The Defect

Defect's playstyle


Profile picture of The Defect

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.

Defect's cards

Starters
1 Strike 1 Defend 0 Neutralize 1 Survivor
6 (9) damage 5 (8) block 3 (4) damage,
1 (2) Weak
8 (11) block,
Discard 1
Attacks
Common
1 Bane 1 Dagger Spray 1 Dagger Throw
6 (8) damage
add copy to Discard pile
damage equal to block All cards in hand must be Attacks!
14 (18) damage
1 Flying Knee 1 Poisoned Stab 1 Quick Slash
8 (11) damage to ALL enemies 12 (14) damage
2 (3) Weak
9 (12) damage
put a card from Disc pile
on top of Draw pile
0 Slice 2 Sneaky Strike 1 Sucker Punch
14 damage
Strength boosts it 3 (5) times
5 (7) block
5 (7) damage
6 damage
2 (3) extra damage for each
card with ’Strike’ in their name
Uncommon
All-Out Attack Backstab Choke
Costs 1 less for each
time you’ve taken
damage this combat,
18 damage
Ethereal,
20 (28) damage
5 (8) damage,
if enemy has Vulnarable
gain 1 Energy and
Draw 1 card
Dash Endless Agony Eviscerate
Lose 2 HP,
15 (20) damage
2 damagae 4 (5) times,
Exhaust
8 damage,
increase it’s damage by 5 (8)
Finisher Flechettes Heel Hook
7 (10) damage
Shuffle a {Dazed} into your Draw pile
12 (+4, +5, …) damage,
Can be upgraded infinitely
Exhaust all non-Attack
cards in hand!
16 (22) damage
Masterful Stab Predator Riddle with Holes
Costs 1 less for each
time you’ve taken
damage this combat,
18 damage
Ethereal,
20 (28) damage
5 (8) damage,
if enemy has Vulnarable
gain 1 Energy and
Draw 1 card
Skewer
5 (8) damage to ALL
enemies X times
Rare
Die Die Die Glass Knife Grand Finale
32 (42) damage 10 (12) damage,
if Fatal permanently raise max HP by 3,
Exhaust
Exhaust ALL cards in hand!
7 (10) damage for each,
Exhaust
Unload
21 (28) damage to ALL enemies