ディフェクト ダークオーブビルド

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。

4
Core Cards
2
Key Relics
A
Tier Rank
Character

Core Cards

Strategy Guide

Overview

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.

1

Act 1 — Early Game

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.

2

Act 2 — Mid Game

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.

3

Act 3 — Late Game

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.

Card Acquisition Priority

必須ピック
Darkness

Channel a Dark orb. The primary way to create your damage source. Take 2 copies.

必須ピック
Multi-Cast

Evoke frontmost orb X times. With charged Dark orbs, this is 100+ damage in one play.

必須ピック
Defragment

+1 Focus per play. Makes Dark orbs charge 1 more damage per turn. Multiplicative over time.

Consuming Shadow

Channel Dark + deal damage. Dual purpose card that builds your Dark engine.

Capacitor

+2 Orb slots. Need room for Dark orbs AND Frost defense simultaneously.

Loop

First orb triggers passive twice. If Dark is first, double charging per turn.

Echo Form

Double your first card each turn. Double Multi-Cast = evoke Dark orb 6+ times.

Coolheaded

Channel Frost + draw. Provides defense while you wait for Dark orbs to charge.

Flex / Alternative Cards

When core cards aren't available, these alternatives keep the build functional.

Relic Priority

Best Relics
ひび割れたコア
ひび割れたコア

Defect's starter. The initial Lightning orb provides early damage while Dark orbs charge.

金メッキケーブル
金メッキケーブル

Rightmost orb triggers passive twice. Position a Dark orb rightmost and it charges double per turn.

データディスク
データディスク

+1 Focus at start of combat. Dark orbs gain 7 damage per turn instead of 6. Multiplied over 5+ turns.

Good Relics
ルーンのコンデンサ
ルーンのコンデンサ

3 extra Orb slots. Room for both Dark orbs and Frost orbs simultaneously.

ミイラの手
ミイラの手

Free card plays after Powers. Chain Defragment + Darkness + Echo Form cheaply.

イカリ
イカリ

10 Block at combat start. Buys a turn to channel Dark orbs before needing to defend.

Avoid
ベルベットチョーカー
ベルベットチョーカー

Setup turns require many card plays. The 6-card limit prevents proper Multi-Cast burst turns.

賢者の石
賢者の石

+1 Strength to enemies while you spend turns charging. Dangerous compounding damage.

エクトプラズム
エクトプラズム

Gold is crucial for purchasing Defragment and Multi-Cast from shops.

Boss Strategy Tips

Guardian

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.

Hexaghost

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.

Slime Boss

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.

Time Eater

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.

Collector

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.

Frequently Asked Questions

Dark Orb vs Lightning — when to choose?

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.

How long do I need to charge Dark orbs?

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.

What if Dark orbs evoke when I don't want them to?

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.

Is this build viable without Multi-Cast?

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.

Can I run Dark and Frost together?

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.