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vmService's Defect A10 Tier List

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