watch 02:39
The Loop (Games)
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Channeling an orb puts it in your first empty slot. If you have no empty orb slots, your first orb is automatically evoked to make room.
Contents
Cards That Channel Orb[edit | edit source]
General[edit | edit source]
Lightning Orb[edit | edit source]
- Zap - 1
Lightning.
- Ball Lightning - 1
Lightning.
- Static Discharge- 1 (2)
Lightning whenever taking unblocked attack damage.
- Storm - 1
Lightning whenever you play a Power.
- Tempest - X (+1)
Lightning.
- Electrodynamics - 2 (3)
Lightning.
- Rainbow - 1
Lightning, 1
Frost, 1
Dark.
Frost Orb[edit | edit source]
- Cold Snap - 1
Frost.
- Coolheaded - 1
Frost.
- Chill - 1
Frost for each enemy in combat.
- Glacier - 2
Frost.
- Rainbow - 1
Lightning, 1
Frost, 1
Dark.
Dark Orb[edit | edit source]
Plasma Orb[edit | edit source]
- Fusion - 1
Plasma
- Meteor Strike - 3
Plasma
Cards Affected By Channeled Orb[edit | edit source]
General[edit | edit source]
Lightning Orb[edit | edit source]
Frost Orb[edit | edit source]
Relics[edit | edit source]
Cracked Core - At the start of each combat, Channel 1
Lightning orb.
Frozen Core - Channel 1
Frost orb at the end of the player's turn, so long as the player has an empty orb slot.
Symbiotic Virus - At the start of each combat, Channel 1
Dark orb.
Nuclear Battery - At the start of each combat, Channel 1
Plasma orb.
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