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J4CKIE's Defect Tierlist

Last Updated: May 21, 2026
S
AttackGo for the Eyes0
SkillCoolheaded1
SkillHologram1
SkillTURBO0
SkillChill0
AttackFTL0
SkillEnergy Surge1
AttackNull2
SkillOverclock0
SkillGlacier2
AttackRocket Punch2
SkillSkim1
SkillShadow Shield2
AttackAll for One2
PowerBuffer2
PowerDefragment1
PowerEcho Form3
AttackFlak Cannon2
SkillModded0
AttackShatter1
SkillSignal Boost1
SkillSupercritical0
PowerTrash to Treasure1
SkillQuadcast1
A
AttackBarrage1
SkillBoost Away0
SkillLightning Rod1
SkillBoot Sequence0
SkillCompact1
PowerFeral2
SkillFight Through1
SkillDouble Energy1
PowerCapacitor1
PowerIteration1
PowerSmokestack1
SkillSynchronize1
PowerThunder1
SkillScavenge1
AttackAdaptive Strike2
SkillGenetic Algorithm1
PowerCreative AI3
AttackIce Lance3
SkillIgnition1
PowerMachine Learning1
SkillReboot0
PowerSpinner1
B
AttackBeam Cell0
SkillCharge Battery1
AttackCold Snap1
AttackCompile Driver1
AttackFocused Strike1
SkillHotfix0
AttackUproar2
SkillDarkness1
PowerHailstorm1
SkillGlasswork1
PowerBulk Up2
PowerStorm1
PowerSubroutine1
SkillWhite Noise1
SkillTempestX
AttackHelix Drill0
AttackHyperbeam2
AttackMeteor Strike5
SkillVoltaic3
PowerBiased Cognition1
C
AttackBall Lightning1
AttackClaw0
AttackGunk Up1
SkillLeap1
AttackMomentum Strike1
AttackSweeping Beam1
SkillChaos1
SkillFusion2
AttackTesla Coil0
AttackSunder3
PowerConsuming Shadow2
PowerCoolant1
SkillRainbow2
D
SkillDualcast1
SkillZap1
AttackSynthesis2
AttackScrape1
PowerLoop1
AttackRefract3
SkillMulti-CastX
F
SkillDefend1
AttackStrike1
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Channel 1 Frost.
Draw 1 card.
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Gain Defect EnergyDefect Energy.
Add a Void into your Discard Pile.
Channel 1 Frost for each enemy.
Exhaust.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
ALL players gain Defect EnergyDefect Energy.
Exhaust.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Draw 2 cards.
Add a Burn into your Discard Pile.
Gain 6 Block.
Channel 2 Frost.
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0 Defect Energy until played.
Draw 3 cards.
Gain 11 Block.
Channel 1 Dark.
Deal 10 damage.
Put ALL 0Defect Energy cards from your Discard Pile into your Hand.
Prevent the next time you would lose HP.
Gain 1 Focus.
Ethereal.
The first card you play each turn is played an extra time.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
The next Power you play is played an additional time.
Exhaust.
Gain 4Defect Energy.
Exhaust.
Whenever you create a Status, Channel 1 random Orb.
Evoke your rightmost Orb 4 times.
Deal 5 damage for each Channeled Orb.
Gain 6 Block.
Add a Dazed into your Discard Pile.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Innate.
Gain 10 Block.
Exhaust.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
The first time you play a
0Defect Energy Attack each turn,
return it to your Hand.
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Double your Energy.
Exhaust.
Gain 2 Orb Slots.
The first time you draw a Status each turn, draw 2 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Exhaust a card.
Next turn, gain Defect EnergyDefect Energy.
Deal 18 damage.
Add a 0Defect Energy copy of this card into your Discard Pile.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
At the start of your turn, add a random Power into your Hand.
Deal 19 damage.
Channel 3 Frost.
Another player Channels Plasma.
Exhaust.
At the start of your turn, draw 1 additional card.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
At the start of your turn, Channel 1 Glass.
Deal 3 damage.
Apply 1 Vulnerable.
Gain 7 Block.
Next turn, gain Defect Energy.
Deal 6 damage.
Channel 1 Frost.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Deal 9 damage.
Gain 1 Focus this turn.
Gain 2 Focus this turn.
Exhaust.
Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Gain 5 Block.
Channel 1 Glass.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Whenever you play a Power, Channel 1 Lightning.
Whenever you play a Power, gain Defect Energy.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
Channel X Lightning.
Deal 3 damage for each Defect Energy previously spent this turn.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
Deal 24 damage.
Channel 3 Plasma.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Deal 7 damage.
Channel 1 Lightning.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Gain 9 Block.
Deal 10 damage.
Reduce this card's cost to 0 Defect Energy.
Deal 6 damage to ALL enemies.
Draw 1 card.
Channel 1 random Orb.
Channel 1 Plasma.
Deal 3 damage.
Trigger all Lightning against the enemy.
Deal 24 damage.
If this kills an enemy, gain Defect EnergyDefect EnergyDefect Energy.
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the start of your turn, gain 2 Block for each unique Orb you have.
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Evoke your rightmost Orb twice.
Channel 1 Lightning.
Deal 12 damage.
The next Power you play costs 0 Defect Energy.
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 Defect Energy.
At the start of your turn, trigger the passive ability of your rightmost Orb.
Deal 9 damage twice.
Channel 2 Glass.
Evoke your rightmost Orb X times.
Gain 5 Block.
Deal 6 damage.