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Build Defect

Claw Spam Build

爪スパムビルド

Defect Claw Spam Build

Overview

Claw deals 3 damage and permanently increases the damage of all Claw cards by 2 each time any copy is played in a combat. With 4 Claws in your deck and 3 plays per turn, each individual Claw gains +6 per round — by turn 5 every Claw hits for 33+ damage. All for One retrieves every 0-cost card from the discard pile at once, enabling you to replay all your Claws in a single turn for explosive damage scaling. The build is deceptively powerful in sustained fights but starts very weak, requiring active management in early-Act combats.

Key Cards

  • Claw: The core card — deal 3 damage and increase all Claw damage by 2 this combat. Collect 4-6 copies for maximum scaling speed.
  • All for One: Deal 10 damage and pull ALL 0-cost cards from discard into hand — the primary Claw recycler. Playing this after discarding 4 Claws gives you 4 more immediate plays, compounding the +2 stacks rapidly.
  • Dualcast: Evoke rightmost Orb twice — when used on a Lightning Orb, this provides extra damage; more importantly, Dualcast itself costs 1 Energy and contributes to Energy efficiency on Claw turns.
  • Defragment: Gain 1 Focus — indirectly useful for Orb support, and direct Claw damage is independent of Focus, but Focus helps defensive Orbs that keep you alive during ramp.
  • Loop: Trigger rightmost Orb passive at turn start — Frost in rightmost slot generates free Block each turn, solving the build's early durability problem.
  • Skim: Draw 3 cards — cycles the deck faster, bringing Claws and All for One to hand more consistently.
  • Hologram: Gain 3 Block and return a discard card to hand, then Exhaust — can retrieve a specific Claw or All for One at a critical moment.
  • Overclock: Draw 2 cards (adds a Burn to discard) — fast draw at low cost. The Burn is a minor downside that Claw builds tolerate well since All for One only retrieves 0-cost cards, not Burn.

Key Relics

  • Data Disk: Start combat with 1 Focus — minor benefit for Orb support, not a primary pick but useful.
  • Infused Core: Start combat with 3 Lightning channeled — provides passive damage while Claw is still ramping in early turns, covering the build's weak opening.
  • Gold-Plated Cables: Rightmost Orb passive triggers twice — if using Frost for defense, doubles the Block income that keeps you alive during ramp.
  • Power Cell: At combat start, add 2 zero-cost cards from your draw pile into hand — if Claws are in your draw pile, this immediately puts them into play, accelerating the ramp turn 1.

Strategy

  1. Collect 4-6 Claw cards during drafting — fewer than 4 means slow ramp; more than 6 risks diluting draw consistency for All for One.
  2. Early combats: accept that Claw deals low damage initially. Use any Orb-based Block or defensive cards to survive while stacks build.
  3. Play all available Claws each turn before using All for One — this maximizes the number of +2 increments before recycling.
  4. Use All for One when 3+ Claws are in the discard pile for maximum return — ideally after spending a full turn playing nothing but Claws.
  5. By Act 2, Claw damage should reach 15-20 per card — at this point, a single All for One turn producing 4 Claw plays deals 60-80 damage before accounting for further stacking.
  6. In boss fights, prioritize surviving the opening turns. Once Claw reaches 20+ damage, a single All for One turn can eliminate most bosses.

Pick Priority

  • Must pick: Claw (take every copy), All for One
  • High priority: Skim, Loop (for Frost Block defense), Overclock
  • Situational: Hologram (emergency card retrieval), Dualcast (Lightning support damage), Defragment (if running Orb support)
  • Skip: Cards that consume your 0-cost card slots in ways that compete with Claw (e.g., adding too many other 0-cost cards that All for One retrieves instead of Claws)

Tips

  • Claw's +2 bonus applies to ALL copies — playing Claw #1 makes Claw #2, #3, and #4 also deal +2. This means 4 Claws in one turn generate +8 damage across the board, not just +2.
  • All for One retrieves every 0-cost card from discard, not just Claws — be careful about adding other 0-cost cards like Shivs or Status cards that dilute the return.
  • The build's biggest early weakness is the first 2-3 turns of each combat before stacks build. Add at least 1-2 defensive cards (Glacier, Coolheaded, or Lightning Rod) to bridge this window.
  • Echo Form is exceptionally powerful here — the first card played each turn is played twice, meaning the first Claw of every turn generates double the +2 stacks compared to normal.
  • Avoid removing Strikes too aggressively early on — Claw starts so weak that Strike's consistent 6 damage is meaningful during Act 1 ramp turns.