Build Hub

Orb Build

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

orb focus
Cards
18
Relics
27
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.

Support Cards

Stability tools that ensure consistency and survival.

Defend

Basic
Defect

Gain 5 [gold]Block[/gold].

block defend

Boost Away

Common
Defect

Gain 6 [gold]Block[/gold]. Add a [gold]Dazed[/gold] into your [gold]Discard Pile[/gold].

block card-generation

Charge Battery

Common
Defect

Gain 7 [gold]Block[/gold]. Next turn, gain [energy:1].

block energy

Focused Strike

Common
Defect

Deal 9 damage. Gain 1 [gold]Focus[/gold] this turn.

damage focus strike

Hotfix

Common
Defect

Gain 2 [gold]Focus[/gold] this turn.

exhaust focus

Leap

Common
Defect

Gain 9 [gold]Block[/gold].

block

Lightning Rod

Common
Defect

Gain 4 [gold]Block[/gold]. At the start of the next 2 turns, [gold]Channel[/gold] 1 [gold]Lightning[/gold].

block lightning-rod

Boot Sequence

Uncommon
Defect

Gain 10 [gold]Block[/gold].

block exhaust innate

Compact

Uncommon
Defect

Gain 6 [gold]Block[/gold]. [gold]Transform[/gold] all Status cards in your [gold]Hand[/gold] into [gold]Fuel[/gold].

block card-generation

Fight Through

Uncommon
Defect

Gain 13 [gold]Block[/gold]. Add 2 [gold]Wounds[/gold] into your [gold]Discard Pile[/gold].

block card-generation

Glacier

Uncommon
Defect

Gain 6 [gold]Block[/gold]. [gold]Channel[/gold] 2 [gold]Frost[/gold].

block

Glasswork

Uncommon
Defect

Gain 5 [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Glass[/gold].

block

Shadow Shield

Uncommon
Defect

Gain 11 [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].

block

Defragment

Rare
Defect

Gain 1 [gold]Focus[/gold].

focus

Genetic Algorithm

Rare
Defect

Gain 1 [gold]Block[/gold]. Permanently increase this card's [gold]Block[/gold] by 3.

block exhaust

Hyperbeam

Rare
Defect

Deal 28 damage to ALL enemies. Lose 3 [gold]Focus[/gold].

damage focus

Biased Cognition

Ancient
Defect

Gain 4 [gold]Focus[/gold]. At the start of your turn, lose 1 [gold]Focus[/gold].

focus biased-cognition

Payoff Cards

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

No items found in this category yet.

Synergistic Relics

Passive items that amplify this build's ceiling.

Anchor

Common
Colorless

Start each combat with 10 Block.

block

Data Disk

Common
Defect

Start each combat with 1 Focus.

focus

Gold-Plated Cables

Uncommon
Defect

Your rightmost Orb triggers its passive an additional time.

orb

Horn Cleat

Uncommon
Colorless

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

block

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

Parrying Shield

Uncommon
Colorless

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

block

Permafrost

Uncommon
Colorless

The first time you play a Power each combat, gain 7 Block.

block

Ripple Basin

Uncommon
Colorless

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

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

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

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

Intimidating Helmet

Rare
Colorless

Whenever you play a card that costs [energy:2] or more, gain 4 Block.

energy block

Metronome

Rare
Defect

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

orb

Sturdy Clamp

Rare
Colorless

Up to 10 Block persists across turns.

block

Runic Capacitor

Shop
Defect

Start each combat with 3 additional Orb Slots.

orb

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

Pael's Legion

Ancient
Colorless

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

block

Sai

Ancient
Colorless

At the start of your turn, gain 7 Block.

block

Anchor???

Event
Colorless

Start each combat with 4 Block.

block

Daughter of the Wind

Event
Colorless

Whenever you play an Attack, gain 1 Block.

block attack-combo

Fresnel Lens

Event
Colorless

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

block

Hand Drill

Event
Colorless

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

block vulnerable

Orichalcum???

Event
Colorless

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

block

The Boot

Event
Colorless

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

block 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 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.