The Defect’s Orbs Mechanic, Explained


One of the returning characters from Slay the Spire 1, the Defect has retained its signature mechanic in the form of the Orbs. Here’s how it works in Slay the Spire 2 and how you can maximize its effectiveness.

Slay the Spire 2 Defect in combat with two Lightning Orbs channeled, facing an enemy with Dualcast, Compile Driver, Strike, and Voltaic in hand


Defect Orbs in Slay the Spire 2 – how do they work?

Orbs are semi-permanent buffs applied in the form of little spheres hovering above The Defect’s head during combat. They have a passive effect and an active payoff called Evoke, which is a stronger one-time effect that consumes the orb.

At the start, The Defect has three Orb slots but can gain more as a run progresses. Cycling through your Orbs to deal damage and gain Block, as well as finding and applying synergies, is a key part of successfully slaying the Spire with the character.

Orbs are just one of the viable builds for The Defect, as has been the case in the original Slay the Spire – you can spam Claw or dedicate your build to fishing out Uproar, but the primary way to play the character still revolves around the various Orbs, as well as the Focus keyword, which amplifies the Orbs’ effects in combat.

In Slay the Spire 2, the Defect has the following Orbs to work with:

Lightning

Passive: deal 3 damage to a random enemy | Evoke: deal 8 damage to a random enemy

Frost

Passive: gain 2 Block | Evoke: gain 5 Block

Dark

Passive: gain 6 damage | Evoke: deal all accumulated damage to the lowest-health enemy

Glass (new in StS2)

Passive: deal 4 damage to ALL enemies, decreasing by 1 each turn | Evoke: deal damage equal to double the current passive damage to ALL enemies.

Plasma

Passive: gain 1 Energy. Evoke: gain 2 Energy


You can read more about The Defect’s exclusive mechanics on its character page – here, we will get into a deeper dive about the way the Orbs themselves work, courtesy of the excellent research done by Flare, a former collegiate Hearthstone player, now roguelike content creator, whose video we used as the foundation for this guide. We encourage you to check it out below, especially if you are of the PowerPoint enjoyer persuasion.


The Defect’s Lightning Orb in Slay the Spire 2 – Cards and Synergies

You have natural synergies with Lightning Orbs at the beginning of each run thanks to your Starter Relic, Cracked CoreCracked Core. This is your primary consistent damage-dealer option with Orbs, and it has the largest number of synergy cards in the early access build at the time of writing.

Zap is an efficient early upgrade as it turns into a 0-Cost card, and Ball Lightning is a solid pickup in the first Act regardless of your ultimate build. Voltaic is your key payoff card, and Lightning Rod is one of the few ways to Channel 2 Orbs for just 1 Energy.

Later in the game, an upgraded Tempest combines exceptionally well with Supercritical, while Storm works great with cheap Powers like Subroutine and Thunder.


Frost Orbs in StS2 – Cards and Synergies

Frost is your primary way to gain Block in Orb-based strategies, and both Cold Snap and Coolheaded are viable early-game picks, with the latter serving as your better card draw options for the character, especially when upgraded. Keep an eye out for any card that gets you multiple Orbs, such as Ice Lance and an upgraded Glacier.


How you should use Dark Orbs in Slay the Spire 2

Look for ways to directly trigger the passive effects on Dark Orbs, such as Darkness, or build your deck and character towards long fights with cards like Shadow Shield. Getting copies of Dualcast and Quadcast are critical to a successful Dark Orb Defect run.


The new Glass Orbs and Plasma Orbs, explained

Glass Orb builds rely on constant cycling because of the constant damage dropoff on the mechanic. Plasma Orbs are rare but extremely useful, much like any other source of Energy. Note that Meteor Strike can be a trap card unless you already have the tools to reliably play it. It is prohibitively expensive.


General Tips for Using The Defect’s Orbs

Dualcast is a great upgrade candidate as it turns into a 0-Energy card, and it synergizes with every Orb build. Unsurprisingly, Quadcast is also a fantastic card. Be precise about your strategy: if you want to Evoke your Orbs as often as possible, a card like Capacitor can actually be detrimental. Modded and Rainbow are also both excellent choices.

Focus is a key mechanic of The Defect. It increases the effect of Orbs by 1 per Focus applied, and it scales with the number of Orbs you have in play or are looking to Evoke. Hotfix, Defragment and Synchronize are key cards for this.

You will almost always be incentivized to go towards an Orb run as the Defect, with eight out of your nine character-specific Relics synergizing with the mechanic, as well as all three of your unique Potions.

Hungry for more Slay the Spire 2 knowledge? Be sure to check out our Getting Started guide!



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This guide is by Flare, a former collegiate Hearthstone player, now roguelike content creator and a Slay the Spire 2 expert. You can check out his YouTube channel at https://www.youtube.com/@flareisgone