Strategy Edit

Hyperbeam functions best as a theme. Zero orb reliance makes the downside moot, trading consistent damage/block for massive upfront burst. In which case as many copies should be taken as possible. Plasma orbs are unaffected by Focus loss.

Alternatively the card can still be useful in an orb based deck if used with discretion, as Hyperbeam is powerful enough to handle certain room encounters on its own. It can also be used to excellent effect as a 'finisher', played on the last turn to carve off the last of an enemy's HP.

Update HistoryEdit

  • Weekly Patch 34: Malaise
    • Hyperbeam card buff: 25 -> 26 damage. Upgraded: 32 -> 34.
  • Weekly Patch 27: Hello World
    • This week adds the long anticipated third character into the game!
    • A new character with unique mechanics, keywords, and art.
    • Content: 75 Cards.
Defect Cards
Attacks All for OneBall LightningBarrageBeam CellBlizzardBullseyeClawCold SnapCompile DriverCore SurgeDoom and GloomFTLGo for the EyesHyperbeamMelterMeteor StrikeReboundRip and TearScrapeStreamlineStrike (Defect)SunderSweeping BeamThunder Strike
Skills AggregateAmplifyAuto-ShieldsBoot SequenceChaosCharge BatteryChillConsumeCoolheadedDarknessDefend (Defect)Double EnergyDualcastEquilibriumFissionForce FieldFusionGenetic AlgorithmGlacierHologramLeapMulti-CastOverclockRainbowRebootRecursionRecycleReinforced BodyReprogramSeekSkimStackSteam BarrierTURBOTempestWhite NoiseZap
Powers Biased CognitionBufferCapacitorCreative AIDefragmentEcho FormElectrodynamicsHeatsinksHello WorldLoopMachine LearningSelf RepairStatic DischargeStorm
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