Defect's playstyle

The Defect has a unique mechanic to generate various types of orbs that automatically help out at the end of every turn.
The orbs cannot be controlled, which complicates planning, however there are ways to mitigate their randomness.
Orbs can also be sacrificed to trigger a one-time effect, which happens in a completely deterministic way - it's one of the tools to control randomness. It's always important to keep an eye on your orb slots, if it gets filled and you summon additional orbs, the rightmost ones get sacrificed to make room for the new ones. Wasting a sacrifice effect on the wrong target can be expensive.
To help with orb-centric strategies the defect can gain additional orb slots or increase focus, to strengthen the orbs.
Each type of orb can become the main focus of the deck, or one can make a general, unspecialized orb build as well.
Independent of orbs the Defect has either weak attacks/defensive moves, or they come with penalties that punish using orbs.
The Defect has plenty of free cards, and when using plasma orbs great energy geneartion. Ligtning orb builds and All-for-One decks have great card draw, but other than these setups the Defect's card draw is weak.
Defect has the most powers of any character. The majority of these powers are niche, but they are also cheap to make them more versatile. After play they are removed from the deck which improves conistency and makes up for potential card draw struggles.