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.
Update History
- Weekly Patch 34: Malaise
- Hyperbeam card buff: 25 -> 26 damage. Upgraded: 32 -> 34.
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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