Orb Build
Orb builds use repeated channeling, passive orb value, and focus scaling to create reliable long-fight power.
"Best for players who like flexible scaling and passive-value engines."
Orb builds use repeated channeling, passive orb value, and focus scaling to create reliable long-fight power.
Core plan Channel orbs consistently, improve passive output, and use evoke timing to convert setup into swing turns.
Strengths
- Flexible offense and defense
- Excellent long-fight scaling
- Great relic synergy
Weaknesses
- Can be slow to start
- Needs enough orb density
- Some versions are setup-heavy
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.
Ball Lightning
Deal 7 damage. Channel 1 Lightning.
Barrage
Deal 5 damage for each Channeled Orb.
Chaos
Channel 1 random Orb.
Chill
Channel 1 Frost for each enemy.
Cold Snap
Deal 6 damage. Channel 1 Frost.
Consuming Shadow
Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
Coolheaded
Channel 1 Frost. Draw 1 card.
Darkness
Channel 1 Dark. Trigger the passive ability of all Dark Orbs.
Fusion
Channel 1 Plasma.
Glacier
Gain 6 Block. Channel 2 Frost.
Glasswork
Gain 5 Block. Channel 1 Glass.
Ice Lance
Deal 19 damage. Channel 3 Frost.
Ignition
Another player Channels Plasma.
Lightning Rod
Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.
Meteor Strike
Deal 24 damage. Channel 3 Plasma.
Rainbow
Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.
Refract
Deal 9 damage twice. Channel 2 Glass.
Shadow Shield
Gain 11 Block. Channel 1 Dark.
Spinner
At the start of your turn, Channel 1 Glass.
Storm
Whenever you play a Power, Channel 1 Lightning.
Tempest
Channel X Lightning.
Trash To Treasure
Whenever you create a Status card, Channel 1 random Orb.
Voltaic
Channel Lightning equal to the Lightning already Channeled this combat.
Zap
Channel 1 Lightning.
Support Cards
Stability tools that ensure consistency and survival.
Biased Cognition
Gain 4 Focus. At the start of your turn, lose 1 Focus.
Compile Driver
Deal 7 damage. Draw 1 card for each unique Orb you have.
Defragment
Gain 1 Focus.
Focused Strike
Deal 9 damage. Gain 1 Focus this turn.
Hotfix
Gain 2 Focus this turn.
Hyperbeam
Deal 26 damage to ALL enemies. Lose 3 Focus.
Modded
Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Synchronize
Gain 2 Focus this turn for each unique Orb you have.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
No items found in this category yet.
Niche & Situational
Additional cards that synergize under specific conditions.
Bulk Up
Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
Capacitor
Gain 2 Orb Slots.
Coolant
At the start of your turn, gain 2 Block for each unique Orb you have.
Dualcast
Evoke your rightmost Orb twice.
Loop
At the start of your turn, trigger the passive ability of your rightmost Orb.
Multi Cast
Evoke your rightmost Orb X times.
Quadcast
Evoke your rightmost Orb 4 times.
Shatter
Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Synergistic Relics
Passive items that amplify this build's ceiling.
Anchor
Start each combat with 10 Block.
Captain's Wheel
At the start of your 3rd turn, gain 18 Block.
Cloak Clasp
At the end of your turn, gain 1 Block for each card in your Hand.
Data Disk
Start each combat with 1 Focus.
Daughter of the Wind
Whenever you play an Attack, gain 1 Block.
Emotion Chip
If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
Anchor???
Start each combat with 4 Block.
Orichalcum???
If you end your turn without Block, gain 3 Block.
Fresnel Lens
Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.
Gold-Plated Cables
Your rightmost Orb triggers its passive an additional time.
Hand Drill
Whenever you break an enemy's Block, apply 2 Vulnerable.
Horn Cleat
At the start of your 2nd turn, gain 14 Block.
Intimidating Helmet
Whenever you play a card that costs or more, gain 4 Block.
Metronome
The first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Orichalcum
If you end your turn without Block, gain 6 Block.
Ornamental Fan
Every time you play 3 Attacks in a single turn, gain 4 Block.
Pael's Legion
Doubles Block gained from a card, then goes to sleep for 2 turns.
Parrying Shield
If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Permafrost
The first time you play a Power each combat, gain 6 Block.
Ripple Basin
If you did not play any Attacks during your turn, gain 4 Block.
Runic Capacitor
Start each combat with 3 additional Orb Slots.
Sai
At the start of your turn, gain 7 Block.
Seal of Gold
At the start of your turn, spend 5 Gold to gain . Self-Forming Clay · Ironclad Uncommon Whenever you lose HP in combat, gain 3 Block next turn.
Sturdy Clamp
Up to 10 Block persists across turns.
The Abacus
Whenever you shuffle your Draw Pile, gain 6 Block.
The Boot
Whenever you would deal 4 or less unblocked attack damage, increase it to 5.
Tuning Fork
Every time you play 10 Skills, gain 7 Block.
Vambrace
The first time you gain Block from a card each combat, double the amount gained.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Block Potion
Gain 12 Block.
Essence of Darkness
Channel a Dark for each of your Orb Slots.
Focus Potion
Gain 2 Focus.
Fortifier
Triple your Block.
Potion of Capacity
Gain 2 Orb Slots.
Ship in a Bottle
Gain 10 Block. Next turn, gain 10 Block.
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 Orb 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 Orb 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.