Dark Orb / Loop Build
tier: ALoop Dark orbs to accumulate power over multiple turns, then evoke at the right moment for concentrated burst damage.
Points
- Loop moves the front orb to the back, delaying its evoke and allowing Dark orbs to accumulate more power before release.
- Raising Focus with Defragment increases the damage each Dark orb deals on evoke — the higher the Focus, the greater the payoff.
- Consuming Shadow generates a Dark orb each time an enemy is killed, keeping the orb supply topped up without extra card plays.
- Time evokes carefully — a Dark orb that has built up power over several turns deals significantly more damage than a freshly channeled one.
Details
Dark orbs deal damage when evoked and gain power each turn. Loop moves the front orb to the back, preventing eviction and letting it grow. Defragment adds Focus, amplifying all orb effects. Consuming Shadow generates Dark orbs on kill.
Cards
Main Mechanic Cards that generate Dark orbs and keep them in play to accumulate power each turn.
Synergy Cards that raise Focus to increase evoke damage, or automatically replenish orbs after kills.
Support Cards that trigger multiple evokes at once to deliver accumulated damage in a single turn.
Relics
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 Your rightmost Orb triggers its passive an additional time.
Runic Capacitor Start each combat with 3 additional Orb Slots.
Data Disk Start each combat with 1 Focus.
Metronome The first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.