フロストオーブの壁で鉄壁の防御を構築。毎ターンパッシブにブロックを大量生成し、敵が自滅するのを待つ。
Frost Orbs generate Block equal to 2+Focus passively each turn. With high Focus and multiple Frost orb slots, you passively gain 30-50+ Block per turn without playing a single card. Glacier channels 2 Frost orbs at once, Coolheaded cycles your deck while channeling Frost, and Defragment makes every orb produce more Block. Once set up, you're nearly invincible.
Glacier is the best Act 1 pickup for this build — 7 Block + channel 2 Frost. Coolheaded provides Frost + card draw. Charge Battery gives Energy for big setup turns. Defragment is critical early — even +1 Focus makes every Frost orb produce 3 Block instead of 2. Zap and Ball Lightning provide offensive pressure while you build the defensive engine. Don't ignore damage entirely in Act 1.
Capacitor is the mid-game priority — 2-3 extra Orb slots filled with Frost means 10-15+ passive Block per turn. Stack Defragment aggressively. Blizzard scales with total Ice channeled throughout the fight — it becomes your damage win condition in long fights. Cold Snap channels Frost while dealing damage. Loop makes your first Frost orb trigger twice, doubling its Block. Hailstorm adds Frost on defensive turns.
By Act 3, your Frost engine should generate 40-60 Block passively. Blizzard with 30+ total Ice channeled deals massive damage. Multi-Cast evokes Frost multiple times for burst Block when needed. Buffer provides 1 free damage negation per stack — insurance against big hits. The build excels in long fights where passive Block compounds. Against burst damage bosses, save Multi-Cast for emergency Block.
Gain 1 Focus (2 upgraded). Makes every Frost orb produce more Block. Stack multiple copies.
7 Block + channel 2 Frost. Most efficient Frost generation in one card.
Gain 2 Orb slots (3 upgraded). More Frost orbs = exponentially more passive Block.
Channel 1 Frost + draw 1 (2 upgraded). Defense + draw in one efficient package.
First Orb triggers passive twice. Double Block from frontmost Frost orb every turn.
Negate the next damage instance. Insurance against attacks that exceed your Block.
Deal 6 damage + channel Frost. Provides offense while building the Frost engine.
Channel Frost whenever you gain Block. Creates chain reactions with Frost-generated Block.
When core cards aren't available, these alternatives keep the build functional.
Defect's starter relic. The initial Lightning orb provides early damage while you build Frost.
Start every combat with 1 Focus. Immediately improves all orbs from the first turn.
Gain 1 Orb slot every 2 turns. More Frost slots = more passive Block accumulation.
Rightmost Orb triggers passive twice. Double Block from your oldest Frost orb.
Start with 3 extra Orb slots. Immediately filled by Glacier and Coolheaded for early Block.
Start combat with 10 Block. Buys time to set up Frost orbs and Focus.
Enemies gain +1 Strength. More damage to block in already defense-focused build. Unnecessary risk.
Can't earn Gold. Need Gold for shop Defragments and Capacitors.
Curses in deck dilute draws. Harder to find Defragment and setup cards when needed.
Frost build naturally handles Guardian well. Passive Block absorbs damage during attack phases. Blizzard accumulates damage potential while you stay safe behind Frost walls.
Stack Frost orbs turn 1 to passively block the Inferno on turn 2. With 4+ Frost and any Focus, you passively generate enough Block. Focus on setup turn 1, block turn 2, then cruise.
Frost provides consistent defense throughout the fight. Build Blizzard damage before pushing past 50%. After split, passive Block handles both slimes while Blizzard finishes them.
Ideal matchup. Frost passive Block doesn't require playing cards. Channel orbs early, then play 2-3 cards per turn to avoid the 12-card limit while passively blocking everything.
Passive Frost Block handles minion chip damage effortlessly. Focus damage on the Collector directly. Blizzard scales up over the long fight to finish the boss.
Blizzard is your primary damage source — it deals 2 damage per Frost channeled this combat. In a 10-turn fight with 2 Frost per turn, that's 40+ damage per Blizzard. Multi-Cast evokes orbs for burst. Creative AI generates random Powers for supplemental damage.
It can be. Add Ball Lightning and Cold Snap for Act 1 damage. The build shines in elite and boss fights where survivability matters most. Don't be afraid to take a few extra damage in hallways.
Lightning is better for damage and faster kills. Frost is better for survivability and consistency. At high Ascension, Frost's reliability often wins out. The ideal is a hybrid with Lightning for damage and Frost for defense.
Yes, if you're committed to Frost. It's weak early but scales incredibly. By Act 3, a single Blizzard can deal 80+ damage. Think of it as an investment.