Slay The Spire 2 Defect Cards: Full Card List

Slay The Spire 2 Defect Cards: Full Card List

The Defect in Slay The Spire 2 uses Orbs, Focus, and energy manipulation to control combat. Instead of relying purely on attacks, Defect cards channel Lightning, Frost, Dark, and Plasma Orbs that provide passive effects every turn and powerful Evoke effects when triggered.

Below is the full Defect card list and what each card does.

Full Defect Card List

Adaptive Strike (2): Deal 18 damage. Add a 0 Energy copy of this card into your Discard Pile.

All for One (2): Deal 10 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.

Ball Lightning (1): Deal 7 damage. Channel 1 Lightning.

Barrage (1): Deal 5 damage for each Channeled Orb.

Beam Cell (0): Deal 3 damage. Apply 1 Vulnerable.

Biased Cognition (1): Gain 4 Focus. At the start of your turn, lose 1 Focus.

Boost Away (0): Gain 6 Block. Add a Dazed into your Discard Pile.

Boot Sequence (0): Innate. Gain 10 Block. Exhaust.

Buffer (2): Prevent the next time you would lose HP.

Bulk Up (2): Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.

Capacitor (1): Gain 2 Orb Slots.

Chaos (1): Channel 1 random Orb.

Charge Battery (1): Gain 7 Block. Next turn, gain Energy.

Chill (0): Channel 1 Frost for each enemy. Exhaust.

Claw (0): Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.

Cold Snap (1): Deal 6 damage. Channel 1 Frost.

Compact (1): Gain 6 Block. Transform all Status cards in your Hand into Fuel.

Compile Driver (1): Deal 7 damage. Draw 1 card for each unique Orb you have.

Consuming Shadow (2): Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.

Coolant (1): At the start of your turn, gain 2 Block for each unique Orb you have.

Coolheaded (1): Channel 1 Frost. Draw 1 card.

Creative AI (3): At the start of your turn, add a random Power into your Hand.

Darkness (1): Channel 1 Dark. Trigger the passive ability of all Dark Orbs.

Defend (1): Gain 5 Block.

Defragment (1): Gain 1 Focus.

Double Energy (1): Double your Energy. Exhaust.

Dualcast (1): Evoke your rightmost Orb twice.

Echo Form (3): Ethereal. The first card you play each turn is played an extra time.

Energy Surge (1): ALL players gain Energy. Exhaust.

Feral (2): The first time you play a 0 Energy Attack each turn, return it to your Hand.

Fight Through (1): Gain 13 Block. Add 2 Wounds into your Discard Pile.

Flak Cannon (2): Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

Focused Strike (1): Deal 9 damage. Gain 1 Focus this turn.

FTL (0): Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.

Fusion (2): Channel 1 Plasma.

Genetic Algorithm (1): Gain 1 Block. Permanently increase this card's Block by 3. Exhaust.

Glacier (2): Gain 6 Block. Channel 2 Frost.

Glasswork (1): Gain 5 Block. Channel 1 Glass.

Go for the Eyes (0): Deal 3 damage. If the enemy intends to attack, apply 1 Weak.

Gunk Up (1): Deal 4 damage 3 times. Add a Slimed into your Discard Pile.

Hailstorm (1): At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

Helix Drill (0): Deal 3 damage for each Energy previously spent this turn.

Hologram (1): Gain 3 Block. Put a card from your Discard Pile into your Hand. Exhaust.

Hotfix (0): Gain 2 Focus this turn.

Hyperbeam (2): Deal 26 damage to ALL enemies. Lose 3 Focus.

Ice Lance (3): Deal 19 damage. Channel 3 Frost.

Ignition (1): Another player Channels Plasma. Exhaust.

Iteration (1): The first time you draw a Status card each turn, draw 2 cards.

Leap (1): Gain 9 Block.

Lightning Rod (1): Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.

Loop (1): At the start of your turn, trigger the passive ability of your rightmost Orb.

Machine Learning (1): At the start of your turn, draw 1 additional card.

Meteor Strike (5): Deal 24 damage. Channel 3 Plasma.

Modded (0): Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.

Momentum Strike (1): Deal 10 damage. Reduce this card's cost to 0 Energy.

Multi Cast (X): Evoke your rightmost Orb X times.

Null (2): Deal 10 damage. Apply 2 Weak. Channel 1 Dark.

Overclock (0): Draw 2 cards. Add a Burn into your Discard Pile.

Quadcast (1): Evoke your rightmost Orb 4 times.

Rainbow (2): Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust.

Reboot (0): Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.

Refract (3): Deal 9 damage twice. Channel 2 Glass.

Rip and Tear (1): Deal 7 damage to a random enemy twice.

Rocket Punch (2): Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 this turn.

Scavenge (1): Exhaust a card. Next turn, gain Energy.

Scrape (1): Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.

Shadow Shield (2): Gain 11 Block. Channel 1 Dark.

Shatter (1): Deal 11 damage to ALL enemies. Evoke all of your Orbs.

Signal Boost (1): The next Power you play is played an additional time. Exhaust.

Skim (1): Draw 3 cards.

Smokestack (1): Whenever you create a Status, deal 5 damage to ALL enemies.

Spinner (1): At the start of your turn, Channel 1 Glass.

Storm (1): Whenever you play a Power, Channel 1 Lightning.

Strike (1): Deal 6 damage.

Subroutine (1): Whenever you play a Power, gain Energy.

Sunder (3): Deal 24 damage. If this kills an enemy, gain 3 Energy.

Supercritical (0): Gain 4 Energy. Exhaust.

Sweeping Beam (1): Deal 6 damage to ALL enemies. Draw 1 card.

Synchronize (1): Gain 2 Focus this turn for each unique Orb you have. Exhaust.

Synthesis (2): Deal 12 damage. The next Power you play costs 0 Energy.

Tempest (X): Channel X Lightning.

Tesla Coil (0): Deal 3 damage. Trigger all Lightning against the enemy.

Thunder (1): Whenever you Evoke Lightning, deal 6 damage to each enemy hit.

Trash to Treasure (1): Whenever you create a Status card, Channel 1 random Orb.

TURBO (0): Gain 2 Energy. Add a Void into your Discard Pile.

Uproar (2): Deal 5 damage twice. Play a random Attack from your Draw Pile.

Voltaic (2): Channel Lightning equal to the Lightning already Channeled this combat. Exhaust.

White Noise (1): Add a random Power into your Hand. It is free to play this turn. Exhaust.

Zap (1): Channel 1 Lightning.

Final Blurb

Defect cards in Slay The Spire 2 revolve around Orb generation, Focus scaling, and powerful card interactions. By combining Orb generation with cards that trigger or strengthen those Orbs, the Defect can create some of the strongest builds in the game.

FAQ

How many Defect cards are in Slay The Spire 2

There are currently around 89 cards in the Defect card pool.

What mechanics do Defect cards focus on

Most Defect cards interact with Orbs, Focus, or energy generation.

What Orb types does the Defect use

The main Orb types include Lightning, Frost, Dark, and Plasma.


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