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Channeling an [[Orbs|orb]] puts it in your first empty slot. If you have no empty [[Orb Slots|orb slots]], your first orb is automatically [[evoke|evoked]] to make room.
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Channeling an [[Orbs|orb]] puts it in your first empty slot. If you have no empty [[Orb Slots|orb slots]], your first orb is automatically [[evoke]]d to make room.
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Cards:
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* {{C|Recursion}}
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* {{C|Chaos}}
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* Lightning Orb
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** {{C|Zap}}
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** {{C|Ball Lightning}}
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** {{C|Static Discharge}} - 1(2) Lightning whenever taking attack damage.
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** {{C|Rainbow}} - 1 Lightning, 1 Frost, 1 Dark.
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** {{C|Storm}} - 1 Lightning whenever you play a [[Cards#Power|Power]].
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** {{C|Tempest}} - X(+1) Lightning
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** {{C|Electrodynamics}} - 2(3) Lightning
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* Frost Orb
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** {{C|Cold Snap}}
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** {{C|Coolheaded}}
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** {{C|Chill}} - 1 Frost for each enemy in combat
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** {{C|Glacier}} - 2 Frost
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* Dark Orb
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** {{C|Darkness}}
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** {{C|Doom and Gloom}}
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* Plasma Orb
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** {{C|Fusion}}
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** {{C|Meteor Strike}}
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* Channeled Orb:
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** {{C|Barrage}}
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** {{C|Blizzard}}
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** {{C|Thunder Strike}}
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Relics:
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* {{R|Cracked Core}} - At the start of each combat, Channel 1 Lightning Orb.
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* {{R|Frozen Core}} - Channel 1 Frost Orb every turn.
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* {{R|Symbiotic Virus}} - At the start of each combat, Channel 1 Dark Orb.
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* {{R|Nuclear Battery}} - At the start of each combat, Channel 1 Plasma Orb.

Revision as of 12:18, 17 March 2019

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.

Cards:

Relics: