Strength
Strength adds additional damage to Attacks.
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Frequently Asked Questions ↓Universal buffs and debuffs that affect every character — click to jump to its full entry.
Strength adds additional damage to Attacks.
Dexterity improves Block gained from cards.
Negates debuffs.
At the start of your next turn, gain 4 Block.
At the start of your next turn, draw 1 additional card.
Gain additional Energy next turn.
Increases the effectiveness of Orbs.
Reduce all damage taken and HP loss to 1 this turn.
At the end of your turn, gain Block. Plating is reduced by 1 at the start of your turn.
Retain your Hand for the next 2 turns.
When hit by an attack, deal damage back.
Your next Attack deals additional damage.
Prevent the next time you would lose HP.
At the start of your next turn, draw 1 additional card.
Enemies deal 50% less damage this turn.
Your next card is played an extra time.
Gain Strength until the end of this turn.
The next Attack you play deals triple damage.
Gain an additional Energy next turn.
Regen heals HP at the end of your turn. Each turn, Regen is reduced by 1.
Gain Strength until the end of this turn.
Gain Strength at the end of your turn.
Gain Dexterity until the end of this turn.
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.
Block is not removed at the start of your turn.
You receive 50% less damage from Vulnerable enemies this turn.
Skills cost 0.
Whenever you play a Skill, Exhaust it.
At the start of your turn, lose HP and gain Block.
Vulnerable enemies take additional damage.
Whenever a card is Exhausted, draw 1 card.
At the start of your turn, gain 2 Strength.
At the start of your turn, Exhaust the top 2 cards of your Draw Pile.
Whenever a card is Exhausted, gain 3 Block.
Whenever you are attacked this turn, deal 4 damage back.
.Take half damage from enemies.
Whenever you draw a card containing "Strike", it is played against a random enemy.
At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
Whenever you gain Block, deal 5 damage to a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
Your next Attack is played an extra time this turn.
Gain 1 Energy at the start of each turn.
Whenever you play an Attack this turn, gain 3 Block.
Whenever you lose HP on your turn, gain 1 Strength.
Gain 3 Block next turn.
Gain Strength until the end of this turn.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Take double damage from enemies. Allies take half damage from enemies.
The first time you gain Block from a card each turn, double the amount gained.
Whenever you apply Vulnerable, draw 1 card.
Poison is triggered an additional time.
Shivs deal additional damage.
Whenever you play a card, gain 1 Block.
Gain Dexterity until the end of this turn.
Whenever you play an Attack this turn, gain 2 Strength this turn.
Block is not removed at the start of your next turn.
This turn, your next Skill is played an extra time.
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
This turn, Attacks deal double damage.
Whenever you deal unblocked attack damage, apply 1 Poison.
Shivs hit ALL enemies.
.Gain Dexterity until the end of this turn.
At the start of your turn, add a Shiv into your Hand.
When you play a Skill, it gains Sly.
Add 3 of a chosen card into your Hand next turn.
Shivs gain Retain.
The first Shiv you play each turn deals 9 additional damage.
Whenever you play a card, deal 4 damage to a random enemy.
Next turn, Attacks deal double damage.
Double your Block gain this turn.
Whenever another player attacks an enemy, gain Block.
Whenever you draw a card during your turn, deal 1 damage to ALL enemies.
Gain 1 additional card reward at the end of combat.
At the start of your turn, draw 1 card and discard 1 card.
Weak enemies take 2 times more damage from Attacks.
At the end of your turn, Retain up to 1 card.
Whenever you play a Colorless card, gain 1 Strength.
Next turn, put 3 cards from your Draw Pile into your Hand.
At the start of your turn, Forge 5.
Whenever you Forge, all allies Forge as well.
Whenever you attack an enemy, it loses 1 Strength this turn.
Whenever you play a card this turn, gain 1 Strength this turn.
Currently granting 0 Strength.
Every 4 Energy you spend, gain an Energy.
If you play enough cards in a turn, draw additional cards at the start of your next turn.
Whenever you play Sovereign Blade, gain 8 Block.
Whenever you create a card, gain 5 Block.
Blocked damage is reflected to your attacker.
At the end of combat, gain 25 Gold.
Sovereign Blade now hits ALL enemies.
At the start of your turn, add 1 random Colorless card into your Hand.
Increase the cost of Sovereign Blade by 1. Sovereign Blade now hits 1 additional time.
At the start of your turn, draw a card and Exhaust a card from your Hand.
The first 2 cards you play each turn are free to play.
Osty's attacks deal additional damage.
At the start of your turn, add 1 random card into your Hand and apply Ethereal to it.
At the start of your turn, apply 6 Doom to a random enemy.
Whenever you play a card that costs 2 Energy or more, gain 7 Block.
At the start of your turn, gain 1 Energy and draw 1 additional card.
Whenever you play a Soul, Summon 1.
Osty absorbs all unblocked attack damage.
At the end of combat, remove a card from your Deck.
Gain 1 Energy at the start of each turn.
Whenever you play a Soul, a random enemy loses 3 HP.
The first Attack each turn deals 50% additional damage.
Whenever Osty loses HP, ALL enemies lose that much HP as well.
Whenever you draw an Ethereal card, draw 1 card.
Whenever Attacks deal damage, they also apply that much Doom.
At the start of your turn, add 1 Sweeping Gaze into your Hand.
Whenever you apply Doom, gain 3 Block.
Whenever you apply a debuff to an enemy, they take 13 damage.
Whenever you play an Ethereal card, gain 4 Block.
At the start of your next turn, Summon 2.
The next Ethereal card you play costs 0.
At the end of your turn, Evoke your leftmost Orb.
At the start of your turn, gain 3 Block for each unique Orb you have.
At the start of your turn, add a random Power into your Hand.
The first card you play each turn is played an extra time.
Attack each turn, return it to your Hand.Gain Focus until the end of this turn.
.At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
At the start of your turn, add 1 random Common card into your Hand.
Gain Focus until the end of this turn.
The first time you draw a Status card each turn, draw more cards.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of your turn, trigger the passive ability of your next Orb.
At the start of your turn, draw 1 additional card.
The next card you play this turn is placed on the top of your Draw Pile.
Your next Power is played an extra time.
Whenever you create a Status, deal damage to ALL enemies.
At the start of your turn, Channel 1 Glass.
Whenever you play a Power, Channel 1 Lightning.
.Gain Focus until the end of this turn.
Whenever you Evoke Lightning, deal 8 damage to each enemy hit.
Whenever you create a Status, Channel 1 random Orb.
Every 10 cards you draw, gain Energy.
Whenever you gain Block on your turn, other players gain half that much Block.
Whenever you play an Attack, add a random Attack into your Hand.
Gain Strength until the end of this turn.
An ally is covering you. All attacks that would be directed to you are redirected to them instead.
less.At the start of your turn, Transform 1 card in your Hand.
Gain an additional 4 Block from Defend cards.
Gain Strength until the end of this turn.
At the end of combat, Upgrade a random card.
You are covering . All attacks that would be directed towards them are redirected towards you.
At the start of your turn, play the top card of your Draw Pile.
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
If you play 5 cards this turn, deal damage to ALL enemies.
At the start of your turn, gain 4 Vigor.
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
Whenever you shuffle your Draw Pile, choose 1 card from it to put into your Hand.
At the end of 3 turns, deal 40 damage to ALL enemies.
Gain 5 Block at the start of the next 2 turns.
When this creature would be defeated, it instead revives even stronger.
TODO
Deals 50% more damage when it is attacking you from behind.
Block is not removed at the start of this creature's turn. Stunned if all Block is removed.
When an ally dies, this creature gains 5 Strength and 99 Block.
When damaged, rolls up and gains block. (Once per combat)
Whenever you play a Skill, gains 2 Strength.
Exits the combat after 4 turns.
Receives 50% less damage from Attacks.
Powers are afflicted with .
Whenever you play a card this turn, deal 2 damage to ALL enemies.
Reduce all damage taken and HP lost by this creature to 9.
This creature cannot lose more than 20 HP each turn.
Hatches after X turns.
When killed, returns all the stolen Gold.
At the start of this creature's turn, it gains 2 Strength.
When this dies, it revives next turn at full HP.
Upon dying, summons... something.
All other allies deal 1 additional damage.
Minions abandon combat without their leader.
At the end of every other turn, gains Intangible 1.
Shuffle 1 Wound into your Discard Pile each time you receive unblocked attack damage.
Whenever this creature deals unblocked attack damage to you, you lose 1 Max HP.
Whenever this enemy is hit by an Attack, add Dazed into your Draw Pile.
When killed, return all stolen Dexterity to the player.
When killed, return all stolen Strength to the player.
At the start of the player's turn, Turret Operator gains 25 Block.
When an enemy dies, Corpse Slug immediately eats it, becoming Stunned and gaining 1 Strength.
If other segments are still alive, revives in 2 turns with 25 HP.
A power used by The Insatiable.
The first time this creature is hit each turn, it gains 1 Block.
The next time this creature loses HP, it only loses 1 HP instead.
Awakens upon taking turns or losing HP 3 times.
Receives 50% less attack damage until it lands.
When killed, deals damage at the end of your next turn.
When killed, a new Axebot is summoned in its place.
Whenever this creature deals unblocked attack damage, it gains 1 Strength.
Something is off about this creature...
Upon killing this enemy, the stolen card is returned.
At the end of its turn, gains 1 Strength.
Steals Gold when Attacking.
You have 3 more turns to defeat the Battleworn Dummy.
.Vulnerable creatures take 50% more damage from Attacks.
Weakened creatures deal 25% less damage with Attacks.
While Frail, gain 25% less Block from cards.
Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.
At the end of the enemy turn, if it has at least as much Doom as HP, it dies.
The costs of your cards are randomized on draw, from 0 to 3.
At the end of its turn, this creature X loses HP.
This creature's Attacks deal 30% less damage for the next 3 turns.
Lose Strength until the end of this turn.
Lose Strength until the end of this turn.
Whenever you gain Block this turn, deal 5 damage to the enemy.
Other allies deal 2x more damage to this enemy this turn.
Lose Strength until the end of this turn.
You may not draw any more cards this turn.
Whenever you play a card this turn, this enemy loses 2 HP.
At the start of your turn, lose 1 Dexterity.
Sovereign Blade deals double damage to the enemy this turn.
Lose Strength until the end of this turn.
Lose Strength until the end of this turn.
Lose Strength until the end of this turn.
Vulnerable and Weak are twice as effective for the next 2 turns.
Lose Strength until the end of this turn.
All Hangs deal 2 times more damage to this enemy.
At the start of your turn, apply 3 Doom to yourself.
Whenever you play a card, this enemy gains 1 Doom.
Whenever Osty hits this enemy this turn, Summon 3.
At the start of your turn, lose 1 Focus.
Lose Strength until the end of this turn.
This creature takes times the damage from other players this turn.
You cannot gain Block from cards.
The next Attack another player plays on the enemy is played an extra time.
If you take unblocked attack damage this combat, die.
The first 3 cards drawn each turn are Afflicted with Bound.
While the Slithering Strangler is alive, at the end of your turn, take 1 damage.
While Magi Knight is alive, ALL your cards are Downgraded.
At the end of your turn, take 5 damage.
While Spectral Knight is alive, ALL your cards are Ethereal.
If this creature's attacks are fully blocked, it becomes Stunned.
Take 20 damage at the end of your turn. Is cleared if the Magi Knight dies.
Draw 1 fewer card each turn.
The first time this creature's HP reaches 150 or below, it becomes Stunned.
You can only play 1 card this turn.
The first time this creature's HP reaches 50% or below, it becomes Stunned.
You cannot play more than 3 cards each turn.
Whenever you play a card, this enemy receives 10% more damage from Attacks this turn.
You can only play 1 Skill per turn.
Receive 50% more damage if attacked from behind. Use targeting cards or potions to change your orientation.
Attacks cost 1 additional Energy this turn.
Whenever you play a card, lose 1 Strength and 1 Dexterity this turn.
Gain 1 less Energy per turn.