Updated 7 Sep 2026
Abilities/Affinity Dash

Affinity Dash fills your Dash slot. Movement dash ability of the physical school. Dash speed 17 for 4 ticks, 1 charge, 70-tick cooldown.

You get it by equipping 8 bases across 3 lines: Echo Boots, Palimpsest Boots and Secondverse Boots.

The draft can bend it 3 ways — Reach, Force and Duration — and cards that ask for movement, dash and trail will find it.

Between rooms it can be offered 165 cards: 36 written for it specifically, plus the 129 that any ability can take. Those cards can put Burn, Shock, Chill, Venom, Bleed, Crumble, Brand and Distortion on it.

3 Uniques are built on gear that hands it to you: Encore, Snowblind Steps and Threadfoot.

Gear that hands it to you

3 lines · 8 bases

How the draft bends it

3 ways to change it
ChangeWhat it does to a movement
Reach
The ability reaches farther.
+1 DashTicks
Force
Harder hits: knockback, shove and stagger pressure.
+6% DashSpeed
Duration
Statuses, buffs, summons and channels last longer.
-8% DashCooldownTicks

The fine print

the raw numbers behind it
Damage tags
Fires ondash_start → dash_travel → dash_trail → dash_end
DashSpeed17
DashTicks4
DashCooldownTicks70
DashCharges1
Phasingfalse
ReturnWindowTicks0
Airbornefalse
Shovenull

Cards it can be offered

165 cards it can see
Written for this ability (36)
Plus the ones any ability can take (129)

Nothing on these cards narrows the draft, so every ability can be offered them — see all 165 together →

What it can end up carrying

if the draft goes your way

Uniques

built on gear that grants it