
The Defect has a ton of power cards available to use, and they can snowball in a hurry if you get the right ones. You'll still have energy left over at the end. Reuse extra energy, inflict status effects on your foes, and blast them down to nothing in no time flat. Scrape is also crazy strong when you have lots of cards that cost nothing to play. Zero CostĪnother viable strategy with the Defect comes from the number of effective 0-cost cards that are available to the class.Īll for One is an amazing rare that you can land with this deck, as cards like Claw can get out of hand in a hurry if you're playing them every turn. This causes you to lose only 15 Block at the start of your turn, instead of all of it, and it makes you basically unstoppable.

Keep your eye out for the Calipers relic as well. If you're gaining 30 or 40 Block automatically each turn, you won't have a ton to worry about. Once you've built up your defenses, you can kill enemies with whatever else you've collected. These increase your Focus and the number of Orb slots you have respectively. Other cards to look out for in this build are things like Defragment and Capacitor. Plenty of cards provide Frost orbs, but these are going to be two of your power players.

This is best done through accumulating more orb slots and Focus as well as through cards like Glacier and Chill. The most reliable deck for the Defect follows a pattern established by the successful decks of other classes: utilizing a massive amounts of Block. It also helps your Dark increase faster, but it has no effect on Plasma orbs. Every point of Focus gives your Lightning one more damage and your Frost one more armor. Plasma: Plasma orbs provide you with extra energy at the start of your turn, and they provide you with two energy when they are invoked.įocus is a stat that can increase and decrease, similar to Strength and Dexterity, that improves the effectiveness of your orbs.However, they won't actually damage anyone until they are invoked. Dark: Every turn, Dark orbs increase the potential amount of damage they can deal through their passive ability.Its invoke ability provides you with more. Frost: Frost orbs provide you with a small amount of armor.Its passive ability deals damage to a random enemy, and its invoke ability deals more damage (usually around double). Triggering an invoke ability use up the orb. Passive abilities trigger at the end of every turn, and invoke abilities are triggered by cards or by channeling another orb when every slot is filled.

There are four different types of orbs, each with a passive ability and an invoke ability. The Defect starts every battle with three spots for orbs, and this can be increased to a maximum of ten slots. This starting relic introduces us to the main mechanic at the Defect's disposal: orbs.

The Defect's starting relic is called the Cracked Core, and it allows you to start every battle with one lightning orb. However, we will begin with the basics of the class.
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With this guide, we will look at how to approach this style of deck building in order to be successful with the Defect. But be warned that the class tends to struggle if it can't get its engine going, and its lack of exhausting abilities means that you have to be laser-focused in your deck building. When you do put something together though, and it starts clicking, watch out. While, a well-made Defect deck can tackle a huge number of Ascension levels with ease, it's harder to put together a "good stuff" deck with the Defect than the other two classes. This automaton may look like an easy build, but it is the toughest class to master in the game.
