Skip to main content
ディフェクト

Defect

ディフェクト

Plasma Build

Build Overview

Plasma Orbs have a passive that restores 1 Energy at the start of each turn. By piling up multiple Plasmas with Fusion and Meteor Strike, you enter a state where per-turn Energy far exceeds the normal 3. With 4-5 Plasmas you operate on 7-8 Energy every turn and can fully leverage X-cost cards like Multi-Cast and Tempest. Setup feels heavy in the early game, but in the late game after Plasma has piled up, the build produces an overwhelming Energy pool that outstrips other builds' resources.

Tier Rating: A

Reason: After Plasma stacks up, the build's power is extreme, and Multi-Cast fueled by massive Energy can finish regardless of which Orb axis you built. However, during the Plasma-stacking early game, both durability and damage are low. Meteor Strike's cost 5 is hard to use in early fights, and the stretch before Plasma accumulates is painful. As a late-game scaler, it is top tier.

Key Cards (Essential)

  • Fusion: Cost 2, channels 1 Plasma. The core card for stacking Plasma. Run multiple copies and pile Plasma steadily
  • Meteor Strike: Cost 5, 24 damage (30 upgraded) + channels 3 Plasma. Stacks 3 Plasmas at once with one play for an astonishing +3 Energy per turn. The cost is very heavy, so ideally play it after securing enough Energy via Plasma
  • Multi-Cast: X-cost, Evokes the Orb X times. A finisher that maximizes X using the large Energy pool Plasma provides
  • Defragment: Focus +1 to +2. Focus doesn't affect Plasma's Energy generation, but it's effective when running other Orbs alongside

Flex Cards to Consider

  • Tempest: X-cost, channels X Lightning (X+1 upgraded). Pour Plasma's Energy into Lightning channels, then chain an Evoke combo
  • Double Energy: Doubles remaining Energy. Doubles the Energy Plasma added, maximizing Multi-Cast's X
  • Seek (Hypercritical): Grants Energy 4 instantly (6 upgraded). Combined with Plasma Energy, it raises the destructive power of X-cost cards
  • Loop: With Plasma on the right end, generates an additional 2 Energy per turn (two Plasma passive triggers). Energy supply becomes even more stable
  • Recharge (Battery Charge): Cost 1, 7 Block + Energy 1 next turn. A steady skill that defends while banking Energy
  • Echo Form: The first card played each turn is resolved twice. Playing Fusion twice channels 2 Plasma for cost 2, a strong combo
  • Amplify: The next Power is played twice. Installs Defragment or Creative AI at double effect
  • Creative AI: Adds a random Power to hand each turn. Plasma's large Energy makes the cost-3 affordable, and it becomes the core of a Power-heavy deck

Synergistic Relics

  • Chemical X: X-cost cards gain +2 to X when played. Multi-Cast and Tempest X values rise sharply, and combined with Plasma Energy they deliver explosive finishes
  • Ice Cream: Unused Energy carries over to the next turn. Stockpile the surplus Energy Plasma generates each turn and maximize X on the Multi-Cast turn
  • Data Disk: Focus +1 at battle start. When running non-Plasma Orbs like Lightning or Frost alongside, passive effects are boosted and offense-defense balance improves
  • Runic Capacitor: Grants additional Orb slots. Hold more Plasma and directly increase per-turn Energy generation
  • Lantern: Energy +1 at battle start. Lets you play cost-5 Meteor Strike a bit earlier, improving the Plasma-stacking opening speed
  • Busted Crown (Intimidation Helmet): Playing cost-2+ cards grants 4 Block. With heavy cards like Fusion (cost 2) and Meteor Strike (cost 5), this compensates for the build's defensive weakness
  • Mummified Hand: Whenever you play a Power, a random card in your hand becomes free. When playing Defragment or Creative AI, Fusion or Multi-Cast may become free, improving deployment efficiency

Play Flow

Act 1

Prioritize Fusion picks to start stacking Plasma. Cost-2 Fusion feels heavy early, but it pays off within 2-3 turns so start using it quickly. Adopt Defragment in parallel to stack Focus. Meteor Strike at cost 5 is very hard to use in early fights, but with 2-3 Plasmas in play it's quite castable. In Act 1 aim to have 2-3 Plasmas stacked for roughly 5 Energy per turn.

Act 2

Picking up Meteor Strike accelerates Plasma at once. With 2-3 Fusions + 1 Meteor Strike, Plasma reaches 5-8 and per-turn Energy hits 8-11. At this point Tempest and Multi-Cast start to function and the deck begins to move. Picking up Creative AI further accelerates per-turn Power deployment. In elite fights, even 3-4 Plasmas produce enough firepower.

Act 3

The finished form is 5+ Plasma with Double Energy (or Multi-Cast). You run on 8+ Energy per turn, Multi-Cast's X hits 5-6 or more, and basically any Orb-Evoke finish becomes possible. The highest damage combo is to channel lots of Lightning via Tempest, Evoke them together with Multi-Cast, and layer on Thunder (Power) bonus damage. Boss fights often end in 1-2 turns.

Strengths and Weaknesses

Strengths

  • Once Plasma stacks, the late-game Energy pool overwhelms other builds
  • X values on X-cost cards grow large, scaling Multi-Cast and Tempest effect dramatically
  • Works with any Orb axis (Lightning, Dark, Frost) as it doesn't pick a type
  • One Meteor Strike channels 3 Plasmas at once for fast stacking

Weaknesses

  • Before Plasma stacks, you fight on normal Energy, and there's a weak period early
  • Cost-5 Meteor Strike is very heavy in early and mid fights
  • Evoking Plasma only produces a trivial amount of Energy, so generally you don't Evoke it
  • If the deck bloats, you can miss the Plasma-stacking draws entirely

Community Vote

コメント (0)

コメントはまだありません。最初のコメントを投稿してみましょう!

不適切なコメントは管理者が削除します