Slay the Spire
Defect
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Introduction
The Defect is the third playable character in Slay the Spire — a robot mage with a unique Orb system unlike any other character. With only 75 HP, the Defect has the lowest base health in the game, but mastering Orb management and Focus mechanics makes it one of the most powerful characters at high Ascension levels.
This guide covers the four Orb types, how Focus works, and the three major builds: Lightning, Frost/Dark, and Claw.
Basic Stats
| Stat | Value |
|---|---|
| HP | 75 |
| Starter Relic | Cracked Core |
| Cracked Core Effect | Channel one Lightning Orb at the start of each combat |
| Starting Deck | Strike ×4, Defend ×4, Zap ×1, Dualcast ×1 |
Zap channels one Lightning Orb for 1 energy, while Dualcast Evokes the oldest Orb for 1 energy. These two cards define the Defect's core gameplay loop from the very first fight.
The Orb System
The Defect channels Orbs into slots. At the end of each turn, every Orb in a slot triggers its Passive effect. When all slots are full and a new Orb is channeled, the oldest Orb is automatically Evoked — triggering its powerful one-time Evoke effect and freeing a slot.
Default slot count is 3, expandable up to 10 via cards and relics.
Focus
Focus is the Defect's primary scaling stat. It amplifies every Orb's effects:
- Passive effects gain +1 per Focus point
- Evoke effects gain +2 per Focus point
Think of Focus as Strength for Orbs — it makes every Orb stronger every turn.
Orb Reference Table
| Orb | Passive (each turn end) | Evoke Effect |
|---|---|---|
| Lightning | Deal 3 (+Focus) to a random enemy | Deal 8 (+2×Focus) damage |
| Frost | Gain 2 (+Focus) Block | Gain 5 (+2×Focus) Block |
| Dark | Accumulate +6 (+Focus) to its stack | Deal stack damage to the lowest-HP enemy |
| Plasma | Gain 1 Energy at turn start | Gain 2 Energy (unaffected by Focus) |
Dark Orb note: The stack grows every turn it sits in a slot. Evoke early and you deal weak damage; let it accumulate for several turns and the damage becomes overwhelming.
Plasma Orb note: Plasma solves energy problems entirely. Because it is not amplified by Focus, it scales differently from the other three Orbs and is most valuable when energy is the primary bottleneck.
The Three Major Builds
Build 1: Lightning Build
Core concept: Spam Lightning Orbs, trigger frequent auto-Evokes, and use Electrodynamics to hit all enemies simultaneously with every Passive tick.
Electrodynamics (2 cost Power) changes Lightning Orb Passive damage from hitting one random enemy to hitting ALL enemies. This single card is the engine of the Lightning build.
Key Cards:
| Card | Cost | Effect |
|---|---|---|
| Electrodynamics | 2 | Power — Lightning Orb passives hit all enemies |
| Storm | 1 | Power — Channel a Lightning Orb whenever you play a Power card |
| Static Discharge | 1 | Power — Channel a Lightning Orb whenever you take damage |
| Thunder Strike | 3 | Deal 7 damage per Lightning Orb channeled this combat (all enemies) |
| Defragment | 1 | Power — Gain 1 Focus |
| Biased Cognition | 1 | Power — Gain 4 Focus; lose 1 Focus at the start of each turn |
Critical tip: Keep your slot count LOW (2–3 slots) in a Lightning build. Fewer slots means new Orb channels trigger auto-Evokes more frequently, generating constant burst damage. Expanding too many slots stops auto-Evokes entirely and dramatically reduces total damage output.
Build 2: Frost & Dark Build (Defensive)
Core concept: Stack multiple Frost Orbs to generate massive Block every turn. Supplement with Dark Orbs for scaling damage that bypasses enemy Block in long fights.
Key Cards:
| Card | Cost | Effect |
|---|---|---|
| Coolheaded | 1 | Channel 1 Frost Orb; draw 1 card |
| Cold Snap | 1 | Deal 11 damage; channel 1 Frost Orb |
| Glacier | 2 | Channel 2 Frost Orbs; gain 7 Block |
| Blizzard | 1 | Deal 2 damage per Frost Orb channeled this combat (all enemies) |
| Loop | 1 | Power — Evoke the oldest Orb at the start of each turn |
Key Relics:
- Frozen Core: If you end a turn with an empty Orb slot, channel a Frost Orb automatically. Provides constant Frost generation without spending card plays.
- Gold-Plated Cables: The rightmost (newest) Orb's passive triggers first each turn, improving Frost Block generation consistency.
With Focus 3 and five Frost Orb slots active, you gain 25 Block every single turn — most enemies cannot deal enough damage to break through this wall.
Build 3: Claw Build (Orb-Agnostic)
Core concept: Ignore the Orb system entirely and scale Claw cards to deal enormous 0-cost damage.
Claw (0 cost, 3 damage) has a unique permanent scaling mechanic: each time any Claw is played, ALL Claw cards in your entire deck gain +2 damage permanently. Three Claws played sequentially in a single turn deal 3 → 5 → 7 damage and keep climbing every fight.
Key Cards:
| Card | Cost | Effect |
|---|---|---|
| Claw | 0 | Deal 3 damage; ALL Claws in your deck gain +2 damage |
| All for One | 2 | Add ALL 0-cost cards from your discard pile to your hand |
| Streamline | 1 | Deal 12 damage; this card's cost is reduced by 1 each time it is played (minimum 0) |
| Reprogram | 1 | Lose 1 Focus; gain 1 Strength and 1 Dexterity |
The All for One + Claw combo is the backbone of this build. Play All for One to retrieve all Claws from your discard pile in a single action, then chain them for enormous burst damage in one turn.
Critical warning: The Claw build requires multiple Claws obtained in Act 1. Reaching Act 2 with fewer than 2–3 Claws means the cumulative damage bonus is too low to keep pace — abandon this archetype and pivot to Lightning or Frost.
Game Plan by Act
Act 1 (Early Game)
Cracked Core gives you one Lightning Orb at combat start for free. Use this to learn Orb mechanics safely before committing to a build. Cold Snap and Coolheaded are strong picks that fit multiple archetypes — grab them while your build direction is still open.
Key threats in Act 1:
- Gremlin Nob: Gains 2 Anger (damage amp) each time you play an Attack card. Switch to Skill-heavy turns to avoid explosive damage scaling.
- Sentries: A three-enemy fight that starts with debuff application. Prioritize Orb setup in turn 1 before going on offense.
Act 2 (Mid Game)
Lock in your chosen build by Act 2. Lightning needs Electrodynamics; Frost needs Frozen Core. Begin stacking Focus — 3–5 Focus is the stable operating target for both Orb builds. Defragment and Focus potions are high-priority shop purchases.
Act 3 (Late Game)
Echo Form is one of the most powerful cards for the Defect. Using Echo Form on Defragment gives +2 Focus in one play; on Electrodynamics it doubles its passive output for the entire combat. Be aware that Time Eater caps your card plays at 12 per turn — plan your energy curve to stay within that limit while executing your win condition.
Common Mistakes
Too many Orb slots in a Lightning build: Expanding to 6+ slots prevents auto-Evokes from firing at all, gutting your damage output. Keep slots at 2–4.
Premature Dark Orb Evoke: Evoking a Dark Orb with a stack below 50 is almost always suboptimal. The damage inflection point starts around 80–100+ stack.
Biased Cognition with zero base Focus: With 0 Focus, the +4 immediately starts decaying at -1/turn. You need at least 3 existing Focus before Biased Cognition becomes a safe long-term pickup.
Frost build with no Focus investment: Frost Orbs at 0 Focus generate only 2 Block per Orb per turn — insufficient to survive Act 2 and beyond. Always prioritize Focus before expanding Frost slot count.
Starting a Claw build in Act 2: Claw's scaling is entirely cumulative from the first play of the run. Late acquisition means you spend the entire mid-game at low damage values before the build comes online — by which point you may not have enough HP remaining to reach the payoff.
Summary
The Defect rewards players who understand its unique Orb economy. Managing Focus, choosing the right Orb composition for the situation, and knowing when to let Orbs auto-Evoke versus hold them are the skills that separate average runs from high-Ascension victories.
Start with the Frost/Dark build to internalize the fundamentals safely, then move on to Lightning or Claw once Orb slot management feels natural. The Defect's depth is one of Slay the Spire's most rewarding learning curves.
S Tier (2)
A Tier (5)
クリエイティブAIビルド
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ダークオーブビルド
Slay the Spireのディフェクトダークオーブビルドの完全解説。闇オーブのダメージ蓄積+デュアルキャストで大ダメージを叩き込む戦略を紹介。
フォーカススタックビルド
Slay the Spireのディフェクトフォーカススタックビルドの立ち回り・キーカード・攻略を解説。Defragment+Consume+Biased Cognitionでフォーカスを極限まで積む特化型。
無限ループビルド
Slay the Spireのディフェクト無限ループビルドの完全解説。オールフォーワン+0コストカードで無限ループを形成するコンボビルドを紹介。
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Slay the Spireのディフェクト雷オーブビルドの完全解説。電気力学+静電放電で雷オーブの全体ダメージを最大化する攻撃的ビルド。