Orbs
Passive elemental effects ยท Defect
Orbs are the Defect's core mechanic, returning from the original game with expanded variety in STS2. Channel orbs into slots for passive end-of-turn effects. Focus amplifies every orb, making the Defect a scaling powerhouse in long fights.
How It Works
Orb Slots
The Defect starts with 3 orb slots. When all slots are full and a new orb is channeled, the oldest orb is evoked (its evoke effect triggers) and removed.
Orb Types
Lightning: deals damage to a random enemy each turn. Frost: generates Block each turn. Dark: stores damage and deals it all at once when evoked. Plasma: generates 1 energy each turn.
Focus
Focus is the Defect's primary scaling stat. Each point of Focus increases the passive effect of every orb. +1 Focus means Lightning deals 1 more damage, Frost generates 1 more Block, etc.
Evoke Effects
When an orb is evoked (pushed out by a new orb), it triggers a stronger one-time effect. Dark orbs deal all stored damage when evoked โ the longer they sit, the more damage they deal.
Tips
- โธPrioritize Focus early โ it multiplies the value of every orb you channel.
- โธDark orbs are strongest in long fights where they can accumulate damage before evocation.
- โธPlasma orbs solve energy problems โ channel one early if you're energy-starved.
- โธExpanding orb slots (via relics or cards) lets you hold more orbs and delay evocation.
Key Synergies
Every source of Focus multiplies across all active orbs simultaneously.
More slots means more passive effects active at once and more control over evocation timing.
Cards that manually evoke orbs let you trigger Dark orb damage at the optimal moment.