Build Hub

Claw Build

Claw decks are fast, spammy, and highly dependent on cycling. They win by repeatedly finding and replaying cheap attacks until small numbers become overwhelming.

attack-combo card-draw
Cards
82
Relics
49
Potions
14
Core Plan
Cycle aggressively, replay cheap attacks, and let repetition become scaling.
Best for who

"Best for players who enjoy fast sequencing, zero-cost cards, and recursion-style decks."

How this build works

Claw decks are fast, spammy, and highly dependent on cycling. They win by repeatedly finding and replaying cheap attacks until small numbers become overwhelming.

Core plan Cycle aggressively, replay cheap attacks, and let repetition become scaling.

Strengths

  • Fast turns
  • Explosive cycling
  • Great with recursion tools

Weaknesses

  • Can misfire without enough draw
  • Low individual card power
  • Needs density
Architecture

We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.

Core Cards

Primary enablers that define this mechanic's direction.

Adaptive Strike

Rare
Defect

Deal 18 damage. Add a 0 copy of this card into your Discard Pile.

discard attack-combo

All For One

Rare
Defect

Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.

discard attack-combo

Anointed

Rare
Colorless

Put every Rare card from your Draw Pile into your Hand. Exhaust.

exhaust card-draw

Ball Lightning

Common
Defect

Deal 7 damage. Channel 1 Lightning.

orb attack-combo

Barrage

Common
Defect

Deal 5 damage for each Channeled Orb.

orb attack-combo

Beat Down

Rare
Colorless

Play 3 random Attacks from your Discard Pile.

discard attack-combo

Cold Snap

Common
Defect

Deal 6 damage. Channel 1 Frost.

orb attack-combo

Coolheaded

Common
Defect

Channel 1 Frost. Draw 1 card.

card-draw orb

Dramatic Entrance

Uncommon
Colorless

Innate. Deal 11 damage to ALL enemies. Exhaust.

exhaust attack-combo

Flak Cannon

Rare
Defect

Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

exhaust attack-combo

Gunk Up

Common
Defect

Deal 4 damage 3 times. Add a Slimed into your Discard Pile.

discard attack-combo

Ice Lance

Rare
Defect

Deal 19 damage. Channel 3 Frost.

orb attack-combo

Master Of Strategy

Rare
Colorless

Draw 3 cards. Exhaust.

exhaust card-draw

Meteor Strike

Rare
Defect

Deal 24 damage. Channel 3 Plasma.

orb attack-combo

Overclock

Uncommon
Defect

Draw 2 cards. Add a Burn into your Discard Pile.

discard card-draw

Reboot

Rare
Defect

Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.

exhaust card-draw

Refract

Uncommon
Defect

Deal 9 damage twice. Channel 2 Glass.

orb attack-combo

Scrape

Uncommon
Defect

Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 .

discard card-draw attack-combo

Scrawl

Rare
Colorless

Draw cards until your Hand is full. Exhaust.

exhaust card-draw

Support Cards

Stability tools that ensure consistency and survival.

Automation

Uncommon
Colorless

Every 10 cards you draw, gain .

card-draw

Catastrophe

Uncommon
Colorless

Play 2 random cards from your Draw Pile.

card-draw

Compile Driver

Common
Defect

Deal 7 damage. Draw 1 card for each unique Orb you have.

card-draw orb attack-combo

Finesse

Uncommon
Colorless

Gain 4 Block. Draw 1 card.

card-draw

Flash Of Steel

Uncommon
Colorless

Deal 5 damage. Draw 1 card.

card-draw attack-combo

Focused Strike

Common
Defect

Deal 9 damage. Gain 1 Focus this turn.

focus attack-combo

Ftl

Uncommon
Defect

Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.

card-draw attack-combo

Hidden Gem

Rare
Colorless

A random card in your Draw Pile gains Replay 2.

card-draw

Huddle Up

Uncommon
Colorless

ALL allies draw 2 cards.

card-draw

Hyperbeam

Rare
Defect

Deal 26 damage to ALL enemies. Lose 3 Focus.

focus attack-combo

Impatience

Uncommon
Colorless

If you have no Attacks in your Hand, draw 2 cards.

card-draw attack-combo

Iteration

Uncommon
Defect

The first time you draw a Status card each turn, draw 2 cards.

card-draw

Machine Learning

Rare
Defect

At the start of your turn, draw 1 additional card.

card-draw

Mayhem

Rare
Colorless

At the start of your turn, play the top card of your Draw Pile.

card-draw

Mind Blast

Uncommon
Colorless

Innate. Deal damage equal to the number of cards in your Draw Pile.

card-draw attack-combo

Modded

Rare
Defect

Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.

card-draw orb

Nostalgia

Rare
Colorless

The first Attack or Skill you play each turn is placed on top of your Draw Pile.

card-draw attack-combo

Restlessness

Uncommon
Colorless

Retain. If your Hand is empty, draw 2 cards and gain .

card-draw

Rocket Punch

Uncommon
Defect

Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 this turn.

card-draw attack-combo

Secret Technique

Rare
Colorless

Put a Skill from your Draw Pile into your Hand.

card-draw

Secret Weapon

Rare
Colorless

Put an Attack from your Draw Pile into your Hand.

card-draw attack-combo

Seeker Strike

Uncommon
Colorless

Deal 6 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.

card-draw attack-combo

Skim

Uncommon
Defect

Draw 3 cards.

card-draw

Stratagem

Uncommon
Colorless

Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.

card-draw

Sweeping Beam

Common
Defect

Deal 6 damage to ALL enemies. Draw 1 card.

card-draw attack-combo

Thinking Ahead

Uncommon
Colorless

Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.

card-draw

Uproar

Common
Defect

Deal 5 damage twice. Play a random Attack from your Draw Pile.

card-draw attack-combo

Payoff Cards

The 'win conditions' that convert setup into overwhelming power.

Niche & Situational

Additional cards that synergize under specific conditions.

Beam Cell

Common
Defect

Deal 3 damage. Apply 1 Vulnerable.

vulnerable attack-combo

Bolas

Rare
Colorless

Deal 3 damage. At the start of your next turn, return this to your Hand.

attack-combo

Claw

Common
Defect

Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.

attack-combo

Feral

Uncommon
Defect

The first time you play a 0 Attack each turn, return it to your Hand.

attack-combo

Fisticuffs

Uncommon
Colorless

Deal 7 damage. Gain Block equal to damage dealt.

attack-combo

Gang Up

Uncommon
Colorless

Deal 5 damage. Deals 5 additional damage for each time another player has attacked the enemy this turn.

attack-combo

Go For The Eyes

Common
Defect

Deal 3 damage. If the enemy intends to attack, apply 1 Weak.

weak attack-combo

Gold Axe

Rare
Colorless

Deal damage equal to the number of cards played this combat.

attack-combo

Hailstorm

Uncommon
Defect

At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

attack-combo

Hand Of Greed

Rare
Colorless

Deal 20 damage. If Fatal, gain 20 Gold.

attack-combo

Helix Drill

Rare
Defect

Deal 3 damage for each previously spent this turn.

discard attack-combo

Intercept

Uncommon
Colorless

Gain 9 Block. Redirect all incoming attacks that would be dealt to another player this turn to you.

attack-combo

Jackpot

Rare
Colorless

Deal 25 damage. Add 3 random 0 cards into your Hand.

attack-combo

Momentum Strike

Common
Defect

Deal 10 damage. Reduce this card's cost to 0 .

attack-combo

Omnislice

Uncommon
Colorless

Deal 8 damage. Damage ALL other enemies equal to the damage dealt.

attack-combo

Rend

Rare
Colorless

Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.

attack-combo

Rip And Tear

Uncommon
Defect

Deal 7 damage to a random enemy twice.

attack-combo

Rolling Boulder

Rare
Colorless

At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.

attack-combo

Salvo

Rare
Colorless

Deal 12 damage. Retain your Hand this turn.

attack-combo

Shatter

Rare
Defect

Deal 11 damage to ALL enemies. Evoke all of your Orbs.

orb attack-combo

Splash

Uncommon
Colorless

Choose 1 of 3 random Attacks from another character to add into your Hand. It's free to play this turn.

attack-combo

Strike Defect

Unknown
Defect

Deal 6 damage.

attack-combo

Sunder

Uncommon
Defect

Deal 24 damage. If this kills an enemy, gain .

attack-combo

Synthesis

Uncommon
Defect

Deal 12 damage. The next Power you play costs 0 .

attack-combo

Tag Team

Uncommon
Colorless

Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.

attack-combo

Tesla Coil

Uncommon
Defect

Deal 3 damage. Trigger all Lightning against the enemy.

attack-combo

The Bomb

Uncommon
Colorless

At the end of 3 turns, deal 40 damage to ALL enemies.

attack-combo

The Gambit

Rare
Colorless

Gain 50 Block. If you take unblocked attack damage this combat, die.

attack-combo

Thrumming Hatchet

Uncommon
Colorless

Deal 11 damage. At the start of your next turn, return this to your Hand.

attack-combo

Ultimate Strike

Uncommon
Colorless

Deal 14 damage.

attack-combo

Volley

Uncommon
Colorless

Deal 10 damage to a random enemy X times.

attack-combo

Synergistic Relics

Passive items that amplify this build's ceiling.

Art of War

Rare
Colorless

If you do not play any Attacks during your turn, gain an additional next turn.

attack-combo

Bag of Preparation

Common
Colorless

At the start of each combat, draw 2 additional cards.

card-draw

Bellows

Uncommon
Colorless

The first Hand you draw each combat is Upgraded.

card-draw

Big Mushroom

Event
Colorless

Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.

card-draw

Biiig Hug

Ancient
Colorless

Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.

card-draw

Blessed Antler

Ancient
Colorless

Gain at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile. Blood-Soaked Rose · Colorless Ancient Upon pickup, add 1 Enthralled to your Deck. Gain at the start of each turn.

card-draw

Booming Conch

Ancient
Colorless

At the start of Elite combats, draw 2 additional cards.

card-draw

Centennial Puzzle

Common
Colorless

The first time you lose HP each combat, draw 3 cards.

card-draw

Crossbow

Ancient
Colorless

At the start of your turn, add a random Attack into your Hand. It costs 0 this turn.

attack-combo

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

Fiddle

Ancient
Colorless

At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.

card-draw

Gambling Chip

Rare
Colorless

At the start of each combat, discard any number of cards then draw that many.

discard card-draw

Game Piece

Rare
Colorless

Whenever you play a Power, draw 1 card.

card-draw

Gnarled Hammer

Shop
Colorless

Upon pickup, Enchant up to 3 Attacks with Sharp 3.

attack-combo

Gremlin Horn

Uncommon
Colorless

Whenever an enemy dies, gain and draw 1 card.

card-draw

History Course

Event
Colorless

At the start of your turn, play a copy of your last played Attack or Skill.

attack-combo

Iron Club

Ancient
Colorless

Every 4 cards you play, draw 1 card.

card-draw

Jeweled Mask

Ancient
Colorless

At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.

card-draw

Joss Paper

Uncommon
Colorless

Every 5 times you Exhaust a card, draw 1 card.

exhaust card-draw

Kunai

Rare
Colorless

Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

dexterity attack-combo

Kusarigama

Uncommon
Colorless

Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.

attack-combo

Miniature Cannon

Uncommon
Colorless

Upgraded Attacks deal 3 additional damage.

attack-combo

Molten Egg

Rare
Colorless

Whenever you add an Attack card to your Deck, Upgrade it. Mr. Struggles · Colorless Event At the start of your turn, deal damage equal to the turn number to ALL enemies.

attack-combo

Music Box

Ancient
Colorless

Create an Ethereal copy of the first Attack you play each turn.

attack-combo

Mystic Lighter

Shop
Colorless

Enchanted Attacks deal 9 additional damage.

attack-combo

Nunchaku

Uncommon
Colorless

Every time you play 10 Attacks, gain .

attack-combo

Ornamental Fan

Uncommon
Colorless

Every time you play 3 Attacks in a single turn, gain 4 Block.

block attack-combo

Pael's Blood

Ancient
Colorless

At the start of your turn, draw 1 additional card.

card-draw

Pen Nib

Uncommon
Colorless

Every 10th Attack you play deals double damage.

attack-combo

Pendulum

Common
Colorless

Whenever you shuffle your Draw Pile, draw a card.

card-draw

Pocketwatch

Rare
Colorless

Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.

card-draw

Pollinous Core

Event
Colorless

Every 4 turns, draw 2 additional cards.

card-draw

Power Cell

Rare
Defect

At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.

card-draw

Punch Dagger

Shop
Colorless

Upon pickup, Enchant an Attack with Momentum 5.

attack-combo

Rainbow Ring

Rare
Colorless

The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.

strength dexterity attack-combo

Razor Tooth

Rare
Colorless

Every time you play an Attack or Skill, Upgrade it for the remainder of combat.

attack-combo

Ring of the Drake

Starter
Colorless

At the start of your first 3 turns, draw 2 additional cards.

card-draw

Ripple Basin

Uncommon
Colorless

If you did not play any Attacks during your turn, gain 4 Block.

block attack-combo

Royal Stamp

Shop
Colorless

Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.

attack-combo

Shuriken

Rare
Colorless

Every time you play 3 Attacks in a single turn, gain 1 Strength.

strength attack-combo

Snecko Eye

Ancient
Colorless

At the start of your turn, draw 2 additional cards. Start each combat Confused.

card-draw

Stone Cracker

Uncommon
Colorless

At the start of Boss combats, Upgrade 3 random cards in your Draw Pile for the rest of combat.

card-draw

Tea of Discourtesy

Event
Colorless

At the start of the next combat, shuffle 2 Dazed into your Draw Pile.

card-draw

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

The Boot

Event
Colorless

Whenever you would deal 4 or less unblocked attack damage, increase it to 5.

block attack-combo

Toasty Mittens

Ancient
Colorless

At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.

exhaust strength card-draw

Toy Box

Ancient
Colorless

Upon pickup, obtain 4 Wax Relics. Every 3 combats, your left-most Wax Relic will melt away. Tri-Boomerang · Colorless Ancient Choose 3 Attacks in your Deck. Enchant them with Instinct.

attack-combo

Unceasing Top

Rare
Colorless

Whenever you have no cards in Hand during your turn, draw a card.

card-draw

Whetstone

Common
Colorless

Upon pickup, Upgrade 2 random Attacks.

attack-combo

Strategic Potions

Emergency tools to bridge gaps in difficult elite matchups.

Pro Tip: Balance your shell

"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."

Build FAQ

What is the core idea behind Claw Build?

The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.

Do I need every core card to make Claw Build work?

No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.

Why does this page separate core, support, and payoff?

Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.