Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
| Character | Defect |
|---|---|
| Type | Power |
| Rarity | Uncommon |
| Cost | 2 Energy |
| Target | Self |
Card text
Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
Upgraded: Lose 1 Orb Slot. Gain 3 Strength. Gain 3 Dexterity.
What it applies
- Strength × 2
- Dexterity × 2
Other Defect cards at 2 Energy
- Adaptive Strike — Deal 18 damage. Add a 01 Energy copy of this card into your Discard Pile.
- All for One — Deal 10 damage. Put ALL 01 Energy cards from your Discard Pile into your Hand.
- Buffer — Prevent the next time you would lose HP.
- Consuming Shadow — Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
- Feral — The first time you play a 01 Energy Attack each turn, return it to your Hand.
- Flak Cannon — Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.
Where to go next
All 577 cards — the full table, filterable by character. Efficiency tier list — every measurable card ranked.
Rarity system explains how often this card appears. Enchantments covers the modifiers that can change it.