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Build Defect

Lightning Orb Build

ライトニングオーブビルド

Defect Lightning Orb Build

Overview

Lightning Orbs deal 3 + Focus damage to a random enemy each turn passively, and Evoke for 8 + Focus damage to all enemies. Multiple Lightning Orbs in play create a constant stream of passive damage that bypasses the need to spend Energy on attacks each turn. Focus investment multiplies the output of every Lightning Orb simultaneously, making this one of the most straightforward damage-scaling builds for the Defect. The build excels in multi-enemy encounters where random targeting still hits something every turn.

Key Cards

  • Zap: Channel 1 Lightning at 1 Energy — the basic Lightning generator. Efficient and always relevant.
  • Ball Lightning: Deal 7 damage and channel 1 Lightning — combines immediate damage with Orb generation in one card.
  • Tempest: Channel X Lightning — scales with available Energy; with Plasma income this can fill 4-5 slots at once.
  • Lightning Rod: Gain 4 Block and channel 1 Lightning at the start of the next 2 turns — generates Lightning over time while also providing Block.
  • Voltaic: Channel Lightning equal to the amount already channeled this combat, then Exhaust — a massive one-time Lightning burst to fill all remaining slots instantly.
  • Defragment: Gain 1 Focus — directly increases Lightning passive damage (3 + Focus per Orb per turn) and Evoke damage (8 + Focus). The most important scaling card.
  • Storm: Whenever you play a Power, channel 1 Lightning — passive Lightning generation that feeds off Power-heavy turns.
  • Thunder: Whenever you Evoke a Lightning Orb, deal 6 damage to each enemy it hits — doubles the effective damage of every Lightning Evoke. Extremely powerful.
  • Dualcast: Evoke rightmost Orb twice — with Thunder active, each Dualcast on Lightning triggers Thunder twice per enemy hit.
  • Loop: Trigger rightmost Orb passive at turn start — free extra Lightning passive damage every turn without spending Energy.
  • Capacitor: Gain 2 Orb Slots — more slots for Lightning Orbs means more passive damage ticks each turn.

Key Relics

  • Gold-Plated Cables: Rightmost Orb passive triggers an additional time — with Lightning in the rightmost slot, this is a free extra Lightning hit every single turn.
  • Infused Core: Start each combat with 3 Lightning channeled — immediately establishes passive damage income before you draw any cards.
  • Data Disk: Start combat with 1 Focus — each Lightning Orb deals 1 more damage per turn from the very start.
  • Emotion Chip: All Orb passives trigger at turn start when you took damage last turn — burst of Lightning damage across all Orbs simultaneously.
  • Metronome: Deal 30 damage to all enemies the first time you channel 7 Orbs — Lightning builds channel many Orbs quickly, making this a reliable free nuke.

Strategy

  1. Channel Lightning Orbs from turn 1 — Zap and Ball Lightning provide immediate income, and every turn you delay is lost passive damage.
  2. Invest in Defragment as the top priority — Focus 3 means each Lightning Orb passively deals 6 damage per turn, nearly doubling base output.
  3. Place Lightning Orbs in the rightmost slot whenever possible to benefit from Loop and Gold-Plated Cables for extra passive triggers.
  4. Use Storm to generate bonus Lightning from Power plays — each Defragment played with Storm active channels an extra free Lightning Orb.
  5. Save Dualcast for high-priority Evoke moments — against bosses, Evoke when the enemy is about to attack for maximum burst.
  6. Against single-target bosses, use Thunder + Dualcast for concentrated burst damage rather than relying solely on passive ticks.

Pick Priority

  • Must pick: Defragment, Zap, Ball Lightning
  • High priority: Capacitor, Loop, Thunder, Storm, Dualcast
  • Situational: Voltaic (great mid-Act as a one-time slot-filler), Tempest (with Plasma Energy), Lightning Rod (Block + Lightning generation)
  • Skip: Non-Lightning Orb generators that dilute slot count unless you specifically need Frost defense or Plasma Energy

Tips

  • Random targeting is Lightning's weakness in single-target fights — in boss encounters, rely on Evoke damage rather than passive ticks for controlled output.
  • Thunder turns every Evoke into multi-hit damage against each enemy — in 3-enemy rooms, a single Evoke with Thunder deals 6 × 3 = 18 bonus damage to all enemies.
  • Loop + Gold-Plated Cables on a Lightning Orb in the rightmost slot means that slot triggers its passive three times per turn: once from Loop, once from end-of-turn, and once from Gold-Plated Cables.
  • Infused Core is the single best relic for this build — 3 free Lightning Orbs at combat start means immediate passive income without spending any cards or Energy.
  • Voltaic is exceptional in the mid-game when you already have 3-4 Lightning channeled — it can fill all remaining slots in one card play, then Exhausts to avoid cluttering draws.