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Defect

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