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Baalorlord Defect Tier List

By Baalorlord
Baalorlord
Last Updated: July 25, 2026
S
PowerEcho Form
A
PowerBiased Cognition
B
SkillSignal Boost
C
PowerHailstorm
D
PowerLoop
F
AttackStrike1
3
Ethereal.
The first card you play each turn is played an extra time.
SkillHologram
SkillSupercritical0
SkillChill0
SkillTURBO0
SkillGlacier2
PowerDefragment1
SkillModded0
AttackAll for One
AttackCompile Driver1
AttackGo for the Eyes0
SkillWhite Noise1
SkillOverclock0
SkillQuadcast1
SkillSkim1
AttackJackpot3
SkillMaster of Strategy0
1
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
SkillVoltaic3
AttackBeam Cell0
PowerFeral
PowerSubroutine1
PowerSpinner1
PowerBuffer2
AttackShatter1
AttackIce Lance3
AttackNull2
SkillShadow Shield2
SkillGlasswork1
AttackBall Lightning1
AttackCold Snap1
PowerMachine Learning1
PowerBulk Up
AttackSunder3
SkillDarkness
SkillGenetic Algorithm
PowerCoolant1
AttackTesla Coil0
SkillBoost Away
SkillBoot Sequence0
SkillLightning Rod
SkillCharge Battery1
AttackBarrage1
AttackRefract3
AttackGunk Up1
AttackFocused Strike1
SkillHotfix0
SkillSynchronize1
PowerTrash to Treasure1
AttackRocket Punch
SkillEnergy Surge1
PowerAutomation1
SkillEquilibrium2
1
The next Power you play is played an additional time.
Exhaust.
PowerIteration1
PowerSmokestack1
AttackMeteor Strike5
AttackHyperbeam2
PowerCreative AI3
SkillMulti-CastX
PowerCapacitor1
AttackClaw0
AttackAdaptive Strike2
SkillRainbow
AttackFTL0
PowerThunder1
SkillCompact
SkillFight Through
SkillCoolheaded1
AttackScrape
SkillTempestX
PowerStorm1
SkillFusion1
SkillScavenge1
SkillDouble Energy1
AttackFlak Cannon
SkillZap1
SkillDualcast1
SkillIgnition1
AttackRebound
SkillStack1
1
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
PowerConsuming Shadow
PowerHello World1
AttackRip and Tear1
AttackSweeping Beam1
SkillLeap1
AttackMomentum Strike1
AttackHelix Drill0
AttackSynthesis2
SkillDefend1
1
At the start of your turn, trigger the passive ability of your rightmost Orb.
SkillReboot0
AttackUproar2
SkillChaos1
Deal 6 damage.
1
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
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.
2
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.
Draw 3 cards.
Deal 25 damage.
Add 3 random 0Colorless Energy cards into your Hand.
Draw 3 cards.
Exhaust.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Deal 3 damage.
Apply 1 Vulnerable.
2
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 7 damage to ALL enemies.
Evoke all of your Orbs twice.
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.
2
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Deal 24 damage.
If this kills an enemy, gain Defect EnergyDefect EnergyDefect Energy.
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
1
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.
0
Gain 6 Block.
Add a Dazed into your Discard Pile.
Innate.
Gain 10 Block.
Exhaust.
1
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.
2
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.
Every 10 cards you draw, gain Colorless Energy.
Gain 13 Block.
Retain your Hand this turn.
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.
Deal 28 damage to ALL enemies.
Lose 3 Focus.
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.
2
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.
1
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
1
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Channel 1 Frost.
Draw 1 card.
1
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.
Exhaust a card.
Next turn, gain Defect EnergyDefect Energy.
Double your Energy.
Exhaust.
2
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.
1
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.
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost 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 14 damage.
The next Power you play costs 0 Defect Energy.
Gain 5 Block.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Deal 6 damage twice.
Play a random Attack from your Draw Pile.
Channel 1 random Orb.