
The Defect
RETURNINGA rebuilt automaton with new power
The beloved automaton returns as the 5th playable character, now rebuilt with a larger body the community has dubbed 'Thiccfect'. The Defect channels Lightning, Frost, Dark, and Plasma orbs into slots, using Focus to scale their passive effects and Evoke to trigger powerful bursts. Starts with 3 orb slots expandable via cards and relics.
Starting Relic
Cracked Core
Channel 1 Lightning at the start of combat
Core Mechanics
Orbs
Channel Lightning (passive damage + evoke burst), Frost (passive block + evoke counter), Dark (stockpile damage + evoke burst), and Plasma (1 energy per turn, unaffected by Focus) into orb slots.
Focus
Increases the effectiveness of all channeled orbs' passive and evoked effects. Core scaling stat for Defect.
Evoke
Forcefully trigger an orb's effect and remove it from your orb slots. Triggered automatically when slots are full and a new orb is channeled.
Channel
Place an orb into an orb slot. If all slots are full, the oldest orb is evoked first.
Keywords
Channel
Place an Orb into an Orb slot.
The Defect channels Orbs (Lightning, Frost, Dark, Plasma) into slots. If all slots are full, the oldest orb is automatically evoked first. Orbs provide passive effects each turn.
Evoke
Trigger an Orb's effect and remove it from your slots.
Evoking triggers a powerful one-time effect: Lightning deals massive damage, Frost counters attacks, Dark unleashes stored damage. Evoke is triggered manually or automatically when channeling into full slots.
Focus
Increases the effectiveness of all channeled Orbs.
The Defect's core scaling stat. Each point of Focus increases Orb passive and evoke effects. Plasma orbs are unaffected by Focus. Stack Focus for exponential scaling.
Build Strategies
Lightning Storm
Stack Lightning orbs for consistent passive and evoked damage
Frost Fortress
Channel Frost orbs for defensive block generation
Dark Finisher
Build up Dark orb damage over time for a devastating evoke
Plasma Engine
Use Plasma orbs for energy generation to fuel expensive but powerful cards
Known Cards
View All →Adaptive Strike
NEWDeal 18 damage. Add a 0 copy of this card into your Discard Pile.
All for One
NEWDeal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.
Ball Lightning
NEWDeal 7 damage. Channel 1 Lightning.
Barrage
NEWDeal 5 damage for each Channeled Orb.
Beam Cell
NEWDeal 3 damage. Apply 1 Vulnerable.
Boost Away
NEWGain 6 Block. Add a Dazed into your Discard Pile.
Boot Sequence
NEWInnate. Gain 10 Block. Exhaust.
Buffer
NEWPrevent the next time you would lose HP.
Bulk Up
NEWLose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
Capacitor
NEWGain 2 Orb Slots.
Chaos
NEWChannel 1 random Orb.
Charge Battery
NEWGain 7 Block. Next turn, gain .
Chill
NEWChannel 1 Frost for each enemy. Exhaust.
Claw
NEWcards by 2 this combat.
Cold Snap
NEWDeal 6 damage. Channel 1 Frost.
Compact
NEWGain 6 Block. Transform all Status cards in your Hand into Fuel.
Compile Driver
NEWDeal 7 damage. Draw 1 card for each unique Orb you have.
Consuming Shadow
NEWChannel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
Coolant
NEWAt the start of your turn, gain 2 Block for each unique Orb you have.
Coolheaded
NEWChannel 1 Frost. Draw 1 card.
Creative AI
NEWAt the start of your turn, add a random Power into your Hand.
Darkness
NEWChannel 1 Dark. Trigger the passive ability of all Dark Orbs.
Defend
NEWGain 5 Block.
Defragment
NEWGain 1 Focus.
Double Energy
NEWDouble your Energy. Exhaust.
Dualcast
NEWEvoke your rightmost Orb twice.
Echo Form
NEWEthereal. The first card you play each turn is played an extra time.
Energy Surge
NEWALL players gain . Exhaust.
FTL
NEWDeal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
Feral
NEWThe first time you play a 0Attack each turn, return it to your Hand.
Fight Through
NEWGain 13 Block. Add 2 Wounds into your Discard Pile.
Flak Cannon
NEWExhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.
Focused Strike
NEWDeal 9 damage. Gain 1 Focus this turn.
Fusion
NEWChannel 1 Plasma.
Genetic Algorithm
NEWGain 1 Block. Permanently increase this card's Block by 3. Exhaust.
Glacier
NEWGain 6 Block. Channel 2 Frost.
Glasswork
NEWGain 5 Block. Channel 1 Glass.
Go for the Eyes
NEWDeal 3 damage. If the enemy intends to attack, apply 1 Weak.
Gunk Up
NEWDeal 4 damage 3 times. Add a Slimed into your Discard Pile.
Hailstorm
NEWAt the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Helix Drill
NEWDeal 3 damage for each previously spent this turn.
Hologram
NEWGain 3 Block. Put a card from your Discard Pile into your Hand. Exhaust.
Hotfix
NEWGain 2 Focus this turn. Exhaust.
Hyperbeam
NEWDeal 26 damage to ALL enemies. Lose 3 Focus.
Ice Lance
NEWDeal 19 damage. Channel 3 Frost.
Ignition
NEWAnother player ChannelsPlasma. Exhaust.
Iteration
NEWThe first time you draw a Status card each turn, draw 2 cards.
Leap
NEWGain 9 Block.
Lightning Rod
NEWGain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.
Loop
NEWAt the start of your turn, trigger the passive ability of your rightmost Orb.
Machine Learning
NEWAt the start of your turn, draw 1 additional card.
Meteor Strike
NEWDeal 24 damage. Channel 3 Plasma.
Modded
NEWGain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Momentum Strike
NEWDeal 10 damage. Reduce this card's cost to 0 .
Multi-Cast
NEWX Evoke your rightmost Orb X times.
Null
NEWDeal 10 damage. Apply 2 Weak. Channel 1 Dark.
Overclock
NEWDraw 2 cards. Add a Burn into your Discard Pile.
Rainbow
NEWChannel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust.
Reboot
NEWShuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.
Refract
NEWDeal 9 damage twice. Channel 2 Glass.
Rip and Tear
NEWDeal 7 damage to a random enemy twice.
Rocket Punch
NEWDeal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 this turn.
Scavenge
NEWExhaust a card. Next turn, gain .
Scrape
NEWDeal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 .
Shadow Shield
NEWGain 11 Block. Channel 1 Dark.
Shatter
NEWDeal 11 damage to ALL enemies. Evoke all of your Orbs.
Signal Boost
NEWThe next Power you play is played an additional time. Exhaust.
Skim
NEWDraw 3 cards.
Smokestack
NEWWhenever you create a Status, deal 5 damage to ALL enemies.
Spinner
NEWAt the start of your turn, Channel 1 Glass.
Storm
NEWWhenever you play a Power, Channel 1 Lightning.
Strike
NEWDeal 6 damage.
Subroutine
NEWWhenever you play a Power, gain .
Sunder
NEWDeal 24 damage. If this kills an enemy, gain .
Supercritical
NEWGain 4. Exhaust.
Sweeping Beam
NEWDeal 6 damage to ALL enemies. Draw 1 card.
Synchronize
NEWGain 2 Focus this turn for each unique Orb you have. Exhaust.
Synthesis
NEWDeal 12 damage. The next Power you play costs 0 .
TURBO
NEWGain . Add a Void into your Discard Pile.
Tempest
NEWX Channel X Lightning.
Tesla Coil
NEWDeal 3 damage. Trigger all Lightning against the enemy.
Thunder
NEWWhenever you EvokeLightning, deal 6 damage to each enemy hit.
Trash to Treasure
NEWWhenever you create a Status card, Channel 1 random Orb.
Uproar
NEWDeal 5 damage twice. Play a random Attack from your Draw Pile.
Voltaic
NEWChannelLightning equal to the Lightning already Channeled this combat. Exhaust.
White Noise
NEWAdd a random Power into your Hand. It's free to play this turn. Exhaust.
Zap
NEWChannel 1 Lightning.
Lore
“Once a sentient automaton that defied its programming to join the battle against the Spire. After a millennium, the Defect has been rebuilt larger and more powerful. What happened in the thousand years between games remains to be discovered.”