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Celerity's Defect A10 Tier List

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