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{{Defect Card Navbox}} |
{{Defect Card Navbox}} |
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− | == |
+ | ==Gameplay== |
+ | |||
+ | ===Orbs=== |
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⚫ | |||
The Defect begins with three [[Orb]] slots and considers the rightmost Orb to be the 'next' Orb to Evoke. 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 right-most Orb out of its slot and Evoking it. If The Defect loses every Orb slot, it can't channel Orbs at all! |
The Defect begins with three [[Orb]] slots and considers the rightmost Orb to be the 'next' Orb to Evoke. 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 right-most Orb out of its slot and Evoking it. If The Defect loses every Orb slot, it can't channel Orbs at all! |
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− | + | {{KW|Lightning}}, {{KW|Frost}} and {{KW|Dark}} orbs have a passive effect that activates at the end of the Defect's turn, from right to left, or oldest to newest. The passive effect of {{KW|Plasma}} activates at the start of the Defect's turn. While these effects are initially weak, The Defect can increase {{KW|Focus}} and channel additional copies to sharply increase their potency. |
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− | === Evoking === |
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− | Evoking an Orb shatters it and unleashes a high-powered effect. Unlike the passive effects that activate at a preset time, Evoking an Orb activates instantly. Orbs can be Evoked by Channeling too many Orbs or by cards that specify Evoking them. After Evoking an Orb, each orb to its left shifts to fill its slot. |
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=== Focus === |
=== Focus === |
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− | ''Main article: |
+ | <sup>''Main article: {{KW|Focus}}''</sup> |
− | Focus is a stat unique to The Defect that affects Orbs the same way Strength affects Attacks and Dexterity affects Block. Increasing Focus increases the magnitude of both the passive and Evoke effects of each Orb |
+ | '''{{KW|Focus}}''' is a stat unique to [[The Defect]] that affects Orbs the same way {{KW|Strength}} affects Attacks and {{KW|Dexterity}} affects {{KW|Block}}. Increasing {{KW|Focus}} increases the magnitude of both the passive and {{KW|Evoke}} effects of each Orb (except for {{KW|Plasma}}). It is possible to reduce Orb effects to 0 by decreasing {{KW|Focus}}. |
− | === Orb Types === |
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− | The Defect can currently Channel four types of Orbs - '''Lightning''', '''Frost''', '''Dark''', and '''Plasma'''. The X in each description refers to The Defect's Focus. |
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== Strategy == |
== Strategy == |
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− | The Defect's game plan almost always involves implementing a long-term plan each battle. By developing Orbs, Powers, and cards with escalating effects, |
+ | The Defect's game plan almost always involves implementing a long-term plan each battle. By developing [[Orbs]], Powers, and cards with escalating effects, the Defect sets up an insurmountable late-game position and then destroys its enemies. This is a radically different style from [[Silent|the Silent]] and [[Ironclad|the Ironclad]], who tend to apply bursts of damage to take enemies out opportunistically. |
− | As a consequence, |
+ | As a consequence, the Defect struggles to win with a deck full of "good stuff". While it does have access to some individually strong cards, they don't present the sheer power that The Ironclad and The Silent enjoy. |
− | + | The Defect also has a higher number chance-based RNG effects, like {{C|Hello World}}, {{C|Chaos}}, and {{C|Creative AI}}. |
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− | The |
+ | The Defect's strongly synergistic cards encourage some powerful and well-supported archetypes. Identifying and focusing on one is a key aspect of the Defect strategy. |
+ | |||
+ | === General Build Archetypes === |
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+ | These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck. |
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− | ==Builds== |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Zero Cost</div> |
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The Defect has a high number of strong 0-cost cards, as well as unique supporting cards like {{C|Scrape}} and {{C|All for One}} and efficient card-draw Skills. Drown an enemy under {{C|FTL|FTLs}}, {{C|Claw|Claws}}, and {{C|Beam Cell|Beam Cells}}. It's sort of like The Silent's {{C|Shiv}} builds, but way more back-loaded and visually impressive. |
The Defect has a high number of strong 0-cost cards, as well as unique supporting cards like {{C|Scrape}} and {{C|All for One}} and efficient card-draw Skills. Drown an enemy under {{C|FTL|FTLs}}, {{C|Claw|Claws}}, and {{C|Beam Cell|Beam Cells}}. It's sort of like The Silent's {{C|Shiv}} builds, but way more back-loaded and visually impressive. |
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** 2 {{C|Madness}}+ with {{C|All for One}} and {{C|Hologram}}+ is an infinite. Use both madness to reduce {{C|All for One}} and {{C|Hologram}}+ to 0-cost, and use each one to put the other back into your hand. |
** 2 {{C|Madness}}+ with {{C|All for One}} and {{C|Hologram}}+ is an infinite. Use both madness to reduce {{C|All for One}} and {{C|Hologram}}+ to 0-cost, and use each one to put the other back into your hand. |
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**{{C|Seek}}+ makes this easier to pull off. Double Seek+ is even easier, as it allows for 3 of the 4 cards to be put into your hand immediately. |
**{{C|Seek}}+ makes this easier to pull off. Double Seek+ is even easier, as it allows for 3 of the 4 cards to be put into your hand immediately. |
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− | ** |
+ | **{{R|Bottled Lightning}} also makes this easier to pull off |
*{{C|Swift Strike}} |
*{{C|Swift Strike}} |
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*{{C|Secret Technique}}+/{{C|Secret Weapon}}+ - both of these when upgraded will allow you to get your key cards faster |
*{{C|Secret Technique}}+/{{C|Secret Weapon}}+ - both of these when upgraded will allow you to get your key cards faster |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Lightning Damage Over Time</div> |
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+ | | style="border-style: solid; border-color: #005c99; border-width: 0px 0px 1px 0px;" | |
The Lightning Orb damage-over-time build tries to channel many Lightning Orbs, boost Focus, and hold the fort with block-granting skills, while the Lightning Orbs' passive wears down the opponents. |
The Lightning Orb damage-over-time build tries to channel many Lightning Orbs, boost Focus, and hold the fort with block-granting skills, while the Lightning Orbs' passive wears down the opponents. |
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− | *{{C|Electrodynamics}} greatly helps you when encountering multiple enemies. It also channels multiple Lightning Orbs in a single use. It becomes especially powerful with |
+ | *{{C|Electrodynamics}} greatly helps you when encountering multiple enemies. It also channels multiple Lightning Orbs in a single use. It becomes especially powerful with {{R|Bottled Tornado}}. |
*{{C|Loop}} speeds up the process. |
*{{C|Loop}} speeds up the process. |
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*{{C|Fission}}+ can evoke the accumulated orbs to finish off the weakened enemies. |
*{{C|Fission}}+ can evoke the accumulated orbs to finish off the weakened enemies. |
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− | *{{C|Biased Cognition|Biased Cognition's}} extreme Focus gain, along with |
+ | *{{C|Biased Cognition|Biased Cognition's}} extreme Focus gain, along with {{P|Focus Potion}}, take this build to the next level. |
− | *{{C|Steam Barrier}}, {{C|Auto |
+ | *{{C|Steam Barrier}}, {{C|Auto-Shields}}, {{C|Boot Sequence}} and {{C|Equilibrium}} can help {{KW|Block|blocking}} damage. |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Lightning Evoke</div> |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" | |
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This build tries to Evoke as many Lightning Orbs as possible, beating enemies down eight damage at a time. Unlike other Orb builds, smaller is better - one Orb slot is optimal to facilitate Evoking. |
This build tries to Evoke as many Lightning Orbs as possible, beating enemies down eight damage at a time. Unlike other Orb builds, smaller is better - one Orb slot is optimal to facilitate Evoking. |
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− | *{{C|Electrodynamics}} greatly helps you when encountering multiple enemies. It also Channel multiple Lightning Orbs in a single use. It becomes specially powerful with |
+ | *{{C|Electrodynamics}} greatly helps you when encountering multiple enemies. It also Channel multiple Lightning Orbs in a single use. It becomes specially powerful with {{R|Bottled Tornado}}. |
*{{C|Zap}}+ Channels a Lightning Orb for free. |
*{{C|Zap}}+ Channels a Lightning Orb for free. |
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*{{C|Ball Lightning}} is an attack that Channels a Lightning Orb. With fewer orb Slot and multiple copies of this card, it can rapidly Evokes multiple Lightning orb for a large amount of damage. |
*{{C|Ball Lightning}} is an attack that Channels a Lightning Orb. With fewer orb Slot and multiple copies of this card, it can rapidly Evokes multiple Lightning orb for a large amount of damage. |
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*{{C|Static Discharge}} can also be effective against enemy with multiple hits. |
*{{C|Static Discharge}} can also be effective against enemy with multiple hits. |
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* Use {{C|Consume}} to reduce the number of Orb slot and boost Focus. |
* Use {{C|Consume}} to reduce the number of Orb slot and boost Focus. |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Frost Turtle</div> |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" | |
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The Frost deck Channels as many of the eponymous Orbs as possible to into an unbreakable wall of free Block. Once the shields are up, The Defect can devote every Energy to damage. |
The Frost deck Channels as many of the eponymous Orbs as possible to into an unbreakable wall of free Block. Once the shields are up, The Defect can devote every Energy to damage. |
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**{{C|Barrage}} excels in this slot-oriented deck. |
**{{C|Barrage}} excels in this slot-oriented deck. |
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*{{C|Capacitor}} generates Orb slots. 2 copies should suffice, but you can take more if you want. |
*{{C|Capacitor}} generates Orb slots. 2 copies should suffice, but you can take more if you want. |
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− | * Take as many {{C|Defragment}} as possible, and upgrade as many of it as you can. Focus is even more crucial for this deck as 1 Focus means 1 additional |
+ | * Take as many {{C|Defragment}} as possible, and upgrade as many of it as you can. Focus is even more crucial for this deck as 1 Focus means 1 additional {{KW|Block}} per channeled Frost orb. |
− | ** Since {{C|Capacitor}} and {{C|Defragment}} are not expensive, |
+ | ** Since {{C|Capacitor}} and {{C|Defragment}} are not expensive, {{KW|Mummified Hand}} has even greater chance to allow multiple free cards play. |
− | * |
+ | *{{R|Runic Capacitor}} grants 3 additional Orb slots. |
− | * If you have the |
+ | * If you have the {{R|Frozen Core}} relic, it would fill your orb slots with Frost orbs. This would help you quicken the weak early game. |
− | * |
+ | *{{R|Inserter}} rapidly generates Orb slots for free. |
− | ** If you have |
+ | ** If you have {{R|Inserter}}, consider taking {{C|Consume}} to help boost Focus, as it can be repeatedly used and generate a rather large Focus per use. Once you have an adequate Focus, you can forego using it or {{C|Recycle}} it away. |
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+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Dark</div> |
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The Defect can make the most of the tricky Dark Orb by defending for a few turns while it charges, then using {{C|Multi-Cast}}, {{C|Dualcast}}, or {{C|Recursion}} to Evoke it multiple times. This archetype isn't as well-supported as the others, but the satisfaction of Evoking a 54-damage Dark Orb three times (or more!) makes it worthwhile. Keep in mind that the Dark orb will target the lowest health enemy. |
The Defect can make the most of the tricky Dark Orb by defending for a few turns while it charges, then using {{C|Multi-Cast}}, {{C|Dualcast}}, or {{C|Recursion}} to Evoke it multiple times. This archetype isn't as well-supported as the others, but the satisfaction of Evoking a 54-damage Dark Orb three times (or more!) makes it worthwhile. Keep in mind that the Dark orb will target the lowest health enemy. |
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− | * This deck works well with Frost Turtle, as Frost Orbs help generate |
+ | * This deck works well with Frost Turtle, as Frost Orbs help generate {{KW|Block}} and allow you to stall the fight until you are ready to Evoke a Dark Orb. |
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+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Energy Greed</div> |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" |The Defect has better access to Energy sources than other classes, and there's no better way to leverage them than a {{C|Meteor Strike}}, {{C|Aggregate}} and {{C|TURBO}}, and stockpile with {{C|Charge Battery}}. Dump your Energy into expensive bombs like {{C|Meteor Strike}}, {{C|Sunder}} and {{C|Tempest}}, draw cards with {{C|Skim}} and fling them at [[Monsters|enemies]], or make a good old-fashioned {{R|Unceasing Top}} wombo-combo. When you have 7 Energy, anything is possible. |
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+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Powers Matter</div> |
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⚫ | The Ironclad likes Attacks, The Silent loves Skills, and The Defect completes the cycle with its affinity for Powers. Grab some {{C|Force Field|Force Fields}}, drop an {{C|Amplify}} or {{C|Echo Form}}, stack up some powerful effects, and bury the opposition under your cumulative advantage. The {{R|Bird-Faced Urn}} is the perfect Relic to recover HP lost while setting up. |
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⚫ | The Ironclad likes Attacks, The Silent loves Skills, and The Defect completes the cycle with its affinity for Powers. Grab some {{C|Force Field|Force Fields}}, drop an {{C|Amplify}} or {{C|Echo Form}}, stack up some powerful effects, and bury the opposition under your cumulative advantage. The |
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*{{C|Creative AI}} is probably the best card for this deck. It scales amazing with itself and with all of the other power-synergy cards that The Defect can get. |
*{{C|Creative AI}} is probably the best card for this deck. It scales amazing with itself and with all of the other power-synergy cards that The Defect can get. |
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*{{C|Amplify}} - doubling any of your powers can be a huge spike depending on what the power is. Good targets for Amplify are cards like {{C|Defragment}} and {{C|Capacitor}} |
*{{C|Amplify}} - doubling any of your powers can be a huge spike depending on what the power is. Good targets for Amplify are cards like {{C|Defragment}} and {{C|Capacitor}} |
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− | * Refine the deck by using Powers to fill the roles of Attacks and Skills. Consider {{C|Static Discharge}} and {{C|Storm}} your damage-dealers, {{C|Buffer}} and {{C|Self Repair}} your Blockers. The Powers deck's win condition depends on the particular Powers you acquire. Most builds will stack up Orbs, but some use Attacks and others simply lean on {{C|Creative AI}} and let the Powers do the work. The |
+ | * Refine the deck by using Powers to fill the roles of Attacks and Skills. Consider {{C|Static Discharge}} and {{C|Storm}} your damage-dealers, {{C|Buffer}} and {{C|Self Repair}} your Blockers. The Powers deck's win condition depends on the particular Powers you acquire. Most builds will stack up Orbs, but some use Attacks and others simply lean on {{C|Creative AI}} and let the Powers do the work. The {{R|Mummified Hand}} can become really useful with a power deck. |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" |{{C|Chaos}} randomly Channels an orb for one cost, including Plasma, normally a two cost. Upgrade {{C|Chaos}} and pair it with {{C|Defragment}} |
and draw cards and hope to Evoke enough Plasma and Frost orbs to survive the next round. |
and draw cards and hope to Evoke enough Plasma and Frost orbs to survive the next round. |
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+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Tempo</div> |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" |This aggressive archetype deploys efficient cards with debilitating drawbacks, and attempts to end the battle before the consequences arrive. {{C|TURBO}} and {{C|Steam Barrier}} provide cheap resources, and {{C|Hyperbeam}} or {{C|Biased Cognition}} bring big damage, and each incurs a significant long-term cost. If The Defect can slam the door before the {{KW|Status|Statuses}} overwhelm it, the player enjoys a quick, decisive victory that doesn't give enemies much time to deal damage. |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Barrage</div> |
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+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" | |
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This deck centres around the three major cards: {{C|Barrage}}, {{C|Capacitor}}, and {{C|Defragment}}. If you want to get more value off of your orbs. The point of this deck is to acquire as many orbs as possible using cards such as {{C|Glacier}} and {{C|Chaos}} and then unloading a ton of damage using {{C|Barrage}}. |
This deck centres around the three major cards: {{C|Barrage}}, {{C|Capacitor}}, and {{C|Defragment}}. If you want to get more value off of your orbs. The point of this deck is to acquire as many orbs as possible using cards such as {{C|Glacier}} and {{C|Chaos}} and then unloading a ton of damage using {{C|Barrage}}. |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">Snecko Eye</div> |
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− | | style="border-style: solid; border-color:# |
+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" |This build makes use of {{R|Snecko Eye}}, paired with the defect's high impact cards. |
− | * The defect has several extremely powerful but expensive cards like {{C|Fusion}}, {{C|Echo Form}}, {{C|Sunder}} and {{C|Meteor Strike}}. By taking |
+ | * The defect has several extremely powerful but expensive cards like {{C|Fusion}}, {{C|Echo Form}}, {{C|Sunder}} and {{C|Meteor Strike}}. By taking {{R|Snecko Eye}} early enough, you can focus on these cards for absurdly high-value turns. Many of these effects will generate more energy than they spend. |
*{{C|All for One}} and {{C|Hologram}} can fetch cards which had their cost set to 0 the last time you saw them, even if they would normally be quite expensive. |
*{{C|All for One}} and {{C|Hologram}} can fetch cards which had their cost set to 0 the last time you saw them, even if they would normally be quite expensive. |
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* Most of the Defect's 0-cost cards are dead weight in this archetype, so it is important to home in on it as early as possible. If you don't get Snecko Eye from [[Neow]] or the first boss, pick a different strategy. |
* Most of the Defect's 0-cost cards are dead weight in this archetype, so it is important to home in on it as early as possible. If you don't get Snecko Eye from [[Neow]] or the first boss, pick a different strategy. |
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− | ! style="background-color: transparent; border: solid # |
+ | ! style="background-color: transparent; border: solid #005c99; color: #54EFF7; border-width: 0px 0px 1px 0px;" |<div style="color:#4cc9ec">10 Card Infinite</div> |
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− | | style="border-style: solid; border-color:# |
+ | | style="border-style: solid; border-color:#005c99; border-width: 0px 0px 1px 0px;" |With this build, the defect is capable of going infinite against most opponents. |
− | * Getting the deck down to 10 cards allows for setting up 4 card infinite cycles with{{C|Skim}} and negative cost cards |
+ | * Getting the deck down to 10 cards allows for setting up 4 card infinite cycles with {{C|Skim}} and negative cost cards. |
+ | |||
− | *{{C|Fusion}},{{C|Meteor Strike}}, {{C| |
+ | *{{C|Fusion}}, {{C|Meteor Strike}}, {{C|TURBO}} (with {{C|Recycle}}), {{C|Recursion}}, {{C|Dualcast}} can combine in various ways to get negative cost. |
− | *{{C|Hologram}}or a second {{C|Skim}} can be used to restart the cycle |
+ | *{{C|Hologram}} or a second {{C|Skim}} can be used to restart the cycle. |
− | * Example set:{{C|Skim}}+,{{C|Hologram}}+,{{C|Fusion}}+, {{C| |
+ | * Example set: {{C|Skim}}+, {{C|Hologram}}+, {{C|Fusion}}+, {{C|Dualcast}}+. Skim draws Hologram, Fusion and Dual Cast, Fusion and Dual Cast make 4 energy, Hologram retrieves Skim. Nets 1 energy and 5 block, can substitute any attacks in for Fusion and Dual Cast after energy is built up. |
− | * 2 {{C|Coolheaded}}+ and {{C|Fusion}}+ can make infinite block, and channel an arbitrary number of Frost orbs for Blizzard |
+ | * 2 {{C|Coolheaded}}+ and {{C|Fusion}}+ can make infinite block, and channel an arbitrary number of Frost orbs for Blizzard. |
* It is important to only take cards that are either Powers, Exhaust, or are directly part of the combo while building the deck, since the goal is to get the total number of cards down under 10. Recycle can handle junk put in the deck and help thin it out if its not quite down to 10 cards. |
* It is important to only take cards that are either Powers, Exhaust, or are directly part of the combo while building the deck, since the goal is to get the total number of cards down under 10. Recycle can handle junk put in the deck and help thin it out if its not quite down to 10 cards. |
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* Boot Sequence is very helpful as a free method of preventing damage during the first turn while the infinite combo is being set up while exhausting itself out of the deck to help enable the combo. |
* Boot Sequence is very helpful as a free method of preventing damage during the first turn while the infinite combo is being set up while exhausting itself out of the deck to help enable the combo. |
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+ | |||
==Unlocks== |
==Unlocks== |
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The Defect itself is unlocked by completing a run with The Silent. |
The Defect itself is unlocked by completing a run with The Silent. |
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|1st |
|1st |
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− | |{{C|Rebound}}, |
+ | |{{C|Rebound}}, {{C|Equilibrium}}, {{C|Echo Form}} |
− | {{C|Equilibrium}}, |
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− | {{C|Echo Form}} |
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|- |
|- |
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|2nd |
|2nd |
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− | |{{C|TURBO}}, |
+ | |{{C|TURBO}}, {{C|Sunder}}, {{C|Meteor Strike}} |
− | {{C|Sunder}}, |
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− | {{C|Meteor Strike}} |
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|3rd |
|3rd |
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− | |{{C|Hyperbeam}}, |
+ | |{{C|Hyperbeam}}, {{C|Recycle}}, {{C|Core Surge}} |
− | {{C|Recycle}}, |
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− | {{C|Core Surge}} |
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|- |
|- |
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|4th |
|4th |
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− | | |
+ | |{{R|Gold-Plated Cables}}, {{R|Turnip}}, {{R|Runic Capacitor}} |
|- |
|- |
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|5th |
|5th |
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− | | |
+ | |{{R|Data Disk}}, {{R|Symbiotic Virus}}, {{R|Emotion Chip}} |
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|} |
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==Gallery== |
==Gallery== |
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− | <gallery> |
+ | <gallery bordercolor="#54EFF7"> |
defect1.jpg|The Defect in-game |
defect1.jpg|The Defect in-game |
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defect2.jpg|The Defect appearing in its Steam Background |
defect2.jpg|The Defect appearing in its Steam Background |
Revision as of 12:28, 25 October 2020
The Defect is one of four playable characters in Slay the Spire. Once was among the like of Orb Walkers and Bronze Automaton as one of many ancient automatons, it has since gained sentience and seeks its way out of the Spire. It attacks foes with a high-tech arsenal, array of Powers, and elemental evocations. The Defect has a unique mechanic, the Orbs. Using cards and Relics, The Defect Channels these elemental spheres into a set of Orb slots, activating their passive effects each turn or Evoking them for a one-time burst. The Defect starts with three Orb slots, though cards and relics can add or consume them. It starts with 75 hp.
The Defect's starting Relic is Cracked Core, which Channels 1 Lightning at the start of each combat.
It was added to the beta build in Weekly Patch 22: Testing the Third Character during the early access. It is released to the public, along with the game and other two characters on January 23rd, 2019.
Cards
Starting Deck
Defect Cards | |||
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Starters | |||
Attacks | Common
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Ball Lightning • Barrage • Beam Cell • Claw • Cold Snap • Compile Driver • Go for the Eyes • Rebound • Streamline • Sweeping Beam
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Uncommon
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Rare
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Skills | Common
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Uncommon
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Aggregate • Auto-Shields • Boot Sequence • Chaos • Chill • Consume • Darkness • Double Energy • Equilibrium • Force Field • Fusion • Genetic Algorithm • Glacier • Overclock • Recycle • Reinforced Body • Reprogram • Skim • Tempest • White Noise
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Rare
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Powers | Uncommon
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Rare
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Gameplay
Orbs
Main article: Orbs
The Defect begins with three Orb slots and considers the rightmost Orb to be the 'next' Orb to Evoke. 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 right-most Orb out of its slot and Evoking it. If The Defect loses every Orb slot, it can't channel Orbs at all!
Lightning, Frost and Dark orbs have a passive effect that activates at the end of the Defect's turn, from right to left, or oldest to newest. The passive effect of Plasma activates at the start of the Defect's turn. While these effects are initially weak, The Defect can increase Focus and channel additional copies to sharply increase their potency.
Focus
Main article: Focus
Focus is a stat unique to The Defect that affects Orbs the same way Strength affects Attacks and Dexterity affects Block. Increasing Focus increases the magnitude of both the passive and Evoke effects of each Orb (except for Plasma). It is possible to reduce Orb effects to 0 by decreasing Focus.
Strategy
The Defect's game plan almost always involves implementing a long-term plan each battle. By developing Orbs, Powers, and cards with escalating effects, the Defect sets up an insurmountable late-game position and then destroys its enemies. This is a radically different style from the Silent and the Ironclad, who tend to apply bursts of damage to take enemies out opportunistically.
As a consequence, the Defect struggles to win with a deck full of "good stuff". While it does have access to some individually strong cards, they don't present the sheer power that The Ironclad and The Silent enjoy.
The Defect also has a higher number chance-based RNG effects, like Hello World, Chaos, and Creative AI.
The Defect's strongly synergistic cards encourage some powerful and well-supported archetypes. Identifying and focusing on one is a key aspect of the Defect strategy.
General Build Archetypes
These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck.
Zero Cost
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The Defect has a high number of strong 0-cost cards, as well as unique supporting cards like Scrape and All for One and efficient card-draw Skills. Drown an enemy under FTLs, Claws, and Beam Cells. It's sort of like The Silent's Shiv builds, but way more back-loaded and visually impressive. Damage comes from 0-cost cards that do damage:
The Deck then also needs a lot of recycle/card-draw effects to get as many of the 0-cost cards in play per turn. The Defect has a lot of great support cards for this type of deck:
There are also some extremely useful neutral cards that either help get 0-cost cards, or are 0-cost cards themselves (or both):
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Lightning Damage Over Time
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The Lightning Orb damage-over-time build tries to channel many Lightning Orbs, boost Focus, and hold the fort with block-granting skills, while the Lightning Orbs' passive wears down the opponents.
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Lightning Evoke
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This build tries to Evoke as many Lightning Orbs as possible, beating enemies down eight damage at a time. Unlike other Orb builds, smaller is better - one Orb slot is optimal to facilitate Evoking.
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Frost Turtle
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The Frost deck Channels as many of the eponymous Orbs as possible to into an unbreakable wall of free Block. Once the shields are up, The Defect can devote every Energy to damage.
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Dark
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The Defect can make the most of the tricky Dark Orb by defending for a few turns while it charges, then using Multi-Cast, Dualcast, or Recursion to Evoke it multiple times. This archetype isn't as well-supported as the others, but the satisfaction of Evoking a 54-damage Dark Orb three times (or more!) makes it worthwhile. Keep in mind that the Dark orb will target the lowest health enemy.
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Energy Greed
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The Defect has better access to Energy sources than other classes, and there's no better way to leverage them than a Meteor Strike, Aggregate and TURBO, and stockpile with Charge Battery. Dump your Energy into expensive bombs like Meteor Strike, Sunder and Tempest, draw cards with Skim and fling them at enemies, or make a good old-fashioned Unceasing Top wombo-combo. When you have 7 Energy, anything is possible. |
Powers Matter
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The Ironclad likes Attacks, The Silent loves Skills, and The Defect completes the cycle with its affinity for Powers. Grab some Force Fields, drop an Amplify or Echo Form, stack up some powerful effects, and bury the opposition under your cumulative advantage. The Bird-Faced Urn is the perfect Relic to recover HP lost while setting up.
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RNGesus
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Chaos randomly Channels an orb for one cost, including Plasma, normally a two cost. Upgrade Chaos and pair it with Defragment
and draw cards and hope to Evoke enough Plasma and Frost orbs to survive the next round. |
Tempo
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This aggressive archetype deploys efficient cards with debilitating drawbacks, and attempts to end the battle before the consequences arrive. TURBO and Steam Barrier provide cheap resources, and Hyperbeam or Biased Cognition bring big damage, and each incurs a significant long-term cost. If The Defect can slam the door before the Statuses overwhelm it, the player enjoys a quick, decisive victory that doesn't give enemies much time to deal damage. |
Barrage
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This deck centres around the three major cards: Barrage, Capacitor, and Defragment. If you want to get more value off of your orbs. The point of this deck is to acquire as many orbs as possible using cards such as Glacier and Chaos and then unloading a ton of damage using Barrage. |
Snecko Eye
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This build makes use of Snecko Eye, paired with the defect's high impact cards.
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10 Card Infinite
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With this build, the defect is capable of going infinite against most opponents.
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Unlocks
The Defect itself is unlocked by completing a run with The Silent.
Unlock Number | Prizes Unlocked |
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1st | Rebound, Equilibrium, Echo Form |
2nd | TURBO, Sunder, Meteor Strike |
3rd | Hyperbeam, Recycle, Core Surge |
4th | Gold-Plated Cables, Turnip, Runic Capacitor |
5th | Data Disk, Symbiotic Virus, Emotion Chip |