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skill

Darkness

1

D+

Channel 1 Dark.

skill

Darkness+

1

D+

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

Darkness

What we think of Darkness

Although dark is a powerful orb, it is probably one of the most difficult to use effectively. It doesn't do any damage until it is evoked, and for maximum efficiency really needs to be played with dualcast or multicast. It can scale two very high numbers on boss encounters, which is important when trying to trigger a certain health threshold - for example, it is possible to kill the time eater before it does its half-health heal. I find the upgrade to be fairly unremarkable as well, as typically there will be other orbs active and not necessarily multiple dark orbs. Only take this if you are planning to make the most of dark or are severely lacking in DPS right before the first boss.

Card Super Synergies

  • skill

    Dualcast

    1

    B-

    Evoke your next Orb 2 times.

  • skill

    Multi-Cast

    X

    B

    Evoke your next Orb X times.

Card Synergies

  • attack

    Barrage

    1

    B-

    Deal 4 damage for each Channeled Orb.

  • attack

    Beam Cell

    0

    B-

    Deal 3 damage and apply 1 Vulnerable.

  • power

    Biased Cognition

    1

    A

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

  • attack

    Bullseye

    1

    C-

    Deal 8 damage.
    Apply 2 Lock-On.

  • power

    Capacitor

    1

    B-

    Gain 2 Orb slots.

  • attack

    Compile Driver

    1

    C+

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

  • skill

    Consume

    2

    C+

    Gain 2 Focus.
    Lose 1 Orb Slot.

  • skill

    Darkness

    1

    D+

    Channel 1 Dark.

  • power

    Defragment

    1

    B+

    Gain 1 Focus.

  • power

    Electrodynamics

    2

    B+

    Lightning now hits ALL enemies.
    Channel 2 Lightning.

  • power

    Loop

    1

    B-

    At the start of your turn, use the passive ability of your next Orb.

  • skill

    Recursion

    1

    C-

    Evoke your next Orb.
    Channel the Orb that was just Evoked.

  • attack

    Ritual Dagger

    1

    C+

    Deal 15 Damage.
    If this kills an enemy, permanently increase this card's damage by 3.
    Exhaust.

  • power

    Sadistic Nature

    0

    B

    Whenever you apply a Debuff to an enemy, they take 5 damage.

  • skill

    Trip

    0

    C+

    Apply 2 Vulnerable.

Relic Synergies

  • Bag of Marbles

    common

    At the start of each combat, apply 1 Vulnerable to ALL enemies.

    A

    A-

    B+

    A

  • Toxic Egg

    uncommon

    Whenever you add a Skill card to your deck, it is Upgraded.

    A-

    A

    A

    A

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Odd Mushroom

    event

    When Vulnerable, take 25% more damage rather than 50%.

    C-

    C-

    C-

    C-

  • Hand Drill

    shop

    Whenever you break an enemy's Block, apply 2 Vulnerable.

    C+

    D+

    D+

    C+

  • Data Disk

    common

    Start each combat with 1 Focus.

    B+

  • Inserter

    boss

    Every 2 turns, gain 1 Orb Slot.

    A

  • Runic Capacitor

    shop

    Start each combat with 3 additional Orb slots.

    B

  • Paper Phrog

    uncommon

    Enemies with Vulnerable take 75% more damage rather than 50%.

    A

  • Champion Belt

    rare

    Whenever you apply Vulnerable, also apply 1 Weak.

    B-

  • Paper Krane

    uncommon

    Enemies with Weak deal 40% less damage rather than 25%.

    A+

Card Antisynergies

  • attack

    Hyperbeam

    2

    B-

    Deal 26 damage to ALL enemies.
    Lose 3 Focus.

  • skill

    Reprogram

    1

    D-

    Lose 1 Focus.
    Gain 1 Strength.
    Gain 1 Dexterity.

Relic Antisynergies

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

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