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Defect Plasma Build
Overview
Plasma Orbs generate 2 Energy per turn passively, and Focus further increases output. With three Plasma Orbs and Focus 4, you gain 8 bonus Energy every turn on top of your base 3 — enough to play virtually every card in hand each turn. This Energy surplus enables a card-flooding playstyle where you can cast multiple expensive cards per turn that would otherwise be unplayable. The build is one of the highest-ceiling Defect strategies but requires setup time to fill Orb slots with Plasma.
Key Cards
- Fusion: Channel 1 Plasma — the primary Plasma generator. Take every copy offered early.
- Rainbow: Channels Lightning, Frost, and Dark — not a Plasma card itself, but an efficient multi-Orb filler while Plasma slots are being established.
- Capacitor: Gain 2 Orb Slots — more slots means more Plasma Orbs and more Energy per turn. Arguably the most important ramp card.
- Defragment: Gain 1 Focus — each Focus point increases Plasma Energy output further, compounding over multiple Orbs.
- Double Energy: Double your current Energy and Exhaust — with 6+ Energy from Plasma, this can generate 12+ Energy in a single turn for a burst turn.
- TURBO: Gain 2 Energy (adds a Void to discard) — immediate Energy injection useful for bridging to the Plasma engine.
- Meteor Strike: Deal massive damage — a high-cost attack that becomes trivially playable once Plasma income is established.
- Hyperbeam: Deal very high damage to all enemies — another expensive card that Plasma Energy makes affordable every turn.
- Echo Form: First card played each turn is played an extra time — doubles Fusion plays, accelerating Plasma slot filling dramatically.
- Subroutine: Gain Energy whenever you play a Power — synergizes well during setup turns when you play multiple Powers.
Key Relics
- Gold-Plated Cables: Rightmost Orb passive triggers an additional time — with Plasma in the rightmost slot, this means +4 extra Energy per turn instead of +2, effectively doubling that Orb's contribution.
- Data Disk: Start combat with 1 Focus — every Plasma Orb produces slightly more Energy from turn 1.
- Emotion Chip: All Orb passives trigger at turn start when you took damage — burst of extra Energy across all Plasma Orbs simultaneously.
- Metronome: Deal 30 damage to all enemies the first time you channel 7 Orbs in a combat — Plasma builds channel many Orbs naturally, making this a free burst attack.
Strategy
- Channel Plasma Orbs as aggressively as possible — aim for 2 Plasma Orbs by turn 4 to establish meaningful Energy income.
- Use Capacitor early to unlock additional Orb slots before filling them with Plasma; 4-5 slots is the target.
- Invest in Defragment to push Focus to 2-4, increasing each Plasma's contribution and making the Energy surplus grow faster.
- Once you have 3+ Plasma Orbs generating 6+ bonus Energy per turn, begin adding high-cost power cards to your deck that you could not previously afford.
- Use the Energy surplus to play draw cards (Skim, Overclock) alongside your expensive attacks each turn — this ensures you never run out of cards to spend Energy on.
- In boss fights, save Double Energy for the turn you draw your finishers — with 8+ base Energy and then doubled, you can output an entire deck in a single turn.
Pick Priority
- Must pick: Fusion, Capacitor, Defragment
- High priority: Echo Form, Meteor Strike, Hyperbeam, Double Energy
- Situational: TURBO (early Energy bridging), Subroutine (Power-heavy decks), Skim (draws more cards to spend Energy on)
- Skip: Cheap low-value cards that do not benefit from extra Energy — the surplus is wasted if you run out of impactful cards to play
Tips
- Plasma Orbs sitting in non-rightmost slots still generate Energy passively — unlike Lightning or Frost, their passive value is independent of position.
- Gold-Plated Cables is extremely high value here: placing a Plasma in the rightmost slot gives +4 Energy per turn instead of +2, effectively doubling that Orb's contribution.
- Avoid filling Orb slots with Lightning or Frost once Plasma slots are secured unless you need defense — every non-Plasma slot is a lost Energy per turn.
- Double Energy is most powerful mid-to-late combat when Plasma has already generated 4-6 bonus Energy — the doubling effect compounds the Plasma income rather than just base Energy.
- This build can run cards like Meteor Strike (cost 5) reliably every turn from Act 2 onward — do not hesitate to take expensive attacks that other builds cannot afford.