Archetype summary
Use Lightning orbs to passively strike down enemies.
When to pivot to 'Lightning' archetype
When you find Electrodynamics or get a lot of orb slots and focus.
Star items
power
Electrodynamics
2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.
power
Defragment
1
B+
Gain 1 Focus.
power
Capacitor
1
B-
Gain 2 Orb slots.
skill
Zap
1
C-
Channel 1 Lightning.
skill
Dualcast
1
B-
Evoke your next Orb 2 times.
Lightning orbs are a great way to passively rack up damage on the Defect. The downside of lightning orbs is their random targeting which makes them less reliable. Electrodynamics is a key piece here, as it makes them both more reliable and deal more damage in multi-target combats. One copy is enough - multiple doesn't make the power stronger.
Defragment and Capacitor are fantastic in any orb focussed deck. Remember you can only reach 10 orb slots, so 2 upgraded Capacitors is usually sufficient. Defragment has no liimit - it's very powerful and scales massively.
Zap and Dualcast make getting into this deck very easy. Dualcast in particular dealing 16 damage to all enemies (minimum) is very powerful. Keep these cards around and consider upgrading them.
Support items
attack
Ball Lightning
1
C+
Deal 7 damage.
Channel 1 Lightning.
power
Static Discharge
1
B+
Whenever you receive unblocked attack damage, Channel 1 Lightning.
power
Storm
1
E
Whenever you play a Power, Channel 1 Lightning.
skill
Tempest
X
C+
Channel X Lightning.
Exhaust.
skill
Rainbow
2
B-
Channel 1 Lightning, 1 Frost, and 1 Dark.
Exhaust.
skill
Multi-Cast
X
B
Evoke your next Orb X times.
skill
Coolheaded
1
A-
Channel 1 Frost.
Draw 1 card.
skill
Glacier
2
B+
Gain 7 Block.
Channel 2 Frost.
skill
Chill
0
A-
Channel 1 Frost for each enemy in combat.
Exhaust.
skill
Force Field
4
D
Costs 1 less for each Power card played this combat.
Gain 12 Block.
Cracked Core
starter
At the start of each combat, Channel 1 Lightning.
C
Emotion Chip
rare
At the start of each turn, if you took any damage last turn, trigger the passive ability of all your Orbs.
B-
Inserter
boss
Every 2 turns, gain 1 Orb Slot.
A
Runic Capacitor
shop
Start each combat with 3 additional Orb slots.
B
Data Disk
common
Start each combat with 1 Focus.
B+
Gold-Plated Cables
uncommon
Your rightmost Orb triggers its passive an additional time.
B+
The Defect has plenty of sources of Lightning orbs to choose from. Lightning Ball is a notable standout as it’s the only attack in a sea of skills and powers. You can run Storm if you have a bunch of powers already. Tempest can be underwhelming, worse than a Zap unless you have energy to spare, but with lots of Focus can end a fight.
Try to grab some Frost orbs to throw into the mix that also benefit from your focus and provide some much needed defence. Glacier is always great, as are Coolheaded and Chill. Force Field can work - it becomes worth it once you have 3 or more powers played.
Single target encounters can be tricky since Electrodynamics doesn’t help much, but Lock-On can help in these fights - it is equivalent to applying vulnerable for your orbs and gives a lot of value. (Note that Lock-On, despite its name, does not affect the target of your orbs.)
Multi-Cast can be strong for big turns of damage, especially in later acts when you have more energy.
Although not required, the Defect has a lot of relics that support orbs. Consider stopping at several shops to find them and take Elites when strong enough. Electrodynamics is particularly powerful in Act 2 which has two Elite combats that are multi-target.
'Lightning' archetype weaknesses
This build suffers from having a lot of skills and powers but few attacks. The skills can make Gremlin Nob a challenge, so I recommend picking up Ball Lightning as soon as possible. The Chosen can also be difficult - play your cards out carefully. The Transient can be tricky unless you scale quickly with lots of energy, draw and powers. Most importantly, The Awakened boss makes playing your powers dangerous. Once the birds are dead to Electrodynamics, hold off on playing lots of powers until the boss enters phase 2 where powers no longer give it strength.
This deck doesn’t have a lot of block alone. I recommend adding frost orbs and pushing more into evoking over passive damage to maintain your health. Some healing from Self Repair can patch you up too.
Obviously, don't take Focus Down effects.