Echo Form
Rare · Power
Navegreed · 0.106.1 · 1:15 ↗
Universally strong (or just game winning enough in specific spots)His strongest Defect card: universal boss scaling that needs no upgrade and is easy to support in the game's slower fights.
Guides Defect
Source-specific rankings, notes, and card-by-card video timestamps.
Rare · Power
His strongest Defect card: universal boss scaling that needs no upgrade and is easy to support in the game's slower fights.
Rare · Attack
The double-evoke buff makes this an exceptional payoff for Dark, Glass, and Lightning Orbs, often ending fights outright.
Rare · Power
Permanent Focus is among the strongest scaling available, though the upgrade is important enough to create real campfire pressure.
Uncommon · Skill
A nearly universal one-card block solution that efficiently fills Orb slots and remains reusable without an upgrade.
Uncommon · Skill
Premium front-loaded Frost that fits almost every deck and can solve dangerous multi-enemy openings by itself.
Uncommon · Attack
An enormous damage-and-defense package: Weak buys time while its Dark Orb grows into a fight-ending payoff.
Common · Attack
One of the easiest commons to take repeatedly; Frost is excellent early and it naturally enables Hailstorm.
Uncommon · Skill
The built-in passive trigger makes Dark strategies accelerate quickly, especially alongside Null, Shadow Shield, and Shatter.
Uncommon · Power
Defect's best damage Power: one Frost Orb turns it into consistent hallway and boss damage while the deck focuses on blocking.
Rare · Attack
Effectively three Cold Snaps in one card, providing dense damage and Frost that scales well with Defect's burst energy.
Uncommon · Skill
An acceptable block card and Status enabler that rises to the top because it is a one-card Aeonglass solution.
Uncommon · Power
Defect's best energy engine, turning its naturally Power-heavy decks into smooth draw-and-energy engines after an important upgrade.
Rare · Power
Reliable passive draw that supports temporary Focus decks and is slow enough to pay off in every current boss fight.
Rare · Power
A run-winning build-around: once upgraded to Innate, every created Status produces substantial random Orb output.
Rare · Skill
It grows into an Apparition-sized block surprisingly quickly and becomes a dependable answer to a dangerous turn.
Uncommon · Skill
Excellent turn-one protection that saves HP without bloating later draws, with few current fights punishing its Innate timing.
Rare · Power
Stops several game-defining large hits and is generically strong enough that even its upgrade can justify Defect's scarce campfire time.
Uncommon · Skill
Exceptional draw with extensive Status synergies, but actively awkward in slow, compact Frost decks that repeatedly reshuffle.
Common · Skill
Wonderful Frost and draw for many engines, but inefficient in fast Status decks and less dense than Defect's premium Frost cards.
Rare · Power
Excellent passive block in slower multi-Orb decks, but effectively does nothing when a fast engine intends to win immediately.
Uncommon · Skill
The best temporary Focus card and outstanding when that plan matters, but some established engines avoid temporary Focus entirely.
Uncommon · Skill
A strong early block-and-Dark package that becomes unnecessary once a deck has already solved both damage and defense.
Rare · Skill
Excellent when extra Orb slots matter; otherwise its repeated, increasingly expensive redraw becomes a meaningful liability.
Ancient · Power
A massive short-term Focus spike whose downside rarely matters in the damage-Orb decks that want it.
Rare · Skill
Defect's strongest burst-energy option after Subroutine, provided the deck has enough draw and retrieval to spend it productively.
Common · Attack
A premium common multi-hit that can carry early damage and scale with Orb slots, Strength, relics, and enchantments.
Common · Skill
A dependable early block common whose delayed energy remains useful without requiring any Status payoff.
Common · Skill
A powerful engine and combo enabler, though early draw order and its important Exhaust-removing upgrade can be awkward.
Uncommon · Skill
Dense block with enormous Status payoff potential, especially for Flak Cannon, Trash to Treasure, or Compact plus Iteration.
Common · Skill
Strong temporary Focus when upgraded or supported by abundant draw, but a dead card in decks that do not need that scaling.
Rare · Attack
A less consistent Status payoff than Trash to Treasure, but its ability to trivialize Aeonglass makes it highly valuable on this patch.
Common · Attack
A strong early damage common that opens temporary-Focus lines, especially after its high-value upgrade or with Strike Dummy.
Uncommon · Power
Permanent Focus is rarer, but Dark Orbs are powerful enough that repeating the rightmost Orb still provides excellent scaling.
Uncommon · Power
A strong Barrage and multi-Orb enabler that naturally fits Subroutine decks, but some fast or Status-heavy decks ignore Orb slots.
Common · Attack
Common, efficient draw that fits most engines and becomes especially productive when multiple Orb types are present.
Uncommon · Attack
The until-played cost reduction makes this reliable free damage in any deck creating Status cards, especially when upgraded.
Common · Skill
Flexible energy for draw-heavy engines with the added benefit that its Void activates Defect's new Status payoffs.
Rare · Skill
Energy-hungry but powerful enough as a Dark Orb payoff to justify building draw and energy around it.
Common · Attack
Weak remains excellent, but Null outclasses it and its low-density output can fall off quickly or miss enemy attack turns.
Uncommon · Power
Primarily a strong two-card engine with Compact, ensuring Status cards are drawn and converted cleanly after reshuffling.
Rare · Attack
Better supported than before by Boost Away, TURBO, Overclock, Chill+, and Hotfix, though it still needs the right zero-cost pool.
Common · Skill
Broken once Status payoffs exist and weak without them; Charge Battery is the safer speculative block common.
Uncommon · Attack
A valuable early AoE solve whose multi-hit and Glass Orbs exploit enchantments and dangerous multi-enemy matchups.
Uncommon · Skill
Outstanding combo-enabling draw once energy exists, but too energy-dense to add before the deck can support it.
Uncommon · Skill
A solid early block-and-AoE card that adds Glass for Compile Driver and Coolant, but lacks the ceiling of premium options.
Uncommon · Power
A major early boost to Strikes and Defends that can anchor a non-Orb plan, though it becomes harder to add later.
Uncommon · Attack
Usually free output, but card-count relics, Aeonglass, and occasional draw-condition failures keep it from being an automatic addition.
Uncommon · Skill
The one-cost Exhaust rework makes Plasma easy to add and much stronger, though the placement remains relatively untested.
Ancient · Skill
An exceptional Dark Orb payoff in the decks built for it, but usually inferior to other Ancient choices without Dark support.
Rare · Skill
Provides useful Frost and Dark access, but two energy is inefficient now that better dedicated Orb cards exist.
Rare · Power
Awkward generic Dark access, yet an explosive fast damage engine when paired with Shatter.
Rare · Power
Random Powers are unreliable, but Subroutine can turn Creative AI into a bizarre and genuinely strong energy-and-scaling engine.
Uncommon · Skill
A flexible delayed-energy card with useful curse and hand-clog cleanup, but it needs draw and a real energy payoff.
Rare · Skill
Extremely strong with a worthwhile scaling Power, but both its target requirement and valuable upgrade make it situational.
Rare · Power
A serviceable persistent AoE solve whose Rare timing is often too late compared with Hailstorm, Refract, or Glasswork.
Rare · Attack
Powerful only after both a five-energy enabler and a reason to exploit the resulting Plasma engine already exist.
Uncommon · Power
Excellent AoE inside a developed Status flowchart and essentially unpickable everywhere else.
Uncommon · Attack
A strong early fight and AoE solution that does not contribute to Defect's late-game engine and is punished by more matchups.
Rare · Skill
Free draw with growing downsides from curses, large opening hands, and slower fights where reshuffling early is undesirable.
Uncommon · Power
Substantial damage with repeated Lightning evokes, but those payoffs usually require other niche Lightning cards first.
Common · Skill
A solid early common and Lightning entry point that falls off sharply as soon as a real engine appears.
Uncommon · Attack
The buff makes it acceptable early damage with occasional free-Power upside, though Navegreed remains uncertain about it.
Rare · Attack
An early damage solution trapped in the Rare pool; it arrives too late and cannot solve meaningful late-game damage.
Common · Attack
Perfectly serviceable early damage, but comprehensively outclassed by Defect's unfairer common and uncommon options.
Uncommon · Skill
The weakest energy option unless upgraded, supported by Ice Cream, or used with four base Energy.
Common · Attack
Usually a worse Barrage that adds a Slimed, though multi-hit enchantment scaling can justify an emergency early copy.
Common · Skill
Definitionally fair block: useful when an early Underdocks deck lacks better defense and unexciting everywhere else.
Common · Attack
A fair common AoE fallback when the deck must solve multi-enemy fights before finding stronger uncommon options.
Common · Attack
Mediocre but functional early damage that enters only when the deck is desperate for a basic attack.
Rare · Attack
A multi-hit engine payoff with too many moving parts and too little utility for a Rare card.
Uncommon · Power
Can become a full damage solution with Claw or other zero-cost attacks, but badly wants an upgrade and existing support.
Common · Attack
Acceptable multi-hit damage whose random replay becomes worthwhile only after removing Strikes or assembling unusual support.
Uncommon · Attack
Can explode in zero-cost decks, but often discards crucial Defragment or Echo Form setup cards.
Uncommon · Power
Power-heavy Lightning decks can make it excellent, but Lightning often pushes out Defect's stronger Orb types.
Uncommon · Attack
The upgraded card deals real damage, but spending a scarce Defect upgrade on an Attack requires a narrow situation.
Common · Attack
Only attractive when a physical-damage deck or a large enchanted multi-hit specifically needs Vulnerable.
Uncommon · Skill
Needs Game Piece, Mummified Hand, an upgrade, or abundant draw before its random Power is worth the slot.
Uncommon · Skill
Almost never worth taking outside a dedicated Lightning payoff such as Voltaic or an early Metronome.
Common · Attack
Best Defect card for every deck
Uncommon · Skill
A poor unupgraded card that becomes acceptable only when it arrives upgraded or no better upgrade target exists.
Rare · Skill
Far too expensive and setup-dependent outside multiplayer, despite eventually scaling in a dedicated Lightning deck.
Rare · Attack
A begrudging emergency AoE Rare whose Focus loss clashes with nearly every normal Defect strategy.
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