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Baalorlord Defect Tier List

By Baalorlord
Baalorlord
Last Updated: May 21, 2026
S
PowerEcho Form3
SkillHologram1
SkillVoltaic3
SkillSupercritical0
SkillChill0
SkillTURBO0
SkillGlacier2
PowerDefragment1
SkillModded0
SkillSkim1
AttackAll for One2
AttackCompile Driver1
AttackGo for the Eyes0
SkillWhite Noise1
SkillOverclock0
SkillQuadcast1
A
PowerBiased Cognition1
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
AttackBeam Cell0
PowerFeral2
PowerSubroutine1
PowerSpinner1
PowerBuffer2
AttackShatter1
AttackIce Lance3
AttackNull2
SkillShadow Shield2
SkillGlasswork1
AttackBall Lightning1
AttackCold Snap1
PowerMachine Learning1
PowerBulk Up2
AttackSunder3
SkillDarkness1
SkillGenetic Algorithm1
PowerCoolant1
AttackTesla Coil0
SkillBoost Away0
SkillBoot Sequence0
SkillLightning Rod1
SkillCharge Battery1
AttackBarrage1
AttackRefract3
AttackGunk Up1
AttackFocused Strike1
SkillHotfix0
SkillSynchronize1
PowerTrash to Treasure1
AttackRocket Punch2
SkillEnergy Surge1
B
SkillSignal Boost1
PowerIteration1
PowerSmokestack1
AttackMeteor Strike5
PowerCreative AI3
SkillMulti-CastX
PowerCapacitor1
AttackClaw0
AttackAdaptive Strike2
SkillRainbow2
AttackFTL0
PowerThunder1
SkillCompact1
SkillFight Through1
SkillCoolheaded1
AttackScrape1
SkillTempestX
PowerStorm1
SkillFusion2
SkillScavenge1
SkillDouble Energy1
AttackFlak Cannon2
SkillZap1
SkillDualcast1
SkillIgnition1
AttackRebound1
SkillStack1
C
AttackHyperbeam2
PowerHailstorm1
SkillChaos1
PowerHello World1
AttackRip and Tear1
AttackSweeping Beam1
SkillLeap1
AttackMomentum Strike1
AttackHelix Drill0
AttackSynthesis2
SkillDefend1
D
PowerLoop1
PowerConsuming Shadow2
SkillReboot0
AttackUproar2
F
AttackStrike1
Ethereal.
The first card you play each turn is played an extra time.
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Gain 4Defect Energy.
Exhaust.
Channel 1 Frost for each enemy.
Exhaust.
Gain Defect EnergyDefect Energy.
Add a Void into your Discard Pile.
Gain 6 Block.
Channel 2 Frost.
Gain 1 Focus.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 3 cards.
Deal 10 damage.
Put ALL 0Defect Energy cards from your Discard Pile into your Hand.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
Draw 2 cards.
Add a Burn into your Discard Pile.
Evoke your rightmost Orb 4 times.
Deal 3 damage.
Apply 1 Vulnerable.
The first time you play a
0Defect Energy Attack each turn,
return it to your Hand.
Whenever you play a Power, gain Defect Energy.
At the start of your turn, Channel 1 Glass.
Prevent the next time you would lose HP.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
Deal 19 damage.
Channel 3 Frost.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Gain 11 Block.
Channel 1 Dark.
Gain 5 Block.
Channel 1 Glass.
Deal 7 damage.
Channel 1 Lightning.
Deal 6 damage.
Channel 1 Frost.
At the start of your turn, draw 1 additional card.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Deal 24 damage.
If this kills an enemy, gain Defect EnergyDefect EnergyDefect Energy.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
At the start of your turn, gain 2 Block for each unique Orb you have.
Deal 3 damage.
Trigger all Lightning against the enemy.
Gain 6 Block.
Add a Dazed into your Discard Pile.
Innate.
Gain 10 Block.
Exhaust.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Gain 7 Block.
Next turn, gain Defect Energy.
Deal 5 damage for each Channeled Orb.
Deal 9 damage twice.
Channel 2 Glass.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Deal 9 damage.
Gain 1 Focus this turn.
Gain 2 Focus this turn.
Exhaust.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Whenever you create a Status, Channel 1 random Orb.
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0 Defect Energy until played.
ALL players gain Defect EnergyDefect Energy.
Exhaust.
The next Power you play is played an additional time.
Exhaust.
The first time you draw a Status each turn, draw 2 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
Deal 24 damage.
Channel 3 Plasma.
At the start of your turn, add a random Power into your Hand.
Evoke your rightmost Orb X times.
Gain 2 Orb Slots.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
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.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Channel 1 Frost.
Draw 1 card.
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 Defect Energy.
Channel X Lightning.
Whenever you play a Power, Channel 1 Lightning.
Channel 1 Plasma.
Exhaust a card.
Next turn, gain Defect EnergyDefect Energy.
Double your Energy.
Exhaust.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Channel 1 Lightning.
Evoke your rightmost Orb twice.
Another player Channels Plasma.
Exhaust.
Deal 9 damage.
Put the next card you play this turn on top of your Draw Pile.
Gain Block equal to the number of cards in your Discard Pile.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Channel 1 random Orb.
At the start of your turn, add a random Common card into your Hand.
Deal 7 damage to a random enemy twice.
Deal 6 damage to ALL enemies.
Draw 1 card.
Gain 9 Block.
Deal 10 damage.
Reduce this card's cost to 0 Defect Energy.
Deal 3 damage for each Defect Energy previously spent this turn.
Deal 12 damage.
The next Power you play costs 0 Defect Energy.
Gain 5 Block.
At the start of your turn, trigger the passive ability of your rightmost Orb.
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Deal 6 damage.