Again, it benefits from strength and dexterity but not quite as efficiently as iron wave does. I would be happy to pick one or two of these up over the course of my run.

Card Synergies

  • skill

    Blur

    1

    C+

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

  • power

    Caltrops

    1

    A-

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

  • power

    Footwork

    1

    A

    Gain 2 Dexterity.

  • skill

    Setup

    1

    D

    Place a card in your hand on top of your draw pile.
    It cost 0 until it is played.

  • skill

    Madness

    1

    C

    Reduce the cost of a random card in your hand cost to 0 this combat.
    Exhaust.

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

Relic Synergies

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Pen Nib

    common

    Every 10th Attack you play deals double damage.

    A

    A-

    B

    A

  • Mercury Hourglass

    uncommon

    At the start of your turn, deal 3 damage to ALL enemies.

    C

    C

    C

    C

  • Molten Egg

    uncommon

    Whenever you add an Attack card to your deck, it is Upgraded.

    A-

    A-

    A-

    A-

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • Calipers

    rare

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

    D

    C+

    B-

    C-

  • Thread and Needle

    rare

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

    A-

    A+

    A

    A

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

  • Velvet Choker

    boss

    Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

    A

    A-

    A

    A-

  • Turnip

    rare

    You can no longer become Frail.

    B-

    B

    C+

    B

  • Pocketwatch

    rare

    Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.

    C+

    C-

    C-

    C-

Card Antisynergies

  • power

    Wraith Form

    3

    S

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

  • skill

    Panic Button

    0

    C+

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

  • curse

    Regret

    Unplayable.
    At the end of your turn, lose 1 HP for each card in your hand.

Relic Antisynergies

  • Kunai

    uncommon

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

    C+

    S-

    C+

    B-

  • Unceasing Top

    rare

    Whenever you have no cards in hand during your turn, draw a card.

    D-

    B-

    C-

    B-

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