ライトニングオーブを生成し、集中力でブーストして毎ターンパッシブダメージを与える。安定した全体火力を提供するアーキタイプ。
Lightning Orbs passively deal damage equal to 3+Focus to a random enemy each turn. When evoked, they deal 8+Focus damage to a random enemy. The strategy is to fill your Orb slots with Lightning, stack Focus through Defragment, and let passive damage overwhelm enemies. Electrodynamics makes ALL Lightning damage hit ALL enemies, solving AoE. Echo Form duplicates your strongest card each turn.
Zap (your starter) channels Lightning turn 1. Ball Lightning is the best Act 1 pickup — it deals damage AND channels Lightning. Coolheaded draws cards while channeling Frost for defense. Defragment is the #1 priority find — even one copy makes every orb significantly better. Charge Battery provides free Energy next turn. Don't skip defensive cards; you need to survive while setting up.
By Act 2, focus on building Focus and Orb capacity. Defragment (if not found yet) is still top priority. Capacitor adds Orb slots — more slots = more passive Lightning damage per turn. Electrodynamics is transformative: every Lightning evoke hits ALL enemies instead of one random target. Storm turns every Power played into a free Lightning orb. Subroutine is amazing for stacking multiple Powers cheaply.
Echo Form is the endgame enabler — playing it means your first card each turn is played twice. Double Defragment = +4 Focus. Double Electrodynamics = already active, so double any damage card. With 5 Lightning orbs and +8 Focus, passive damage alone deals 55+ damage per turn to all enemies. Multi-Cast evokes your frontmost orb multiple times — with Lightning and high Focus, this is a finisher.
Gain 1 Focus (2 upgraded). Every copy permanently buffs ALL orbs. Stack aggressively.
Lightning now hits ALL enemies. Transforms single-target damage into room-clearing AoE.
Play the first card each turn twice. Doubles Defragment, damage cards, everything.
Gain 2 Orb slots (3 upgraded). More slots = more passive Lightning damage.
Deal 7 damage + channel Lightning. Efficient damage + orb generation in one card.
Whenever you play a Power, channel 1 Lightning. Free orb generation.
Channel Frost + draw 1 (2 upgraded). Defense + card draw.
Innate Power. Channel 1 Lightning and 1 Frost. Consistent start to every fight.
When core cards aren't available, these alternatives keep the build functional.
Defect's starter. Channel 1 Lightning at start of combat. Free passive damage from turn 1.
After playing a Power, a random card in hand costs 0 this turn. Essential for chaining Powers.
Gain an Orb slot every 2 turns. More slots = more passive Lightning orbs.
Rightmost Orb triggers its passive an extra time. Double Lightning passive on your oldest orb.
Start each combat with 1 Focus. Free Focus that makes every orb better immediately.
Start with 3 extra Orb slots. Immediately lets you fill up with Lightning orbs.
Power-heavy builds need to play many cards in setup turns. 6-card limit is painful.
+1 Strength to enemies is dangerous when you need time to set up orbs and Focus.
Curses dilute the deck, making it harder to draw Defragment and Echo Form.
Set up Defragment and fill orbs before Guardian enters defense mode. Lightning passives chip through the shield. Electrodynamics makes orb evokes damage through the shell phase.
Channel Frost orbs for turn 2 Inferno block. After surviving, your Focus-boosted Lightning tears through Hexaghost. Each passive Lightning tick with +5 Focus = 8 damage to all enemies.
Lightning with Electrodynamics handles the split perfectly. Before 50%, stack orbs and Focus. After split, every Lightning orb damages both halves simultaneously.
This build plays fewer cards once set up (orbs do passive damage). Ideal against Time Eater's card limit. Play Powers early, then let Lightning passives do the work while playing 3-4 cards per turn.
Electrodynamics + Lightning handles summoned minions automatically. Every Lightning evoke hits all enemies. Focus on setting up, and the orbs will clear adds passively.
Take every copy offered, up to 3. Each copy is +1 Focus (2 upgraded) permanently. Focus affects ALL orbs, so 3 Defragments with 5 orbs = massive scaling.
Lightning is for damage, Frost is for Block. This build focuses on Lightning for killing, but Coolheaded and a few Frost cards help survive. If you need more defense, consider the Frost build variant.
Claw is faster but lower ceiling. Lightning with Focus + Electrodynamics scales infinitely and provides AoE. Claw is better for speedrunning, Lightning is better for high Ascension reliability.
Biased Cognition gives +4 Focus immediately but loses 1 Focus per turn. In short fights, it's incredible. In long fights, it eventually zeros out. Take it for boss-killing burst alongside stable Focus from Defragment.
Base 3 + Capacitor (2-3) = 5-6 slots is ideal. More than 6 is diminishing returns since you need to generate orbs to fill them. Quality (Focus) beats quantity past 6 slots.