Build Hub

Orb Build

Orb builds use repeated channeling, passive orb value, and focus scaling to create reliable long-fight power.

orb focus
Cards
40
Relics
28
Potions
6
Core Plan
Channel orbs consistently, improve passive output, and use evoke timing to convert setup into swing turns.
Best for who

"Best for players who like flexible scaling and passive-value engines."

How this build works

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
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.

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

Chaos

Uncommon
Defect

Channel 1 random Orb.

orb

Chill

Uncommon
Defect

Channel 1 Frost for each enemy.

orb

Cold Snap

Common
Defect

Deal 6 damage. Channel 1 Frost.

orb attack-combo

Consuming Shadow

Rare
Defect

Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.

orb

Coolheaded

Common
Defect

Channel 1 Frost. Draw 1 card.

card-draw orb

Darkness

Uncommon
Defect

Channel 1 Dark. Trigger the passive ability of all Dark Orbs.

orb

Fusion

Uncommon
Defect

Channel 1 Plasma.

orb

Glacier

Uncommon
Defect

Gain 6 Block. Channel 2 Frost.

orb

Glasswork

Uncommon
Defect

Gain 5 Block. Channel 1 Glass.

orb

Ice Lance

Rare
Defect

Deal 19 damage. Channel 3 Frost.

orb attack-combo

Ignition

Rare
Defect

Another player Channels Plasma.

orb

Lightning Rod

Common
Defect

Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.

orb

Meteor Strike

Rare
Defect

Deal 24 damage. Channel 3 Plasma.

orb attack-combo

Rainbow

Rare
Defect

Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.

orb

Refract

Uncommon
Defect

Deal 9 damage twice. Channel 2 Glass.

orb attack-combo

Shadow Shield

Uncommon
Defect

Gain 11 Block. Channel 1 Dark.

orb

Spinner

Rare
Defect

At the start of your turn, Channel 1 Glass.

orb

Storm

Uncommon
Defect

Whenever you play a Power, Channel 1 Lightning.

orb

Tempest

Uncommon
Defect

Channel X Lightning.

orb

Trash To Treasure

Rare
Defect

Whenever you create a Status card, Channel 1 random Orb.

orb

Voltaic

Rare
Defect

Channel Lightning equal to the Lightning already Channeled this combat.

orb

Zap

Unknown
Defect

Channel 1 Lightning.

orb

Support Cards

Stability tools that ensure consistency and survival.

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.

Synergistic Relics

Passive items that amplify this build's ceiling.

Anchor

Common
Colorless

Start each combat with 10 Block.

block

Captain's Wheel

Rare
Colorless

At the start of your 3rd turn, gain 18 Block.

block

Cloak Clasp

Rare
Colorless

At the end of your turn, gain 1 Block for each card in your Hand.

block

Data Disk

Common
Defect

Start each combat with 1 Focus.

focus

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

Emotion Chip

Rare
Defect

If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.

orb

Anchor???

Event
Colorless

Start each combat with 4 Block.

block

Orichalcum???

Event
Colorless

If you end your turn without Block, gain 3 Block.

block

Fresnel Lens

Event
Colorless

Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.

block

Gold-Plated Cables

Uncommon
Defect

Your rightmost Orb triggers its passive an additional time.

orb

Hand Drill

Event
Colorless

Whenever you break an enemy's Block, apply 2 Vulnerable.

block vulnerable

Horn Cleat

Uncommon
Colorless

At the start of your 2nd turn, gain 14 Block.

block

Intimidating Helmet

Rare
Colorless

Whenever you play a card that costs or more, gain 4 Block.

block

Metronome

Rare
Defect

The first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.

orb

Orichalcum

Uncommon
Colorless

If you end your turn without Block, gain 6 Block.

block

Ornamental Fan

Uncommon
Colorless

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

block attack-combo

Pael's Legion

Ancient
Colorless

Doubles Block gained from a card, then goes to sleep for 2 turns.

block

Parrying Shield

Uncommon
Colorless

If you end a turn with at least 10 Block, deal 6 damage to a random enemy.

block

Permafrost

Common
Colorless

The first time you play a Power each combat, gain 6 Block.

block

Ripple Basin

Uncommon
Colorless

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

block attack-combo

Runic Capacitor

Shop
Defect

Start each combat with 3 additional Orb Slots.

orb

Sai

Ancient
Colorless

At the start of your turn, gain 7 Block.

block

Seal of Gold

Ancient
Colorless

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.

block

Sturdy Clamp

Rare
Colorless

Up to 10 Block persists across turns.

block

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

Tuning Fork

Uncommon
Colorless

Every time you play 10 Skills, gain 7 Block.

block

Vambrace

Uncommon
Colorless

The first time you gain Block from a card each combat, double the amount gained.

block

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 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.