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Card · Current main branchFootwork
Footwork's current Slay the Spire 2 Dexterity values, upgrade, setup cost, and the Block density needed to make the Silent Power pay off.
Quick answer
Footwork is a 1-cost Uncommon Silent Power that grants 2 Dexterity, or 3 when upgraded. It provides no Block on the turn by itself; its value comes from improving later Block gained from affected cards across the rest of the combat.
Silent · Uncommon
Footwork
Power
Gain 2 Dexterity
| Character | Silent |
|---|---|
| Rarity | Uncommon |
| Type | Power |
| Cost | 1 Energy |
| Effect | Gain 2 Dexterity |
| Upgrade | Gain 3 Dexterity |
What two Dexterity changes
Footwork creates a combat-long modifier rather than one defensive turn. A deck that plays several affected Block cards each cycle receives the bonus repeatedly; a deck with only one or two Block cards may wait too long to recover the Energy and draw spent on the Power.
Count realistic Block plays, not every defensive card in the deck. Effects that do not scale with Dexterity should not be included just because they are defensive.
The setup-turn cost
One Energy is inexpensive only when the enemy gives Silent room to spend it. Footwork does not directly stop the current attack, so deploying it into a dangerous turn can cost more HP than the later Dexterity saves.
Draw and Retain can make the timing safer by finding or holding the Power for a low-pressure turn. This is one reason Backflip and Well-Laid Plans can support a defensive package without being raw scaling themselves.
Should Footwork be upgraded?
The upgrade raises the permanent Dexterity from 2 to 3. The extra point is applied across future affected Block gains, so its total value grows with fight length and the number of Block cards played.
It is a high-ceiling upgrade when the deck already depends on Dexterity. It is less urgent when a cost upgrade or immediate damage upgrade is needed to survive the next elite.