Card Database

Card Category

Defect Cards

Complete guide to Defect cards in Slay the Spire 2 — all attacks, skills, powers, costs, rarities and synergies.

The Defect is a highly technical character who manipulates Orbs, Lightning, Frost, and Focus to control the battlefield. In Slay the Spire 2, the Defect's card pool offers the most complex and rewarding synergies in the game, demanding careful orb management and power-based scaling.

Orbs are the Defect's signature mechanic. Each orb slot passively generates an effect: Lightning orbs deal damage each turn, Frost orbs generate block, and Plasma orbs generate energy. Dark orbs build up damage that can be unleashed in a single burst. Cards like Zap, Coolheaded, and Doom and Gloom allow the Defect to fill orb slots quickly, while Dualcast and Electrodynamics evoke orbs for immediate effects or chain lightning.

Focus determines orb effectiveness. Higher Focus increases Lightning damage and Frost block per orb. Cards like Defragment, Biased Cognition, and Consume increase Focus, though some come with drawbacks. Loop and Capacitor expand the Defect's orb management capabilities by strengthening individual orbs or adding more orb slots.

The Defect's power suite is among the strongest in the game. Echo Form doubles every other card played, creating enormous value over long fights. Creative AI generates random powers each turn, offering infinite scaling potential. Machine Learning provides consistent card draw, while Thunder Strike — while not a power — scales with Lightning orb damage to deliver massive finishing blows.

Defect attack cards often incorporate orb synergies. Ball Lightning, Cold Snap, and Melter all interact with the orb system while dealing damage. The Defect's block options, including Glacier, Reinforced Body, and Equilibrium, provide excellent protection, often generating Frost orbs simultaneously.

88 cards

Adaptive Strike

Rare · Attack · Defect

2

Deal 18 damage. Add a 0 copy of this card into your Discard Pile.

All for One

Rare · Attack · Defect

2

Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.

Ball Lightning

Common · Attack · Defect

1

Deal 7 damage. Channel 1 Lightning.

Barrage

Common · Attack · Defect

1

Deal 5 damage for each Channeled Orb.

Beam Cell

Common · Attack · Defect

0

Deal 3 damage. Apply 1 Vulnerable.

Biased Cognition

Ancient · Power · Defect

1

Gain 4 Focus. At the start of your turn, lose 1 Focus.

Boost Away

Common · Skill · Defect

0

Gain 6 Block. Add a Dazed into your Discard Pile.

Boot Sequence

Uncommon · Skill · Defect

0

Gain 10 Block.

Buffer

Rare · Power · Defect

2

Prevent the next time you would lose HP.

Bulk Up

Uncommon · Power · Defect

2

Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.

Capacitor

Uncommon · Power · Defect

1

Gain 2 Orb Slots.

Chaos

Uncommon · Skill · Defect

1

Channel 1 random Orb.

Charge Battery

Common · Skill · Defect

1

Gain 7 Block. Next turn, gain .

Chill

Uncommon · Skill · Defect

0

Channel 1 Frost for each enemy.

Claw

Common · Attack · Defect

0

Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.

Cold Snap

Common · Attack · Defect

1

Deal 6 damage. Channel 1 Frost.

Compact

Uncommon · Skill · Defect

1

Gain 6 Block. Transform all Status cards in your Hand into Fuel.

Compile Driver

Common · Attack · Defect

1

Deal 7 damage. Draw 1 card for each unique Orb you have.

Consuming Shadow

Rare · Power · Defect

2

Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.

Coolant

Rare · Power · Defect

1

At the start of your turn, gain 2 Block for each unique Orb you have.

Coolheaded

Common · Skill · Defect

1

Channel 1 Frost. Draw 1 card.

Creative AI

Rare · Power · Defect

3

At the start of your turn, add a random Power into your Hand.

Darkness

Uncommon · Skill · Defect

1

Channel 1 Dark. Trigger the passive ability of all Dark Orbs.

Defend

Basic · Skill · Defect

1

Gain 5 Block.

Defragment

Rare · Power · Defect

1

Gain 1 Focus.

Double Energy

Uncommon · Skill · Defect

1

Double your Energy.

Dualcast

Basic · Skill · Defect

1

Evoke your rightmost Orb twice.

Echo Form

Rare · Power · Defect

3

The first card you play each turn is played an extra time.

Energy Surge

Uncommon · Skill · Defect

1

ALL players gain .

Feral

Uncommon · Power · Defect

2

The first time you play a 0 Attack each turn, return it to your Hand.

Fight Through

Uncommon · Skill · Defect

1

Gain 13 Block. Add 2 Wounds into your Discard Pile.

Flak Cannon

Rare · Attack · Defect

2

Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

Focused Strike

Common · Attack · Defect

1

Deal 9 damage. Gain 1 Focus this turn.

FTL

Uncommon · Attack · Defect

0

Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.

Fusion

Uncommon · Skill · Defect

2

Channel 1 Plasma.

Genetic Algorithm

Rare · Skill · Defect

1

Gain 1 Block. Permanently increase this card's Block by 3.

Glacier

Uncommon · Skill · Defect

2

Gain 6 Block. Channel 2 Frost.

Glasswork

Uncommon · Skill · Defect

1

Gain 5 Block. Channel 1 Glass.

Go for the Eyes

Common · Attack · Defect

0

Deal 3 damage. If the enemy intends to attack, apply 1 Weak.

Gunk Up

Common · Attack · Defect

1

Deal 4 damage 3 times. Add a Slimed into your Discard Pile.

Hailstorm

Uncommon · Power · Defect

1

At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

Helix Drill

Rare · Attack · Defect

0

Deal 3 damage for each previously spent this turn.

Hologram

Common · Skill · Defect

1

Gain 3 Block. Put a card from your Discard Pile into your Hand.

Hotfix

Common · Skill · Defect

0

Gain 2 Focus this turn.

Hyperbeam

Rare · Attack · Defect

2

Deal 26 damage to ALL enemies. Lose 3 Focus.

Ice Lance

Rare · Attack · Defect

3

Deal 19 damage. Channel 3 Frost.

Ignition

Rare · Skill · Defect

1

Another player Channels Plasma.

Iteration

Uncommon · Power · Defect

1

The first time you draw a Status card each turn, draw 2 cards.

Leap

Common · Skill · Defect

1

Gain 9 Block.

Lightning Rod

Common · Skill · Defect

1

Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.

Loop

Uncommon · Power · Defect

1

At the start of your turn, trigger the passive ability of your rightmost Orb.

Machine Learning

Rare · Power · Defect

1

At the start of your turn, draw 1 additional card.

Meteor Strike

Rare · Attack · Defect

5

Deal 24 damage. Channel 3 Plasma.

Modded

Rare · Skill · Defect

0

Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.

Momentum Strike

Common · Attack · Defect

1

Deal 10 damage. Reduce this card's cost to 0 .

Multi-Cast

Rare · Skill · Defect

0

Evoke your rightmost Orb X times.

Null

Uncommon · Attack · Defect

2

Deal 10 damage. Apply 2 Weak. Channel 1 Dark.

Overclock

Uncommon · Skill · Defect

0

Draw 2 cards. Add a Burn into your Discard Pile.

Quadcast

Ancient · Skill · Defect

1

Evoke your rightmost Orb 4 times.

Rainbow

Rare · Skill · Defect

2

Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.

Reboot

Rare · Skill · Defect

0

Shuffle ALL your cards into your Draw Pile. Draw 4 cards.

Refract

Uncommon · Attack · Defect

3

Deal 9 damage twice. Channel 2 Glass.

Rocket Punch

Uncommon · Attack · Defect

2

Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 this turn.

Scavenge

Uncommon · Skill · Defect

1

Exhaust a card. Next turn, gain .

Scrape

Uncommon · Attack · Defect

1

Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 .

Shadow Shield

Uncommon · Skill · Defect

2

Gain 11 Block. Channel 1 Dark.

Shatter

Rare · Attack · Defect

1

Deal 11 damage to ALL enemies. Evoke all of your Orbs.

Signal Boost

Rare · Skill · Defect

1

The next Power you play is played an additional time.

Skim

Uncommon · Skill · Defect

1

Draw 3 cards.

Smokestack

Uncommon · Power · Defect

1

Whenever you create a Status, deal 5 damage to ALL enemies.

Spinner

Rare · Power · Defect

1

At the start of your turn, Channel 1 Glass.

Storm

Uncommon · Power · Defect

1

Whenever you play a Power, Channel 1 Lightning.

Strike

Basic · Attack · Defect

1

Deal 6 damage.

Subroutine

Uncommon · Power · Defect

1

Whenever you play a Power, gain .

Sunder

Uncommon · Attack · Defect

3

Deal 24 damage. If this kills an enemy, gain .

Supercritical

Rare · Skill · Defect

0

Gain .

Sweeping Beam

Common · Attack · Defect

1

Deal 6 damage to ALL enemies. Draw 1 card.

Synchronize

Uncommon · Skill · Defect

1

Gain 2 Focus this turn for each unique Orb you have.

Synthesis

Uncommon · Attack · Defect

2

Deal 12 damage. The next Power you play costs 0 .

Tempest

Uncommon · Skill · Defect

0

Channel X Lightning.

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Frequently Asked Questions

What is the best Defect deck archetype?

The Frost + Focus archetype with Defragment, Blizzard, and Glacier is widely considered the most reliable for high ascension. This build generates massive block through Frost orbs while Blizzard deals escalating damage. Alternatively, the Lightning + Electrodynamics build excels at area-of-effect damage and fast fights.

How does Focus work on the Defect?

Focus multiplies orb effectiveness. Each point of Focus adds 1 damage to Lightning orbs and 1 block to Frost orbs. At 0 Focus, a Lightning orb deals 3 damage; at 3 Focus, it deals 6 damage. Cards like Defragment (+1 Focus) and Biased Cognition (+4 Focus, then -1 per turn) are essential for scaling orb damage into the late game.

Should I take Claw on the Defect?

Claw is a controversial card. In dedicated Claw decks with multiple copies and Scrape/All For One for recursion, it can be extremely powerful — reaching 15+ damage per play. However, Claw requires deck commitment and doesn't scale well with Focus archetypes. It's a fun build-around, not a top-tier competitive choice.

What are the Defect's best rare cards?

Echo Form, Electrodynamics, and Biased Cognition are the Defect's top rare cards. Echo Form provides unmatched value in longer fights. Electrodynamics enables Lightning orb builds against multiple enemies. Biased Cognition offers enormous Focus scaling with a manageable downside that can be mitigated with Orange Pellets or Core Surge.

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