Slay the Spire Wiki

Orbs is a mechanic used by The Defect, one of the playable characters. The Defect begins with 3 Orb Slots that can store elemental spheres. Each sphere's passive effect is triggered every turn, and the spheres can be Evoked for an active burst.

Orb Slots[]

Main Article: Orb Slots


The Defect begins with three Orb slots and considers the right most Orb to be the active Orb. Other classes begins with 0 Orb slots. They will gain 1 Orb slot after obtaining PrismaticShard.png Prismatic Shard or some game modifier - obtaining Defect cards without one of these will cause Channelling orbs to fail.

Player can increase and decrease the number of Orb Slots by playing cards, possessing some relics, or drinking PotionofCapacity.png Potion of Capacity. Losing a slot with an Orb equipped does not Evoke it. A character can have at most 10 Slots. If a character has 0 Slots, Orbs can no longer be Channeled. Orb Slots do not carry over between combats.

Orb Interaction[]


Main Article: Channel

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 active Orb out of its slot and Evoking it.

At the end of The Defect's turn, it uses the passive effect of channeled orbs, left to right. The effect of these orbs can be increased by gaining the Icon Focus.png Focus buff.


Main Article: Evoke

Evoking an Orb shatters it and unleashes a high-powered effect. Unlike passive effects, Evoking an Orb activates instantly. Orbs can be Evoked by channeling too many Orbs or cards that specify Evoking them. After Evoking an Orb, each Orb to its left shifts to fill its slot.


Main Article: Icon Focus.png Focus

Icon Focus.png Focus is a stat unique to The Defect that affects Orbs the same way Icon Strength.png Strength affects Attacks and Icon Dexterity.png Dexterity affects Icon Block.png Block. Increasing Icon Focus.png Focus increases the magnitude of both the passive and Evoke effects of each Orb (except for Plasma.png Plasma Orbs). It is possible to reduce Orb effects to 0 by decreasing Icon Focus.png Focus.

Orb Types[]

There are currently four types of Orbs - Lightning.png Lightning, Frost.png Frost, Dark.png Dark, and Plasma.png Plasma.



Passive: Deal 3 (+ Icon Focus.png Focus) Damage to a random enemy.

Evoke: Deal 8 (+ Icon Focus.png Focus) Damage to a random enemy.




  • Lightning Orbs are straightforward damage-dealers that chip away at enemies' Health each turn and Evoke a big damage burst. Lightning Orbs' passives activate at the end of the player's turn, before the enemy's Icon Block.png Block has worn off. This means it can't bypass Icon Block.png Block, but it can push through some sneaky finishing damage if sufficiently worn down beforehand.
  • The random nature of these Orbs spreads the pain around, so reducing enemy numbers with Attack cards to focus the Lightning damage onto the most dangerous enemy is an ideal strategy. Alternatively, Electrodynamics will apply Lightning damage to all foes, allowing you to take on groups of foes effectively.
  • When building a Lightning deck, plan whether the Orbs' passive or their Evoke will deal the bulk of your damage. Increase your Icon Focus.png Focus and add more Orb slots to maximize the passive damage, or reduce Orb slots and add more Channel effects to Evoke more often. Trying to do both can make the deck inconsistent and unable to handle high-health enemies.



Passive: Gain 2 (+ Icon Focus.png Focus) Icon Block.png Block.

Evoke: Gain 5 (+ Icon Focus.png Focus) Icon Block.png Block.




  • Frost Orbs are defensive tools that provide a small but relevant defense each turn and Evoke to counter stronger blows. Frost Orbs' passives activate at the end of the player's turn, but after effects like Orichalcum.png Orichalcum have triggered.
  • At the beginning of combat, Frost Orbs are the weakest of the bunch, the Icon Block.png Block too minor to counter even feeble attacks. However, once The Defect has Channeled a few copies and boosted Focus, they form a line of defense that few enemies can penetrate, and regenerate it turn after turn.
  • When building a Frost deck, the challenge is surviving the early game until your Frost Orbs can fully defend you. One option is to bolster them with Skills that grant Icon Block.png Block, accepting that those Skills will become useless once your Frost defenses are prepared. Another option is to simply tank the early-game damage and recover with Self Repair.
  • The Icon Block.png Block granted by Frost isn't affected by Dexterity or Frail, which makes it particularly strong against enemies that use such effects to proactively reduce Icon Block.png Block. The repeatable card-free Icon Block.png Block is also relevant against Gremlin Nob and Chosen.



Passive: Add 6 (+ Icon Focus.png Focus) Damage (= Y) to this Orb's Evoke.

Evoke: Deal Y Damage to the enemy with the lowest Health.

Y starts at 6 when the Orb is first Channeled.





  • Dark Orbs are beatsticks that trade Lightning's reliable damage for a bigger Evoke effect. The Dark Orb's passive has no effect on combat at all, and only serves to stockpile damage into the Evoke ability. Dark Orbs' passives activate at the end of the player's turn.
  • Dark Orbs are the most challenging Orb to build around. The Defect must Channel the Orb early, survive while it charges, and Evoke it at the appropriate time. The Dark Orb gains less from Icon Focus.png Focus than other Orbs - it's generally smarter to simply charge it for a few more turns. However, the payoff is massive damage that's more predictable than that of a Lightning Orb.
  • The key to mastering the Dark Orb is ensuring it can be Evoked at the right time, onto the right enemy. Dark Orb decks demand a high number of Evoke cards, and benefit the most from multi-Evoke cards like Multi-Cast that can multiply the hard-won damage. If Evoked with Recursion, the Channeled Dark Orb will retain the stockpiled damage. Use reliable Attacks like Melter to groom enemies' HP so the Evoked damage can land on a key target. Try to Evoke CrackedCore.png Cracked Core's Lightning Orb as soon as possible, so the Dark Orb is ready for action.
  • A key decision in Dark deck construction is how many Orb slots to maintain. Increasing the count allows the player to charge more Dark Orbs at once, but reducing it makes it easier for Channel effects to Evoke them. In either case, minimize the number of Channel effects in the deck to avoid prematurely Evoking Orbs.



Passive: Gain 1 Energy.

Evoke: Gain 2 Energy.




  • Plasma Orbs grant Energy. This simple effect powers greedy decks loaded with impractically-costed, absurdly powerful cards and fuels long chains of huge plays. Unlike other Orbs, Plasma Orbs are unaffected by Icon Focus.png Focus, and their passive effects trigger at the beginning of The Defect's turn.
  • A single Plasma Orb is a significant boon to The Defect, like a VelvetChoker.png Velvet Choker with no downside. The key is making the most of the extra Energy without Evoking the Orb and losing the passive. Alternately, the Orb can be Evoked at the right time to access the 2 Energy and fuel a huge turn.
  • When The Defect can Channel multiple Plasma Orbs, the challenge is simply spending all the Energy. This is the time to jam all the Meteor Strikes, Sunders, Echo Forms, and other flashy bombs that are too pricey for more sensible decks. There's nothing more satisfying than sinking a dozen Energy into a massive Tempest or Multi-Cast.
  • Creative AI, Hello World, and other repeatable card-draw and card-generation effects are great ways to dump excess Energy, and UnceasingTop.png Unceasing Top can become hilariously overpowered. Draw effects in general are quite good with Plasma Orbs, especially if the deck is likely to Evoke them.


As seen in the Fusion card art, Plasma Orb seems to be created from the fusion of the three other orbs.