StratGG
Defect

Defect

The Defect is the last of the five characters in Slay the Spire 2 . It is unlocked after completing a run with the Necrobinder . It starts with 75 Max HP. At Ascension 2 and above it starts with 56 HP.

75 Max HP
56 A2+ HP
87 Cards
9 Relics

Starting Relic

Cracked Core - At the start of each combat, Channel 1 Lightning . Can be replaced by Infused Core .

Strategy Guide

Overview

Defect feels like the reward for finishing the current unlock chain. If I want passive scaling, orb timing, and a class that can win fights by setting up a board instead of forcing damage every turn, this is where I go.

My quick read

Defect is the class I open when I want the fight to keep working for me even during quieter turns. The appeal is not just that Orbs scale. It is that once the board is set up correctly, Defect keeps producing value even when my hand is not doing anything flashy. The class is strongest when I stabilize first and let the engine win afterward.

When I pick this character

I pick Defect when I want a system-heavy run that still feels cleaner than Necrobinder. This is the class I choose if I enjoy board-state planning, passive scaling, and timing one big payoff instead of forcing damage every turn. It is also the class I reach for when I want to feel clever without spending the whole climb bookkeeping.

What I prioritize early

I decide quickly whether the deck is surviving through Frost , racing with damage, or building toward a later burst kill. I value stable orb generation and cycle before I value cute payoffs. I want one real defensive answer online early, because Defect looks much better once the fight stops threatening me every single turn.

Best build paths

Frost plus Focus control is still the most reliable Defect shell when I want time to solve the rest of the run. Dark Orb burst becomes excellent when I can control the moment the payoff lands instead of hoping it lines up naturally. Aggressive evoke tempo works when the run is feeding me enough frontloaded pressure that I do not need to spend the whole fight building a fortress. My favorite Defect runs usually start the same way: Frost buys me time, then every pick after that is just me choosing how I want to cash that time in.

Common mistakes

Drafting scaling cards as if the engine already exists. Building around Dark too early without enough stall to protect the setup. Ignoring card flow and then blaming bad orb timing for a deck that simply does not cycle well enough. When my Defect deck feels random, it is usually because I built the payoff and forgot to build the turns in between.

Who should skip this character

If I want direct damage, immediate clarity , or a class that feels powerful before the engine is assembled, I would rather start elsewhere. Defect pays me back for patience, but it is a worse fit when I want a run to feel simple from turn one.

Best cards for Defect

I am not going to pretend Defect is solved. The honest version is that there still is not enough full, trustworthy card information in the current source mix to build a serious Defect board with the same confidence I have in the other classes. If I only wanted the short list, these are the cards I trust first. Hover a card to bring it forward. That is better than pretending certainty where none exists. I would rather leave the board pending than publish a fake confident list that will age badly the moment stronger run data appears.

Cards (87)

Attacks (29)

Ball Lightning

Ball Lightning

Common · Defect · Attack

Cost: 1

Deal 7 damage. Channel 1 Lightning.

Barrage

Barrage

Common · Defect · Attack

Cost: 1

Deal 5 damage for each Channeled Orb.

Beam Cell

Beam Cell

Common · Defect · Attack

Cost: 0

Deal 3 damage. Apply 1 Vulnerable.

Claw

Claw

Common · Defect · Attack

Cost: 0

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

Cold Snap

Cold Snap

Common · Defect · Attack

Cost: 1

Deal 6 damage. Channel 1 Frost.

Compile Driver

Compile Driver

Common · Defect · Attack

Cost: 1

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

Focused Strike

Focused Strike

Common · Defect · Attack

Cost: 1

Deal 9 damage. Gain 1 Focus this turn.

Go for the Eyes

Go for the Eyes

Common · Defect · Attack

Cost: 0

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

Gunk Up

Gunk Up

Common · Defect · Attack

Cost: 1

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

Momentum Strike

Momentum Strike

Common · Defect · Attack

Cost: 1

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

Sweeping Beam

Sweeping Beam

Common · Defect · Attack

Cost: 1

Deal 6 damage to ALL enemies. Draw 1 card.

Uproar

Uproar

Common · Defect · Attack

Cost: 2

Deal 5 damage twice. Play a random Attack from your Draw Pile.

FTL

FTL

Uncommon · Defect · Attack

Cost: 0

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

Null

Null

Uncommon · Defect · Attack

Cost: 2

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

Refract

Refract

Uncommon · Defect · Attack

Cost: 3

Deal 9 damage twice. Channel 2 Glass.

Rip and Tear

Rip and Tear

Uncommon · Defect · Attack

Cost: 1

Deal 7 damage to a random enemy twice.

Rocket Punch

Rocket Punch

Uncommon · Defect · Attack

Cost: 2

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

Scrape

Scrape

Uncommon · Defect · Attack

Cost: 1

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

Sunder

Sunder

Uncommon · Defect · Attack

Cost: 3

Deal 24 damage. If this kills an enemy, gain 3 Energy.

Synthesis

Synthesis

Uncommon · Defect · Attack

Cost: 2

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

Tesla Coil

Tesla Coil

Uncommon · Defect · Attack

Cost: 0

Deal 3 damage. Trigger all Lightning against the enemy.

Adaptive Strike

Adaptive Strike

Rare · Defect · Attack

Cost: 2

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

All for One

All for One

Rare · Defect · Attack

Cost: 2

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

Flak Cannon

Flak Cannon

Rare · Defect · Attack

Cost: 2

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

Helix Drill

Helix Drill

Rare · Defect · Attack

Cost: 0

Deal 3 damage for each 1 Energy previously spent this turn.

Hyperbeam

Hyperbeam

Rare · Defect · Attack

Cost: 2

Deal 26 damage to ALL enemies. Lose 3 Focus.

Ice Lance

Ice Lance

Rare · Defect · Attack

Cost: 3

Deal 19 damage. Channel 3 Frost.

Meteor Strike

Meteor Strike

Rare · Defect · Attack

Cost: 5

Deal 24 damage. Channel 3 Plasma.

Shatter

Shatter

Rare · Defect · Attack

Cost: 1

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

Skills (38)

Dualcast

Dualcast

Starter · Defect · Skill

Cost: 1

Evoke your rightmost Orb twice.

Zap

Zap

Starter · Defect · Skill

Cost: 1

Channel 1 Lightning.

Boost Away

Boost Away

Common · Defect · Skill

Cost: 0

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

Charge Battery

Charge Battery

Common · Defect · Skill

Cost: 1

Gain 7 Block. Next turn, gain 1 Energy.

Coolheaded

Coolheaded

Common · Defect · Skill

Cost: 1

Channel 1 Frost. Draw 1 card.

Hologram

Hologram

Common · Defect · Skill

Cost: 1

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

Hotfix

Hotfix

Common · Defect · Skill

Cost: 0

Gain 2 Focus this turn.

Leap

Leap

Common · Defect · Skill

Cost: 1

Gain 9 Block.

Lightning Rod

Lightning Rod

Common · Defect · Skill

Cost: 1

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

TURBO

TURBO

Common · Defect · Skill

Cost: 0

Gain 2 Energy. Add a Void into your Discard Pile.

Boot Sequence

Boot Sequence

Uncommon · Defect · Skill

Cost: 0

Innate. Gain 10 Block. Exhaust.

Chaos

Chaos

Uncommon · Defect · Skill

Cost: 1

Channel 1 random Orb.

Chill

Chill

Uncommon · Defect · Skill

Cost: 0

Channel 1 Frost for each enemy. Exhaust.

Compact

Compact

Uncommon · Defect · Skill

Cost: 1

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

Darkness

Darkness

Uncommon · Defect · Skill

Cost: 1

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

Double Energy

Double Energy

Uncommon · Defect · Skill

Cost: 1

Double your Energy. Exhaust.

Energy Surge

Energy Surge

Uncommon · Defect · Skill

Cost: 1

ALL players gain 2 Energy. Exhaust.

Fight Through

Fight Through

Uncommon · Defect · Skill

Cost: 1

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

Fusion

Fusion

Uncommon · Defect · Skill

Cost: 2

Channel 1 Plasma.

Glacier

Glacier

Uncommon · Defect · Skill

Cost: 2

Gain 6 Block. Channel 2 Frost.

Glasswork

Glasswork

Uncommon · Defect · Skill

Cost: 1

Gain 5 Block. Channel 1 Glass.

Overclock

Overclock

Uncommon · Defect · Skill

Cost: 0

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

Scavenge

Scavenge

Uncommon · Defect · Skill

Cost: 1

Exhaust a card. Next turn, gain 2 Energy.

Shadow Shield

Shadow Shield

Uncommon · Defect · Skill

Cost: 2

Gain 11 Block. Channel 1 Dark.

Skim

Skim

Uncommon · Defect · Skill

Cost: 1

Draw 3 cards.

Synchronize

Synchronize

Uncommon · Defect · Skill

Cost: 1

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

Tempest

Tempest

Uncommon · Defect · Skill

Cost: X

Channel X Lightning.

White Noise

White Noise

Uncommon · Defect · Skill

Cost: 1

Add a random Power into your Hand. It's free to play this turn. Exhaust.

Genetic Algorithm

Genetic Algorithm

Rare · Defect · Skill

Cost: 1

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

Ignition

Ignition

Rare · Defect · Skill

Cost: 1

Another player Channels Plasma. Exhaust.

Modded

Modded

Rare · Defect · Skill

Cost: 0

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

Multi-Cast

Multi-Cast

Rare · Defect · Skill

Cost: X

Evoke your rightmost Orb X times.

Rainbow

Rainbow

Rare · Defect · Skill

Cost: 2

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

Reboot

Reboot

Rare · Defect · Skill

Cost: 0

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

Signal Boost

Signal Boost

Rare · Defect · Skill

Cost: 1

The next Power you play is played an additional time. Exhaust.

Supercritical

Supercritical

Rare · Defect · Skill

Cost: 0

Gain 4 Energy. Exhaust.

Voltaic

Voltaic

Rare · Defect · Skill

Cost: 2

Channel Lightning equal to the Lightning already Channeled this combat. Exhaust.

Quadcast

Quadcast

Ancient · Defect · Skill

Cost: 1

Evoke your rightmost Orb 4 times.

Powers (20)

Bulk Up

Bulk Up

Uncommon · Defect · Power

Cost: 2

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

Capacitor

Capacitor

Uncommon · Defect · Power

Cost: 1

Gain 2 Orb Slots.

Feral

Feral

Uncommon · Defect · Power

Cost: 2

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

Hailstorm

Hailstorm

Uncommon · Defect · Power

Cost: 1

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

Iteration

Iteration

Uncommon · Defect · Power

Cost: 1

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

Loop

Loop

Uncommon · Defect · Power

Cost: 1

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

Smokestack

Smokestack

Uncommon · Defect · Power

Cost: 1

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

Storm

Storm

Uncommon · Defect · Power

Cost: 1

Whenever you play a Power, Channel 1 Lightning.

Subroutine

Subroutine

Uncommon · Defect · Power

Cost: 1

Whenever you play a Power, gain 1 Energy.

Thunder

Thunder

Uncommon · Defect · Power

Cost: 1

Whenever you Evoke Lightning, deal 6 damage to each enemy hit.

Buffer

Buffer

Rare · Defect · Power

Cost: 2

Prevent the next time you would lose HP.

Consuming Shadow

Consuming Shadow

Rare · Defect · Power

Cost: 2

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

Coolant

Coolant

Rare · Defect · Power

Cost: 1

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

Creative AI

Creative AI

Rare · Defect · Power

Cost: 3

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

Defragment

Defragment

Rare · Defect · Power

Cost: 1

Gain 1 Focus.

Echo Form

Echo Form

Rare · Defect · Power

Cost: 3

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

Machine Learning

Machine Learning

Rare · Defect · Power

Cost: 1

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

Spinner

Spinner

Rare · Defect · Power

Cost: 1

At the start of your turn, Channel 1 Glass.

Trash to Treasure

Trash to Treasure

Rare · Defect · Power

Cost: 1

Whenever you create a Status card, Channel 1 random Orb.

Biased Cognition

Biased Cognition

Ancient · Defect · Power

Cost: 1

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

View all Defect cards with filters →

Exclusive Relics (9)

Cracked Core
Starter

Cracked Core

At the start of each combat, Channel 1 Lightning .

Data Disk
Common

Data Disk

Start each combat with 1 Focus .

Emotion Chip
Rare

Emotion Chip

If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.

Gold-Plated Cables
Uncommon

Gold-Plated Cables

Your rightmost Orb triggers its passive an additional time.

Infused Core
Starter

Infused Core

At the start of each combat, Channel 3 Lightning .

Metronome
Rare

Metronome

The first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.

Power Cell
Rare

Power Cell

At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.

Runic Capacitor
Shop

Runic Capacitor

Start each combat with 3 additional Orb Slots.

Symbiotic Virus
Uncommon

Symbiotic Virus

At the start of each combat, Channel 1 Dark .

Exclusive Potions (1)

Essence of Darkness
Rare

Essence of Darkness

Channel a Dark for each of your Orb Slots.

Other Characters