S-TIER CHARACTER

Defect Card Tier List

More balanced and better-designed than in Spire 1. Frost + temporary focus is the strongest plan; with no Act 4 pressure, setup is much easier. Defect wants small decks, draw consistency, and orb scaling. Temp focus from Hot Fix, Focus Strike, and Synchronize loops in your second deck cycle for massive value. Considered the second or third strongest character overall. Orb slots + focus are multiplicative — more slots means exponentially more passive damage and block.

S13 cards
A15 cards
B18 cards
C15 cards
D4 cards
S-Tier

Core Engine & Scaling

13 cards

S-tier cards form Defect's frost/focus engine. The strategy is simple: channel frost orbs, gain focus (temporary or permanent), and let passive orb damage and block outscale every encounter. Orb slot cards multiply the value of every focus point.

Boot Sequence
SkillBoot Sequence0
Innate.Gain 10 Block.Exhaust.
Boot SequenceSkillUncommonCost 0

Innate.Gain 10 Block.Exhaust.

0-cost innate 10 block, exhaust. Don't trade HP for setup — slam this in Act 1 for free safety every fight. Enables safe setup on turn 1 when you need to play powers or channel orbs.

Capacitor
PowerCapacitor1
Gain 2 Orb Slots.
CapacitorPowerUncommonCost 1

Gain 2 Orb Slots.

+2 orb slots. S tier because it's multiplicative with focus. More orb slots = exponentially more value from every focus point. One Capacitor with Hot Fix is often stronger than Defragment alone.

Chill
SkillChill0
Channel 1 Frost for each enemy.Exhaust.
ChillSkillUncommonCost 0

Channel 1 Frost for each enemy.Exhaust.

0-cost channel 1 frost per enemy, exhaust. Upgrade removes exhaust. In multi-enemy fights = block a million HP. AoE block generation at Common rarity is absurd value.

Coolheaded
SkillCoolheaded1
Channel 1 Frost.Draw 1 card.
CoolheadedSkillCommonCost 1

Channel 1 Frost.Draw 1 card.

1 energy channel frost + draw 1 (draw 2 upgraded). The core frost card for consistency. Frost + draw in one card means it never falls off. Less punished than in Spire 1 for playing early.

Darkness
SkillDarkness1
Channel 1 Dark.Trigger the passive ability of all Dark Orbs.
DarknessSkillUncommonCost 1

Channel 1 Dark.Trigger the passive ability of all Dark Orbs.

1 energy channel 1 dark orb, trigger all dark orb passives. Insane single-target scaling for boss fights. Upgrade triggers passives twice. Solves endgame damage entirely with dark orb stacking.

Defragment
PowerDefragment1
Gain 1 Focus.
DefragmentPowerRareCost 1

Gain 1 Focus.

+1 focus (+2 upgraded). Made Rare in Spire 2, making it harder to find. But one Defragment is enough to outscale most encounters. The king of permanent focus — only permanent source besides potions.

Genetic Algorithm
SkillGenetic Algorithm1
Gain 1 Block.Permanently increase this card's Block by 3.Exhaust.
Genetic AlgorithmSkillRareCost 1

Gain 1 Block.Permanently increase this card's Block by 3.Exhaust.

Gain block that permanently increases by 3 every fight. By late game it reads 'cannot take damage.' Combos incredibly with Echo Form to double the permanent scaling. S tier for long-run consistency.

Glacier
SkillGlacier2
Gain 6 Block.Channel 2 Frost.
GlacierSkillUncommonCost 2

Gain 6 Block.Channel 2 Frost.

2 energy for 6 block + channel 2 frost. Nerfed by 1 block from Spire 1 — nobody cares. Still the premium defensive card. Two frost orbs provide ongoing block every turn.

Hotfix
SkillHotfix0
Gain 2 Focus this turn.Exhaust.
HotfixSkillCommonCost 0

Gain 2 Focus this turn.Exhaust.

0-cost +2 focus (3 upgraded). The best temp focus card at Common rarity — absurdly strong tempo play. Loop in your second deck cycle with draw consistency. Don't need draw order since orbs are already deployed.

Modded
SkillModded0
Gain 1 Orb Slot.Draw 1 card. Increase this card's cost by 1.
ModdedSkillRareCost 0

Gain 1 Orb Slot.Draw 1 card. Increase this card's cost by 1.

0-cost +1 orb slot, draw 1, +1 cost to self. Free orb slot that replaces itself in hand. No downside first play. S tier — always take it when offered.

Synchronize
SkillSynchronize1
Gain 2 Focus this turn for each unique Orb you have.Exhaust.
SynchronizeSkillUncommonCost 1

Gain 2 Focus this turn for each unique Orb you have.Exhaust.

1 energy gain 2 temp focus per unique orb type, exhaust (upgrade: doesn't exhaust). Can hit 4-8 focus in diverse orb builds. With frost + dark + lightning + glass = 8 focus per play. Makes orbs block everything.

Echo Form
PowerEcho Form3
Ethereal. The first card you play each turn is played an extra time.
Echo FormPowerRareCost 3

Ethereal. The first card you play each turn is played an extra time.

3 energy: first card each turn is played twice. Still THE best card in the class. Double powers for permanent scaling. Double frost for double block. Double everything. Carries scaling fights entirely.

Supercritical
SkillSupercritical0
Gain 4.Exhaust.
SupercriticalSkillRareCost 0

Gain 4.Exhaust.

Rare: 0 energy gain 4 energy, exhaust. Massive burst acceleration for setup turns. Play powers and frost in a single turn. Premium energy that costs nothing but a card slot.

A-Tier

Strong Performers

15 cards

A-tier cards provide excellent value through damage, defense, or utility. They complement the frost/focus engine with additional scaling options, energy generation, or AoE solutions. Many are strong early game picks that remain relevant throughout the run.

Barrage
AttackBarrage1
Deal 5 damage for each Channeled Orb.
BarrageAttackCommonCost 1

Deal 5 damage for each Channeled Orb.

1 energy deal 5 damage per orb channeled (buffed from 4). Scales well with orb slot builds. As fights get longer and temp focus fills your orb bar, Barrage becomes a boss killer.

Buffer
PowerBuffer2
Prevent the next time you would lose HP.
BufferPowerRareCost 2

Prevent the next time you would lose HP.

2 energy prevent next HP loss. Less critical without Heart's 67 damage turn, but still blocks Act 1 statue (27 damage). Excellent survivability power.

Charge Battery
SkillCharge Battery1
Gain 7 Block.Next turn, gain.
Charge BatterySkillCommonCost 1

Gain 7 Block.Next turn, gain.

7 block, gain 1 energy next turn. Premium block at Common rarity. Stops hallway chip damage. The delayed energy helps setup turns. Never falls off.

Cold Snap
AttackCold Snap1
Deal 6 damage.Channel 1 Frost.
Cold SnapAttackCommonCost 1

Deal 6 damage.Channel 1 Frost.

1 energy deal 6 damage + channel 1 frost. Deal 6 now, block 2 for the rest of the fight. Solid dual-purpose Common that's always worth playing.

FTL
AttackFTL0
Deal 5 damage.If you have played fewer than 3 cards this turn, draw 1 card.
FTLAttackUncommonCost 0

Deal 5 damage.If you have played fewer than 3 cards this turn, draw 1 card.

0 energy deal 5 damage, draw 1 if fewer than 3 cards played. Solid tempo card. Don't double it with Echo Form — double something better. Good for early turns.

Glasswork
SkillGlasswork1
Gain 5 Block.Channel 1 Glass.
GlassworkSkillUncommonCost 1

Gain 5 Block.Channel 1 Glass.

1 energy gain 5 block + channel 1 glass orb. Glass is a new orb type for AoE damage. Evoked glass deals massive AoE. Decent scaling option for multi-enemy encounters.

Hailstorm
PowerHailstorm1
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
HailstormPowerUncommonCost 1

At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

1 energy: end of turn, if you have a frost orb, deal 6 to all enemies. Condition is always met in frost builds. 6 AoE from turn 1 with zero effort.

Hologram
SkillHologram1
Gain 3 Block.Put a card from your Discard Pile into your Hand.Exhaust.
HologramSkillCommonCost 1

Gain 3 Block.Put a card from your Discard Pile into your Hand.Exhaust.

3 block + retrieve a card from discard pile. Pull Boot Sequence, powers, Turbo, or Go for the Eyes. Flexible utility that adapts to any situation.

Ice Lance
AttackIce Lance3
Deal 19 damage.Channel 3 Frost.
Ice LanceAttackRareCost 3

Deal 19 damage.Channel 3 Frost.

3 energy deal 19 damage + channel 3 frost. Early game slam for big damage. Three frost orbs provide ongoing block. Solid for both offense and defense.

Loop
PowerLoop1
At the start of your turn, trigger the passive ability of your rightmost Orb.
LoopPowerUncommonCost 1

At the start of your turn, trigger the passive ability of your rightmost Orb.

Start of turn trigger rightmost orb passive. Temp focus isn't active at start of turn, so output is slightly lower. One Loop is enough. Top of A tier for dark orb combos.

Machine Learning
PowerMachine Learning1
At the start of your turn, draw 1 additional card.
Machine LearningPowerRareCost 1

At the start of your turn, draw 1 additional card.

1 energy draw +1 card per turn. Line up Hot Fix and other temp focus cards more consistently. Draw engine power that smooths every turn.

Null
AttackNull2
Deal 10 damage.Apply 2 Weak.Channel 1 Dark.
NullAttackUncommonCost 2

Deal 10 damage.Apply 2 Weak.Channel 1 Dark.

2 energy deal 10, apply 2 Weak + channel 1 dark orb. Weakness is good for damage prevention. Dark orb kills bosses. Multi-purpose card.

Quadcast
SkillQuadcast1
Evoke your rightmost Orb 4 times.
QuadcastSkillAncientCost 1

Evoke your rightmost Orb 4 times.

Ancient: trigger rightmost orb passive 4 times. Insane with dark orbs for burst damage. Block 20+ with frost orbs. One of the strongest Ancient boons.

Shatter
AttackShatter1
Deal 11 damage to ALL enemies.Evoke all of your Orbs.
ShatterAttackRareCost 1

Deal 11 damage to ALL enemies.Evoke all of your Orbs.

1 energy deal 11 to all, evoke all orbs. Evoke frost for burst block + glass for AoE damage. Depends on focus level but incredibly powerful with setup.

Sunder
AttackSunder3
Deal 24 damage.If this kills an enemy, gain.
SunderAttackUncommonCost 3

Deal 24 damage.If this kills an enemy, gain.

Deal 24 damage, gain 3 energy if enemy dies. Pseudo-AoE through kill + energy refund. Kill one enemy and use the refunded energy on the next. Great Act 1 pickup.

B-Tier

Viable Support

18 cards

B-tier cards have clear niches or serve as Act 1 bridges. They aren't core to the frost/focus strategy but can provide value in specific situations or deck configurations.

Adaptive Strike
AttackAdaptive Strike2
Deal 18 damage.Add a 0 copy of this card into your Discard Pile.
Adaptive StrikeAttack · Rare · Cost 2

Deal 18 damage.Add a 0 copy of this card into your Discard Pile.

2 energy deal 18 damage, add a 0-cost copy to discard. Slow boss scaling but big early numbers. The 0-cost copy provides ongoing value.

Ball Lightning
AttackBall Lightning1
Deal 7 damage.Channel 1 Lightning.
Ball LightningAttack · Common · Cost 1

Deal 7 damage.Channel 1 Lightning.

1 energy deal 7 + channel 1 lightning. Worse than Spire 1 since there's less rush damage needed. Hallways don't kill as hard. Low A or B.

Bulk Up
PowerBulk Up2
Lose 1 Orb Slot.Gain 2 Strength.Gain 2 Dexterity.
Bulk UpPower · Uncommon · Cost 2

Lose 1 Orb Slot.Gain 2 Strength.Gain 2 Dexterity.

2 energy: -1 orb slot, +2 strength, +2 dexterity. Reprogram rework. Losing an orb slot is negligible or sometimes positive. Early game stat boost.

Compact
SkillCompact1
Gain 6 Block.Transform all Status cards in your Hand into Fuel.
CompactSkill · Uncommon · Cost 1

Gain 6 Block.Transform all Status cards in your Hand into Fuel.

1 energy 6 block, transform a status card into Fuel (energy/draw). Status cards exist in the game. Top of B for status management.

Compile Driver
AttackCompile Driver1
Deal 7 damage.Draw 1 card for each unique Orb you have.
Compile DriverAttack · Common · Cost 1

Deal 7 damage.Draw 1 card for each unique Orb you have.

1 energy deal 7, draw 1 per unique orb type. With glass orbs now available, drawing 3-4 is more realistic.

Creative AI
PowerCreative AI3
At the start of your turn, add a random Power into your Hand.
Creative AIPower · Rare · Cost 3

At the start of your turn, add a random Power into your Hand.

3 energy: add a random power each turn. Boss scaling that solo-solves long fights. More time to setup in Spire 2 makes this more viable. Top of A in some metas.

Fight Through
SkillFight Through1
Gain 13 Block.Add 2 Wounds into your Discard Pile.
Fight ThroughSkill · Uncommon · Cost 1

Gain 13 Block.Add 2 Wounds into your Discard Pile.

1 energy 13 block + add 2 Wounds to discard. Power Through from Ironclad. Status package enabler. Care about redrawing Wounds later.

Hyperbeam
AttackHyperbeam2
Deal 26 damage to ALL enemies.Lose 3 Focus.
HyperbeamAttack · Rare · Cost 2

Deal 26 damage to ALL enemies.Lose 3 Focus.

Deal 26 to all, lose 3 focus. Better in Spire 2 since more fights are killed by it outright. Skip if you can — it breaks boss fights if your focus can't recover.

Iteration
PowerIteration1
The first time you draw a Status card each turn, draw 2 cards.
IterationPower · Uncommon · Cost 1

The first time you draw a Status card each turn, draw 2 cards.

1 energy: first status drawn this turn, draw 2 extra. Works with Fight Through and Turbo. Status generation enabler.

Leap
SkillLeap1
Gain 9 Block.
LeapSkill · Common · Cost 1

Gain 9 Block.

1 energy 9 block. Big number for a simple card. Full block in hallway fights. Top B for pure defense.

Lightning Rod
SkillLightning Rod1
Gain 4 Block.At the start of the next 2 turns, Channel 1 Lightning.
Lightning RodSkill · Common · Cost 1

Gain 4 Block.At the start of the next 2 turns, Channel 1 Lightning.

1 energy 4 block + channel 1 lightning. Slow block with passive damage. Lightning for chip damage over time.

Meteor Strike
AttackMeteor Strike5
Deal 24 damage.Channel 3 Plasma.
Meteor StrikeAttack · Rare · Cost 5

Deal 24 damage.Channel 3 Plasma.

5 energy deal 24 + channel 3 plasma. Unplayable for a long time, but when you can play it, the plasma orbs generate massive energy. Less necessary than Spire 1. Top B.

Momentum Strike
AttackMomentum Strike1
Deal 10 damage.Reduce this card's cost to 0.
Momentum StrikeAttack · Common · Cost 1

Deal 10 damage.Reduce this card's cost to 0.

1 energy deal 10, reduce cost to 0. Loopable 0-cost damage card after first play. Decent for builds that need repeatable damage.

Reboot
SkillReboot0
Shuffle ALL your cards into your Draw Pile.Draw 4 cards.Exhaust.
RebootSkill · Rare · Cost 0

Shuffle ALL your cards into your Draw Pile.Draw 4 cards.Exhaust.

0 energy shuffle discard into draw, draw 4, exhaust. Don't play if you want Echo Form — it pushes it further away. Can reset a bad hand. Bottom B.

Rocket Punch
AttackRocket Punch2
Deal 13 damage.Draw 1 card.When a Status card is created, reduce this card's cost to 0 until played.
Rocket PunchAttack · Uncommon · Cost 2

Deal 13 damage.Draw 1 card.When a Status card is created, reduce this card's cost to 0 until played.

2 energy deal 13 + draw 1. Costs 0 when a status is created. With Turbo combo for free damage + draw. Can contribute to infinite loops.

Signal Boost
SkillSignal Boost1
The next Power you play is played an additional time.Exhaust.
Signal BoostSkill · Rare · Cost 1

The next Power you play is played an additional time.Exhaust.

Next power you play is played twice, exhaust. Situational but insanely powerful with Echo Form, Defragment, or Creative AI.

Subroutine
PowerSubroutine1
Whenever you play a Power, gain.
SubroutinePower · Uncommon · Cost 1

Whenever you play a Power, gain.

When you play a power, gain 1 energy. Cheats energy for power-heavy turns. No Heat Sinks equivalent but still valuable. Top B.

Sweeping Beam
AttackSweeping Beam1
Deal 6 damage to ALL enemies.Draw 1 card.
Sweeping BeamAttack · Common · Cost 1

Deal 6 damage to ALL enemies.Draw 1 card.

1 energy deal 6 to all + draw 1. Weak AoE in Spire 1 but AoE is more needed now. Damage + draw is always welcome.

C-Tier

Situational Picks

15 cards

C-tier cards are generally skippable. They belong to weaker archetypes (zero-cost spam, status package) or have conditions too clunky to reliably trigger. Only take these in desperation or very specific builds.

All for One
AttackAll for One2
Deal 10 damage.Put ALL 0 cards from your Discard Pile into your Hand.
All for OneAttack · Rare · Cost 2

Deal 10 damage.Put ALL 0 cards from your Discard Pile into your Hand.

2 energy: retrieve all 0-cost cards from discard. The 'zero-cost paradox' — you need 0-cost cards in your discard BEFORE playing this. Draw order dependent and requires heavy deck building commitment.

Biased Cognition
PowerBiased Cognition1
Gain 4 Focus.At the start of your turn, lose 1 Focus.
Biased CognitionPower · Ancient · Cost 1

Gain 4 Focus.At the start of your turn, lose 1 Focus.

Ancient: +4 focus, -1 focus per turn. Temp focus is already plentiful from Hot Fix and Synchronize. No Artifact to negate the downside. Trade boss relic if this is offered.

Chaos
SkillChaos1
Channel 1 random Orb.
ChaosSkill · Uncommon · Cost 1

Channel 1 random Orb.

1 energy channel 1 random orb. Random is bad — you want specific orbs. Could channel 2 orbs instead for the same energy.

Consuming Shadow
PowerConsuming Shadow2
Channel 2 Dark.At the end of your turn, Evoke your leftmost Orb.
Consuming ShadowPower · Rare · Cost 2

Channel 2 Dark.At the end of your turn, Evoke your leftmost Orb.

2 energy channel 2 dark, evoke leftmost orb. Eats your existing orbs. Weird anti-synergy with orb-stacking strategies.

Flak Cannon
AttackFlak Cannon2
Exhaust ALL your Status cards.Deal 8 damage to a random enemy for each card Exhausted.
Flak CannonAttack · Rare · Cost 2

Exhaust ALL your Status cards.Deal 8 damage to a random enemy for each card Exhausted.

Exhaust all status cards, deal 8 per exhausted. Need a bridge card for status generation. Turbo alone isn't enough. Too many setup pieces needed.

Fusion
SkillFusion2
Channel 1 Plasma.
FusionSkill · Uncommon · Cost 2

Channel 1 Plasma.

1 energy channel 1 plasma. Recursion is gone and Recycle is nerfed. Less potential for infinite energy loops.

Multi-Cast
SkillMulti-CastX
Evoke your rightmost Orb X times.
Multi-CastSkill · Rare · Cost X

Evoke your rightmost Orb X times.

X energy: evoke rightmost orb X times. Less mega dark orb potential. ChemX helps but the card is situational.

Overclock
SkillOverclock0
Draw 2 cards.Add a Burn into your Discard Pile.
OverclockSkill · Uncommon · Cost 0

Draw 2 cards.Add a Burn into your Discard Pile.

0 energy draw 2, add Burn to discard. Burns brick future turns. Need Hot Fix consistency to offset the downside.

Rainbow
SkillRainbow2
Channel 1 Lightning.Channel 1 Frost.Channel 1 Dark.Exhaust.
RainbowSkill · Rare · Cost 2

Channel 1 Lightning.Channel 1 Frost.Channel 1 Dark.Exhaust.

2 energy channel 1 lightning + 1 frost + 1 dark, exhaust. Jack of all trades, master of none. Triggers Synchronize well but expensive.

Refract
AttackRefract3
Deal 9 damage twice.Channel 2 Glass.
RefractAttack · Uncommon · Cost 3

Deal 9 damage twice.Channel 2 Glass.

3 energy deal 9x2 + channel 2 glass. Clunky cost for mediocre output. Bottom of C.

Scavenge
SkillScavenge1
Exhaust a card.Next turn, gain.
ScavengeSkill · Uncommon · Cost 1

Exhaust a card.Next turn, gain.

1 energy exhaust, gain +2 energy next turn. Worse than Recycle. Delayed energy is often too slow when you need it now.

Scrape
AttackScrape1
Deal 7 damage.Draw 4 cards.Discard all cards drawn this way that do not cost 0.
ScrapeAttack · Uncommon · Cost 1

Deal 7 damage.Draw 4 cards.Discard all cards drawn this way that do not cost 0.

Deal 7 + draw 4, discard non-zero-cost cards. Can discard Defragment or Echo Form. The zero-cost paradox strikes again.

Smokestack
PowerSmokestack1
Whenever you create a Status, deal 5 damage to ALL enemies.
SmokestackPower · Uncommon · Cost 1

Whenever you create a Status, deal 5 damage to ALL enemies.

When you create a status card, deal 5 to all. How do you reliably generate status cards in your deck? Too conditional.

Spinner
PowerSpinner1
At the start of your turn, Channel 1 Glass.
SpinnerPower · Rare · Cost 1

At the start of your turn, Channel 1 Glass.

1 energy: start of turn channel 1 glass orb. Delayed AoE that builds over time. Top of C for glass orb builds.

Storm
PowerStorm1
Whenever you play a Power, Channel 1 Lightning.
StormPower · Uncommon · Cost 1

Whenever you play a Power, Channel 1 Lightning.

When you play a power, channel 1 lightning. No Heat Sinks equivalent for card draw. Lightning alone isn't enough scaling.

D-Tier

Generally Avoid

4 cards

D-tier cards provide negligible value or actively harm your deck. Skip these unless you have literally no other option.

Claw
AttackClaw0
Deal 3 damage.Increase the damage of ALL Claw cards by 2 this combat.
ClawAttack · Common · Cost 0

Deal 3 damage.Increase the damage of ALL Claw cards by 2 this combat.

Deal 3 damage, +2 to all Claws played. The eternal meme card. Desperation pick only — the damage scaling is too slow and requires too many copies to function.

Feral
PowerFeral2
The first time you play a0 Attack each turn,return it to your Hand.
FeralPower · Uncommon · Cost 2

The first time you play a0 Attack each turn,return it to your Hand.

2 energy: first 0-cost attack played returns to hand. Echo Form except bad — only works with 0-cost attacks. Too narrow to build around.

Gunk Up
AttackGunk Up1
Deal 4 damage 3 times.Add a Slimed into your Discard Pile.
Gunk UpAttack · Common · Cost 1

Deal 4 damage 3 times.Add a Slimed into your Discard Pile.

Deal 4 damage 3x, add Slime to draw pile. Status bridge card with embarrassingly low damage numbers. D tier.

Rip and Tear
AttackRip and Tear1
Deal 7 damage to a random enemy twice.
Rip and TearAttack · Uncommon · Cost 1

Deal 7 damage to a random enemy twice.

Deal 7 damage 2x to random enemies. Inconsistent with random targeting. When you need AoE, you need it to hit everything reliably.

Defect Card Strategy Notes

  • 1Frost-first: Best block engine in the game. Evoke frost orbs for burst block when needed. Each frost orb blocks for focus value passively — with 4-5 focus and 4 slots, you passively block 16-20 per turn.
  • 2Temp focus: Hot Fix (0-cost +2 focus, Common!), Focus Strike, and Synchronize provide massive temporary focus. Loop them in your second deck cycle for value that exceeds permanent focus.
  • 3Orb slots: Capacitor and Modded synergize multiplicatively with focus. More slots = more passive damage/block. One Capacitor can be worth more than a Defragment.
  • 4Echo Form remains the best card: First card each turn plays twice. Double your powers, double your frost, double everything.
  • 5Glass orbs: New orb type providing AoE damage. They tick down if not evoked, giving consistent spread damage. Good option for multi-enemy encounters.
  • 6Avoid: Zero-cost spam (All for One) unless very committed — the 'zero-cost paradox' means you need 0-cost cards before playing All for One. Status package (Fight Through, Turbo) is harder to enter in Spire 2.
  • 7Dark orbs solve single-target damage: Loop, Quadcast, and Darkness provide massive boss kill potential. Don't need infinite when orbs outscale everything.

Defect Guide

Character overview and strategies

Full Tier List

Character and build rankings

All Card Tier Lists

Card rankings for every character

Card Database

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