Orbs

**Orbs** is a mechanic used by The Defect, one of the playable characters. The Defect begins with 3 Orb Slots that can store elemental spheres. Each sphere's passive effect is triggered every turn, and the spheres can be Evoked for an active burst.

## Orb Slots

*Main Article: Orb Slots*

The Defect begins with three Orb slots and considers the right most Orb to be the **active Orb**. Other classes begin with 0 Orb slots. They will gain 1 Orb slot after obtaining  or some game modifier — obtaining Defect cards without one of these will cause  orbs to fail.

Player can increase and decrease the number of Orb Slots by playing cards, possessing some relics, or drinking . Losing a slot with an Orb equipped does not  it. A character can have at most 10 Slots. If a character has 0 Slots, Orbs can no longer be . Orb Slots do not carry over between combats.

## Orb Interaction

### Channel

*Main Article:*

**Channeling** an Orb inserts it into the rightmost empty slot. If every slot is full, each Orb will be shifted one slot to the right, popping the active Orb out of its slot and **Evoking** it.

At the end of The Defect's turn, it uses the passive effect of **channeled** orbs, right to left. The effect of these orbs can be increased by gaining the  buff.

### Evoke

*Main Article:*

**Evoking** an Orb shatters it and unleashes a high-powered effect. Unlike passive effects, Evoking an Orb activates instantly. Orbs can be Evoked by **channeling** too many Orbs or cards that specify Evoking them. After Evoking an Orb, each Orb to its left shifts to fill its slot.

### Focus

*Main Article:*

 is a stat unique to The Defect that affects Orbs the same way  affects Attacks and  affects . Increasing  increases the magnitude of both the passive and  effects of each Orb (except for ). It is possible to reduce Orb effects to 0 by decreasing .

## Orb Types

There are currently four types of Orbs — , , , and .

### Lightning

**Passive:** Deal 3 (+ ) Damage to a random enemy.

**:** Deal 8 (+ ) Damage to a random enemy.

#### Cards

* -  1 .
* -  1 .
* - Possible to  1 (or 2) .
* -  1 (2)  whenever you receive unblocked attack damage.
* -  1  whenever you play a Power card.
* -  X (X+1) .
* -  2 (3) .
* -  1 , then 1 , then 1 .

#### Strategy

* Lightning Orbs are straightforward damage-dealers that chip away at enemies' Health each turn and  a big damage burst. Lightning Orbs' passives activate at the end of the player's turn, before the enemy's  has worn off. This means it can't bypass , but it can push through some sneaky finishing damage if sufficiently worn down beforehand.

* The random nature of these Orbs spreads the pain around, so reducing enemy numbers with Attack cards to focus the Lightning damage onto the most dangerous enemy is an ideal strategy. Alternatively,  will apply Lightning damage to all foes, allowing you to take on groups of foes effectively.

* When building a Lightning deck, plan whether the Orbs' passive or their  will deal the bulk of your damage. Increase your  and add more Orb slots to maximize the passive damage, or reduce Orb slots and add more  effects to  more often. Trying to do both can make the deck inconsistent and unable to handle high-health enemies.

* The damage dealt by Lightning is not affected by any effects except , , and . It's not reduced by , isn't increased by , ignores  and , and doesn't count as Attack damage for effects like .

### Frost

**Passive:** Gain 2 (+ ) .

**:** Gain 5 (+ ) .

#### Cards

* -  1 .
* -  1 .
* - Possible to  1 (or 2) .
* -  1  for each enemy in combat.
* -  2 .
* -  1 , then 1 , then 1 .

#### Relic

* -  1  if you end your turn with empty Orb slots.

#### Strategy

* Frost Orbs are defensive tools that provide a small but relevant defense boost each turn and  to counter stronger blows. Frost Orbs' passives activate at the end of the player's turn, but after effects like  have triggered.

* At the beginning of combat, Frost Orbs are the weakest of the bunch, the  too minor to counter even feeble attacks. However, once The Defect has  a few copies and boosted Focus, they form a line of defense that few enemies can penetrate, and regenerate it turn after turn.

* When building a Frost deck, the challenge is surviving the early game until your Frost Orbs can fully defend you. One option is to bolster them with Skills that grant , accepting that those Skills will become useless once your Frost defenses are prepared. Another option is to simply tank the early-game damage and recover with .

* The  granted by Frost isn't affected by Dexterity or Frail, which makes it particularly strong against enemies that use such effects to proactively reduce . The repeatable card-free  is also relevant against Gremlin Nob and Chosen.

### Dark

**Passive:** Add 6 (+ ) Damage (= Y) to this Orb's .

**:** Deal Y Damage to the enemy with the lowest Health.

Y starts at 6 when the Orb is first .

#### Cards

* -  1 .
* -  1 .
* - Possible to  1 (or 2) .
* -  1 , then 1 , then 1 .

#### Strategy

* Dark Orbs are beatsticks that trade Lightning's reliable damage for a bigger  effect. The Dark Orb's passive has no effect on combat at all, and only serves to stockpile damage into the  ability. Dark Orbs' passives activate at the end of the player's turn.

* Dark Orbs are the most challenging Orb to build around. The Defect must  the Orb early, survive while it charges, and  it at the appropriate time. The Dark Orb gains less from  than other Orbs — it's generally smarter to simply charge it for a few more turns. However, the payoff is massive damage that's more predictable than that of a Lightning Orb.

* The key to mastering the Dark Orb is ensuring it can be  at the right time, onto the right enemy. Dark Orb decks demand a high number of  cards, and benefit the most from multi- cards like  that can multiply the hard-won damage. If  with , the  Dark Orb will retain the stockpiled damage. Use reliable Attacks like  to groom enemies' HP so the  damage can land on a key target. Try to  's Lightning Orb as soon as possible, so the Dark Orb is ready for action.

* A key decision in Dark deck construction is how many Orb slots to maintain. Increasing the count allows the player to charge more Dark Orbs at once, but reducing it makes it easier for  effects to  them. In either case, minimize the number of  effects in the deck to avoid prematurely Evoking Orbs.

* Like Lightning Orbs, Dark Orbs' damage is affected only by , , and .

### Plasma

**Passive:** Gain 1 .

**:** Gain 2 .

#### Cards

* - Possible to  1 (or 2) .
* -  1 .
* -  3 .

#### Strategy

* Plasma Orbs grant . This simple effect powers greedy decks loaded with impractically-costed, absurdly powerful cards and fuels long chains of huge plays. Unlike other Orbs, Plasma Orbs are unaffected by , and their passive effects trigger at the beginning of The Defect's turn.

* A single Plasma Orb is a significant boon to The Defect, like a  with no downside. The key is making the most of the extra Energy without Evoking the Orb and losing the passive. Alternately, the Orb can be  at the right time to access the 2 Energy and fuel a huge turn.

* When The Defect can  multiple Plasma Orbs, the challenge is simply spending all the Energy. This is the time to jam all the , , , and other flashy bombs that are too pricey for more sensible decks. There's nothing more satisfying than sinking a dozen Energy into a massive  or .

* , , and other repeatable card-draw and card-generation effects are great ways to dump excess Energy, and  can become hilariously overpowered. Draw effects in general are quite good with Plasma Orbs, especially if the deck is likely to  them.

## Trivia

As seen in the  card art, **Plasma Orb** seems to be created from the fusion of the three other orbs.