Slay the Spire I Have to Beat Silent Again to Unlock the Defect
"Combat automaton which became self-aware. Ancient technology allows manipulation of Orbs."
The Defect is one of iv playable characters in Slay the Spire. In one case was amidst the like of Orb Walkers and Bronze Automaton as i of many ancient automatons, it has since gained sentience and seeks its way out of the Spire. It attacks foes with a high-tech arsenal, array of Powers, and elemental evocations. The Defect has a unique mechanic, the Orbs. Using cards and Relics, The Defect Channels these elemental spheres into a set up of Orb slots, activating their passive effects each turn or Evoking them for a 1-time burst. The Defect starts with iii Orb slots, though cards and relics tin can add or consume them. It starts with 75 hp.
The Defect'southward starting Relic is Cracked Core, which Channels 1 Lightning at the start of each combat.
It was added to the beta build in Weekly Patch 22: Testing the Tertiary Character during the early access. It is released to the public, forth with the game and other two characters on January 23rd, 2019.
Contents
- ane Cards
- i.i Starting Deck
- 2 Gameplay
- 2.1 Orbs
- ii.ii Focus
- 3 Relics
- four Strategy
- 4.one General Build Archetypes
- five Unlocks
- 6 Gallery
Cards [ ]
Starting Deck [ ]
- 4 Strike
- four Defend
- 1 Zap
- 1 Dualcast
Defect Cards | |||
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Starters | Strike • Defend • Dualcast • Zap | ||
Attacks | Common | Ball Lightning • Barrage • Axle Cell • Claw • Cold Snap • Compile Commuter • Get for the Eyes • Rebound • Streamline • Sweeping Beam | |
Uncommon | Blizzard • Bullseye • Doom and Gloom • FTL • Melter • Rip and Tear • Scrape • Sunder | ||
Rare | All for 1 • Core Surge • Hyperbeam • Meteor Strike • Thunder Strike | ||
Skills | Common | Charge Battery • Coolheaded • Hologram • Spring • Recursion • Stack • Steam Barrier • TURBO | |
Uncommon | Aggregate • Auto-Shields • Boot Sequence • Anarchy • Chill • Eat • Darkness • Double Free energy • Equilibrium • Forcefulness Field • Fusion • Genetic Algorithm • Glacier • Overclock • Recycle • Reinforced Body • Reprogram • Skim • Storm • White Noise | ||
Rare | Amplify • Fission • Multi-Cast • Rainbow • Reboot • Seek | ||
Powers | Uncommon | Capacitor • Defragment • Heatsinks • Hello World • Loop • Self Repair • Static Discharge • Storm | |
Rare | Biased Knowledge • Buffer • Creative AI • Echo Form • Electrodynamics • Motorcar Learning |
Gameplay [ ]
Orbs [ ]
Primary commodity: Orbs
The Defect begins with three Orb slots and considers the rightmost Orb to exist the 'side by side' Orb to Evoke. Channelling an Orb inserts it into the rightmost empty slot. If every slot is total, each Orb will be shifted one slot to the right, popping the right-virtually Orb out of its slot and Evoking information technology. If The Defect loses every Orb slot, it can't channel Orbs at all!
Lightning, Frost and Dark orbs take a passive upshot that activates at the end of the Defect's turn, from correct to left, or oldest to newest. The passive outcome of Plasma activates at the outset of the Defect'due south turn. While these effects are initially weak, The Defect can increase Focus and channel boosted copies to sharply increment their potency.
Focus [ ]
Main article: Focus
Focus is a stat unique to The Defect that affects Orbs the same style Strength affects Attacks and Dexterity affects Block. Increasing Focus increases the magnitude of both the passive and Evoke furnishings of each Orb (except for Plasma). It is possible to reduce Orb effects to 0 by decreasing Focus.
Relics [ ]
The Defect has fewer class-specific relics than the other classes, having merely i class-specific rare relic rather than 3 (similar the Ironclad and Silent) or two (like the Watcher). The Watcher has equally few overall, but instead of existence short two Rare relics is short 1 Rare and i Boss relic.
Starting Relic: Cracked Core
Common Relic: Data Disk
Uncommon Relics: Gold-Plated Cables, Symbiotic Virus
Rare Relics: Emotion Chip
Boss Relics: Frozen Core (replaces Croaky Core), Inserter, Nuclear Bombardment
Shop Relic: Runic Capacitor
Strategy [ ]
The Defect's game plan virtually always involves implementing a long-term plan each battle. By developing Orbs, Powers, and cards with escalating furnishings, the Defect sets upwardly an insurmountable late-game position and then destroys its enemies. This is a radically unlike style from the Silent and the Ironclad, who tend to apply bursts of harm to take enemies out opportunistically.
As a event, the Defect struggles to win with a deck total of "good stuff". While it does have admission to some individually strong cards, they don't present the sheer power that The Ironclad and The Silent bask.
The Defect also has a higher number run a risk-based RNG effects, like Hello Earth, Chaos, andArtistic AI.
The Defect'southward strongly synergistic cards encourage some powerful and well-supported archetypes. Identifying and focusing on ane is a central aspect of the Defect strategy.
General Build Archetypes [ ]
These are the standard types of decks that may give you lot an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck. This is especially true for the many archetypes of Defect, and oft having two or more than dedicated strategies rolled into i (like Nighttime+Frost Turtle or 0-cost+Negative Focus) will allow your deck to perform more smoothly.
Goose egg Cost |
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The Defect has a high number of strong 0-price cards, every bit well equally unique supporting cards likeScrape andAll for One and efficient card-draw Skills. Drown an enemy underFTLs, Claws, andBeam Cells. It's sort of like The Silent'southwardShiv builds, but way more back-loaded and visually impressive. Damage comes from 0-price cards that practise impairment:
The Deck so also needs a lot of recycle/card-draw furnishings to go as many of the 0-cost cards in play per plow. The Defect has a lot of great support cards for this type of deck:
There are as well some extremely useful neutral cards that either help go 0-cost cards, or are 0-cost cards themselves (or both):
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Lightning Harm Over Time |
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The Lightning Orb damage-over-time build tries to channel many Lightning Orbs, boost Focus, and concur the fort with block-granting skills, while the Lightning Orbs' passive wears downwardly the opponents.
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Lightning Evoke |
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This build tries to Evoke as many Lightning Orbs as possible, chirapsia enemies down eight damage at a time. Unlike other Orb builds, smaller is ameliorate - one Orb slot is optimal to facilitate Evoking.
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Frost Turtle |
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The Frost deck Channels as many of the eponymous Orbs as possible to into an unbreakable wall of free Cake. Once the shields are up, The Defect tin can devote every Energy to impairment.
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Nighttime |
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The Defect can make the nigh of the tricky Nighttime Orb past defending for a few turns while it charges, and then using Multi-Cast, Dualcast, or Recursion to Evoke it multiple times. This archetype isn't also-supported as the others, but the satisfaction of Evoking a 54-impairment Dark Orb three times (or more!) makes it worthwhile. Continue in heed that the Dark orb will target the lowest health enemy.
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Energy Greed |
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The Defect has ameliorate access to Free energy sources than other classes, and at that place's no better way to leverage them than a Falling star Strike, Aggregate and TURBO, and stockpile with Accuse Battery. Dump your Energy into expensive bombs similar Meteor Strike, Sunder and Tempest, describe cards with Skim and fling them at enemies, or make a proficient quondam-fashioned Unceasing Top wombo-combo. When you have vii Energy, anything is possible. |
Powers Affair |
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The Ironclad likes Attacks, The Silent loves Skills, and The Defect completes the cycle with its affinity for Powers. Grab some Force Fields, driblet an Amplify or Echo Form, stack up some powerful effects, and bury the opposition under your cumulative advantage. The Bird-Faced Urn is the perfect Relic to recover HP lost while setting upwardly.
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RNGesus |
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Anarchy randomly Channels an orb for one price, including Plasma, normally a two toll. Upgrade Chaos and pair it with Defragment and draw cards and promise to Evoke enough Plasma and Frost orbs to survive the next round. |
Tempo |
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This ambitious archetype deploys efficient cards with debilitating drawbacks, and attempts to finish the battle earlier the consequences arrive. TURBO and Steam Bulwark provide inexpensive resources, and Hyperbeam or Biased Cognition bring big impairment, and each incurs a significant long-term price. If the Defect can slam the door before the Statuses overwhelm it, the player enjoys a quick, decisive victory that doesn't requite enemies much time to deal damage. |
Avalanche |
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This deck centres effectually the three major cards: Avalanche, Capacitor, and Defragment. If you want to go more value off of your orbs. The point of this deck is to acquire as many orbs every bit possible using cards such as Glacier and Chaos and and then unloading a ton of damage using Avalanche.
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Snecko Eye |
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This build makes use of Snecko Eye, paired with the defect'south high impact cards.
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10 Card Infinite |
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With this build, the defect is capable of going infinite against near opponents.
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Negative Focus |
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A deck that repeatedly plays Reprogram to rapidly scale upward your Strength and Dexterity, ignoring Orbs entirely. All you need to get-go the deck is a copy of Reprogram, preferably early in Human action 1.
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Unlocks [ ]
The Defect itself is unlocked by completing a run with The Silent.
Unlock Number | Prizes Unlocked |
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1st | Rebound, Equilibrium, Echo Course |
2nd | TURBO, Sunder, Meteor Strike |
3rd | Hyperbeam, Recycle, Core Surge |
4th | Gold-Plated Cables, Turnip, Runic Capacitor |
fifth | Data Disk, Symbiotic Virus, Emotion Chip |
Gallery [ ]
Source: https://slay-the-spire.fandom.com/wiki/Defect
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