ダークオーブを生成し、毎ターンパッシブにダメージを蓄積させてから解放する。溜め込むほど強力になるフィニッシャー型ビルド。
Dark orbs passively gain damage equal to 6+Focus each turn. When evoked, they deal ALL accumulated damage to the enemy with the lowest HP. With Focus from Defragment, each Dark orb gains 8-10+ damage per turn. After 4-5 turns, a single Dark orb holds 40-50 damage. Multi-Cast evokes it multiple times for 120-150+ burst damage. Consuming Shadow channels Dark + deals immediate damage. The strategy is: survive while Dark orbs charge, then unleash everything at once.
Darkness channels a Dark orb cheaply. Early on, you won't have the Focus or time to let Dark orbs charge, so supplement with Lightning and Frost for immediate impact. Defragment is still the #1 priority — it makes Dark orbs gain more per turn. Coolheaded provides Frost defense while cycling. Charge Battery gives Energy for setup turns. Don't rely on Dark orbs in Act 1 hallways; fights end too fast. Save the Dark strategy for elites and bosses.
By Act 2, Defragment + Dark orbs become your win condition. Channel 2-3 Dark orbs over turns 1-2, then defend while they accumulate. Consuming Shadow channels Dark + deals damage immediately. Capacitor is important — more Orb slots mean more room for Dark orbs alongside Frost for defense. Multi-Cast is the finisher: evoke your charged Dark orb 3-5 times for 100+ damage. Loop makes the first orb passive trigger twice — if that's a Dark orb, it charges twice as fast. Synthesis refreshes orbs without evoking, protecting your charged Dark orbs.
Against Act 3 bosses: channel 2-3 Dark orbs turn 1-2, play Defragment for +Focus, then defend with Frost orbs for 3-4 turns. A Dark orb with +8 Focus gains 14 damage per turn — after 5 turns, it holds 70+ damage. Multi-Cast evoking it 3 times = 210+ damage. With Echo Form doubling Multi-Cast, that's 420+ damage. This is the highest single-turn burst damage the Defect can achieve. Gold-Plated Cables makes the rightmost orb passive trigger twice — positioning a Dark orb there doubles charging speed.
Channel a Dark orb. The primary way to create your damage source. Take 2 copies.
Evoke frontmost orb X times. With charged Dark orbs, this is 100+ damage in one play.
+1 Focus per play. Makes Dark orbs charge 1 more damage per turn. Multiplicative over time.
Channel Dark + deal damage. Dual purpose card that builds your Dark engine.
+2 Orb slots. Need room for Dark orbs AND Frost defense simultaneously.
First orb triggers passive twice. If Dark is first, double charging per turn.
Double your first card each turn. Double Multi-Cast = evoke Dark orb 6+ times.
Channel Frost + draw. Provides defense while you wait for Dark orbs to charge.
When core cards aren't available, these alternatives keep the build functional.
Defect's starter. The initial Lightning orb provides early damage while Dark orbs charge.
Rightmost orb triggers passive twice. Position a Dark orb rightmost and it charges double per turn.
+1 Focus at start of combat. Dark orbs gain 7 damage per turn instead of 6. Multiplied over 5+ turns.
3 extra Orb slots. Room for both Dark orbs and Frost orbs simultaneously.
Free card plays after Powers. Chain Defragment + Darkness + Echo Form cheaply.
10 Block at combat start. Buys a turn to channel Dark orbs before needing to defend.
Setup turns require many card plays. The 6-card limit prevents proper Multi-Cast burst turns.
+1 Strength to enemies while you spend turns charging. Dangerous compounding damage.
Gold is crucial for purchasing Defragment and Multi-Cast from shops.
Channel Dark orbs during Guardian's defensive mode. They charge safely while Guardian can't attack. Evoke via Multi-Cast when Guardian switches to attack mode for devastating burst.
Channel Frost for turn 2 Inferno defense, then switch to Dark orbs. By turn 5-6, Dark orbs hold 40+ damage. Multi-Cast finishes Hexaghost from half health.
Charge Dark orbs above 50% HP. Time your Multi-Cast to burst past the split threshold. Don't let Dark orbs evoke early from channeling — manage your Orb slots carefully.
Dark orbs do damage passively without card plays. Charge for 4-5 turns playing minimal cards, then one big Multi-Cast turn for the kill. Ideal against the card limit.
Dark orb evokes target the lowest HP enemy. Against Collector + minions, this may hit minions instead of the boss. Channel a single large Dark orb and evoke when only the Collector remains.
Lightning provides consistent spread damage every turn. Dark orbs are for massive single-target burst after charging. Choose Dark against bosses and tanky elites; use Lightning for hallway clearing. Ideally, run both.
4-5 turns of charging produces lethal damage with Multi-Cast. With +6 Focus (2 Defragments), a Dark orb gains 12 damage per turn. After 5 turns: 60 damage per orb. Multi-Cast x3 = 180 damage.
When Orb slots are full, channeling a new orb evokes the leftmost. Put Dark orbs on the RIGHT side by channeling them AFTER Frost/Lightning. Synthesis can re-channel orbs without evoking them.
Much weaker without it. Multi-Cast is the payoff card that converts charged Dark orbs into kills. Without it, you rely on natural evokes which are harder to control. Dualcast (starter) works as a weaker substitute.
Yes, and you should! Frost orbs provide defense while Dark orbs charge. The classic setup is 2-3 Frost orbs for Block and 1-2 Dark orbs for damage. Capacitor provides enough slots for both.