Raid Bosses crank the arena's danger up to eleven. The all new Featsplosions mechanic will help you even the score.
Featsplosions are a new component featured in the Invincible Arena. Vault Hunters will need every ounce of firepower and pure badassery to withstand the fury of a raid boss, but featsplosions aren’t just for those colossal showdowns. They can crank up the carnage in any scenario for Mister Torgue’s Arena of Badassery™, turning every fight into an over-the-top spectacle of mayhem and glory.
Featsplosions are never mandatory, but unleashing them is like strapping a rocket to your strategy. They’re the perfect counterweight when you crank the game’s difficulty to ludicrous levels, especially if you’re throwing in Threats (see previous article: “Make the Arena Even Deadlier With Threat Cards!”). Think of them as your secret weapon when the Arena turns from dangerous to downright murderous.
Invincible Arena comes with eight featsplosion decks for you to choose from. Each player chooses a deck and draws three cards into their hand. Let's take a look at how they work!
Playing Featsplosions
Each Vault Hunter may play one featsplosion card during their activation or [RE]action. Played featsplosion cards are placed face up in a row next to the Arena. Playing a featsplosion card does not have any cost or require you to use an Action token.
After playing a featsplosion, draw a new card from your deck. Once your deck is empty, it stays empty. No reshuffles, no second chances. Featsplosions are rare, powerful, and fleeting, so use them with ruthless precision.
Using Featsplosions
You may play a featsplosion and use its ability later during the round. For example, you can play Fix & Frag to Heal 1 wound even if you don’t have any wounds, then after an enemy attack later in the round, you may then Heal a wound.
You may also use any featsplosions that other Vault Hunters played. You may use any featsplosion in play in any order you wish. Each Vault Hunter may use a featsplosion in play once during a round (unless it has an Ongoing ability).
All played featsplosions are discarded when the round ends.
Ongoing Abilities
Featsplosions with an Ongoing ability don’t burn out after one blast, they unleash limitless mayhem through the round for unrelenting badassery. They are discarded at the end of the round, along with any other played featsplosions.
Featured Cards
Playing a featsplosion to supercharge your activation is only the opening blast. The real power comes when you combo it with featsplosions from other Vault Hunters, igniting a chain-reaction of mayhem that cranks your actions into pure combotastic glory!
Now let’s blast off into the wild world of featsplosions cards, each one packed with enough explosive power to shake the Arena to its core.
Ambush
Ambush allows you to [RE]act after an enemy finishes moving, instead of only after a Vault Hunter is wounded. This lets cunning Vault Hunters bide their time, hoarding Action tokens while enemies move into range, then unleash a devastating attack that tears them apart before they even know what hit ‘em!
Buddy System
Some featsplosion decks focus on teamwork, coordinating your friends’ actions for maximum effect. This card allows you to choose your bestest buddy to take a GREEN action for free during your activation. Your buddy could blast a heavy target down to size so you can swoop in for the killing blow, or vaporize that irritating enemy clogging up your line of sight.
Fix & Frag
This ability lets you patch up a wounded Action token and throw it right back into the fight revived, recharged, and ready for action.
Retaliatory Strike
This ability turns every hit you take into a chance to strike back, free of charge! Sure, taking wounds is a dangerous gamble, but with Health tokens or healing featsplosions in your arsenal (like Fix & Frag or Pain Don’t Hurt), it becomes a ruthless opportunity to unleash a storm of punishment on your enemies.
Fury Unleashed
This card refreshes a number of Action tokens equal to the wounds your attack dealt. Landing an attack with Deadly, Explosive, or Crowd Control doesn’t just deal damage, it can reignite your momentum by refreshing multiple tokens, giving you the power for another full-throttle activation in the same round!
Freezer Burn
This featsplosion blankets every attack in Cryo power, freezing your enemies solid! Melee or ranged, it doesn’t matter; every blow can become a chilling strike that locks foes in place and leaves them shivering in defeat.
Scavenge
This featsplosion can be really useful later in the game, after Vault Hunters have collected and used several Loot tokens. Instead of drawing Loot tokens randomly from the Claptrap bag, you can take whatever token you want from the discard. This allows you to get what you need, whether its healing wounds, reloading weapons that are out of ammo, or a shiny pile of $500 cash. This also gives you control over choosing tokens with a Card Draw icon so they are placed in the enemy’s zone for another Vault Hunter to pick up, or another icon so you can immediately collect it.
Marked For Death
This featsplosion only detonates in the Invincible Arena expansion, when you’re in a showdown with a colossal raid boss. Place the Ongoing card next to one of the boss’s hit locations of your choice. It stays there until the end of the round, supercharging every shot that hits that spot. All attacks targeting that location gain Deadly, punching through armor and dealing an extra wound on every successful hit. Need to shred a weak point fast? Double the damage and watch that hit location melt. If a hit location is damaged and flipped to its Enraged side, it’s ripe for a glorious overkill!
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We’ll keep revealing more about these new ways to experience Mister Torgue’s Arena of Badassery in future updates and during the campaign. If you’re a fresh recruit or a veteran looking for the ultimate showdown, this is your chance to prove just how badass you really are! So be sure to FOLLOW NOW for more updates, a free follower gift, and launch notification.









