Feel No Pain is a Power card for the Ironclad. For the rest of the combat, Exhausting a card immediately applies Block. As an Uncommon card, it appears as a card reward.
Upgrading Feel No Pain increases the Block gain from 3 to 4.
Interactions[]
- Ethereal cards Exhaust themselves at the end of the turn, which triggers Feel No Pain. This makes the card a particularly effective counter to accumulated Dazed (Sentries, Chosen), adds flexibility to ethereal attack/skill cards (Carnage, Ghostly Armor), and grants free block from ethereal curses (Ascender's Bane, Clumsy).
- Combining Feel No Pain with True Grit generates high block for one Energy. This in turn can provide heavy damage for Body Slam.
- Corruption synergizes strongly with Feel No Pain, granting a bonus 3-4 block for every 0 Energy skill card played.
- Using Fiend Fire with Feel No Pain can eliminate the need to block for the current turn while allowing maximum damage for Fiend Fire.
Update History[]
- Weekly Patch 23: Testing Continues...
- Feel No Pain+ card nerfed: Upgrade is now +1 rather than +2.
- Weekly Patch 21: Channel Lightning
- Feel No Pain card nerf. 4 -> 3 block. Upgraded: 6 -> 5 Block.
Ironclad Cards | |||
---|---|---|---|
Starters | |||
Attacks | Common
|
Anger • Body Slam • Clash • Cleave • Clothesline • Headbutt • Heavy Blade • Iron Wave • Perfected Strike • Pommel Strike • Sword Boomerang • Thunderclap • Twin Strike • Wild Strike
| |
Uncommon
|
Blood for Blood • Carnage • Dropkick • Hemokinesis • Pummel • Rampage • Reckless Charge • Searing Blow • Sever Soul • Uppercut • Whirlwind
| ||
Rare
|
|||
Skills | Common
|
||
Uncommon
|
Battle Trance • Bloodletting • Burning Pact • Disarm • Dual Wield • Entrench • Flame Barrier • Ghostly Armor • Infernal Blade • Intimidate • Power Through • Rage • Second Wind • Seeing Red • Sentinel • Shockwave • Spot Weakness
| ||
Rare
|
|||
Powers | Uncommon
|
||
Rare
|