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Jorbs Defect Tier List

By Jorbs
Jorbs
Last Updated: August 1, 2026
S
AttackClaw
A
AttackBall Lightning
B
AttackBarrage
C
SkillCharge Battery
D
AttackMomentum Strike
0
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
PowerFeral
SkillGlacier2
SkillCoolheaded1
SkillOverclock0
AttackAll for One
PowerBuffer2
SkillModded0
SkillSupercritical0
PowerBiased Cognition
SkillQuadcast1
AttackHelix Drill0
AttackGo for the Eyes0
AttackBeam Cell0
AttackFTL
SkillBoost Away
AttackRocket Punch
SkillBoot Sequence
SkillHologram
SkillSkim1
SkillEnergy Surge1
SkillIgnition1
1
Deal 7 damage.
Channel 1 Lightning.
AttackCold Snap1
SkillChill0
SkillGenetic Algorithm
AttackIce Lance3
PowerMachine Learning
AttackMeteor Strike
SkillReboot
PowerTrash to Treasure1
PowerDefragment1
SkillCompact
AttackTesla Coil0
PowerHello World1
AttackRip and Tear1
1
Deal 5 damage for each Channeled Orb.
AttackFocused Strike
AttackGunk Up1
SkillLeap1
SkillLightning Rod
SkillTURBO0
PowerBulk Up
PowerCapacitor1
SkillFight Through
PowerIteration1
SkillShadow Shield
PowerSmokestack1
PowerCoolant1
PowerEcho Form3
SkillMulti-CastX
AttackShatter1
SkillSignal Boost1
SkillDualcast1
PowerLoop
AttackRebound1
SkillStack1
1
Gain 7 Block.
Next turn, gain Defect Energy.
AttackCompile Driver1
SkillHotfix0
AttackUproar
SkillDarkness
SkillDouble Energy1
SkillGlasswork1
AttackNull
AttackRefract
PowerStorm
AttackSunder
SkillSynchronize1
SkillTempestX
PowerThunder1
SkillWhite Noise
AttackAdaptive Strike
PowerConsuming Shadow
AttackHyperbeam2
SkillRainbow
PowerSpinner
SkillZap1
AttackFlak Cannon
1
Deal 10 damage.
Reduce this card's cost to 0 Defect Energy.
AttackSweeping Beam1
SkillChaos1
SkillFusion1
PowerHailstorm1
SkillScavenge1
AttackScrape
PowerSubroutine1
AttackSynthesis2
PowerCreative AI3
SkillVoltaic
SkillDefend1
AttackStrike1
2
The first time you play a
0Defect Energy Attack each turn,
return it to your Hand.
Gain 6 Block.
Channel 2 Frost.
Channel 1 Frost.
Draw 1 card.
Draw 2 cards.
Add a Burn into your Discard Pile.
2
Deal 10 damage.
Put ALL 0Defect Energy cards from your Discard Pile into your Hand.
Prevent the next time you would lose HP.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Gain 4Defect Energy.
Exhaust.
1
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Evoke your rightmost Orb 4 times.
Deal 3 damage for each Defect Energy previously spent this turn.
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Deal 3 damage.
Apply 1 Vulnerable.
0
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
0
Gain 6 Block.
Add a Dazed into your Discard Pile.
2
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0 Defect Energy until played.
0
Innate.
Gain 10 Block.
Exhaust.
1
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Draw 3 cards.
ALL players gain Defect EnergyDefect Energy.
Exhaust.
Another player Channels Plasma.
Exhaust.
Deal 6 damage.
Channel 1 Frost.
Channel 1 Frost for each enemy.
Exhaust.
1
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
Deal 19 damage.
Channel 3 Frost.
1
At the start of your turn, draw 1 additional card.
5
Deal 24 damage.
Channel 3 Plasma.
0
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Whenever you create a Status, Channel 1 random Orb.
Gain 1 Focus.
1
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Deal 3 damage.
Trigger all Lightning against the enemy.
At the start of your turn, add a random Common card into your Hand.
Deal 7 damage to a random enemy twice.
1
Deal 9 damage.
Gain 1 Focus this turn.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Gain 9 Block.
1
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Gain Defect EnergyDefect Energy.
Add a Void into your Discard Pile.
2
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Orb Slots.
1
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
The first time you draw a Status each turn, draw 2 cards.
2
Gain 11 Block.
Channel 1 Dark.
Whenever you create a Status, deal 5 damage to ALL enemies.
At the start of your turn, gain 2 Block for each unique Orb you have.
Ethereal.
The first card you play each turn is played an extra time.
Evoke your rightmost Orb X times.
Deal 7 damage to ALL enemies.
Evoke all of your Orbs twice.
The next Power you play is played an additional time.
Exhaust.
Evoke your rightmost Orb twice.
1
At the start of your turn, trigger the passive ability of your rightmost Orb.
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 7 damage.
Draw 1 card for each unique Orb you have.
Gain 2 Focus this turn.
Exhaust.
2
Deal 6 damage twice.
Play a random Attack from your Draw Pile.
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Double your Energy.
Exhaust.
Gain 5 Block.
Channel 1 Glass.
2
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
3
Deal 9 damage twice.
Channel 2 Glass.
1
Whenever you play a Power, Channel 1 Lightning.
3
Deal 24 damage.
If this kills an enemy, gain Defect EnergyDefect EnergyDefect Energy.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Channel X Lightning.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
1
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
2
Deal 18 damage.
Add a 0Defect Energy copy of this card into your Discard Pile.
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Deal 28 damage to ALL enemies.
Lose 3 Focus.
2
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
1
At the start of your turn, Channel 1 Glass.
Channel 1 Lightning.
2
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Deal 6 damage to ALL enemies.
Draw 1 card.
Channel 1 random Orb.
Channel 1 Plasma.
Exhaust.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Exhaust a card.
Next turn, gain Defect EnergyDefect Energy.
1
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 Defect Energy.
Whenever you play a Power, gain Defect Energy.
Deal 14 damage.
The next Power you play costs 0 Defect Energy.
At the start of your turn, add a random Power into your Hand.
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Gain 5 Block.
Deal 6 damage.