Strategy[]
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.
Although rare, if Hyperbeam is obtained on other characters (e.g. via Prismatic Shard) the downside is also moot (as other characters don't have orbs in the first place) making it a very strong pick.
Interactions[]
Having an Artifact will prevent the Focus lost for the next use of Hyperbeam.
Update History[]
- 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 | |||
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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
| ||
Rare
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Powers | Uncommon
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Rare
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