Coolant

DefectPowerRare
At the start of your turn, gain 2 Block for each unique Orb you have.

At the start of each of your turns it counts the distinct Orb types in your queue and gives 2 Block per type (3 upgraded): two Frost and a Dark is 4 Block, 6 upgraded. The Block is flat, so Dexterity and Frail do not change it. It stacks; a second copy doubles the rate. An empty queue gives nothing.

Character
Type
Power
Rarity
Rare
Cost
1 Energy
Target
Yourself

When to take Coolant

Worth a Rare pick only in variety decks like Chaos or a Frost, Lightning and Dark mix with Capacitor. At three Orb types it wins long Act 2 and 3 fights, but skip it in a one-Orb deck.

Cards that synergize with Coolant

Rainbow
Skill
2
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Rainbow sets up three types in one card.Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Chaos
Skill
1
Channel 1 random Orb.
Chaos and Trash to Treasure add random Orbs, often new types.Channel 1 random Orb.
Trash to Treasure
Power
1
Whenever you create a Status, Channel 1 random Orb.
Chaos and Trash to Treasure add random Orbs, often new types.Whenever you create a Status, Channel 1 random Orb.
Fusion
Skill
1
Channel 1 Plasma.
Exhaust.
Fusion adds Plasma, a type nothing else provides cheaply.Channel 1 Plasma.
Exhaust.
Glasswork
Skill
1
Gain 5 Block.
Channel 1 Glass.
Glasswork adds Glass.Gain 5 Block.
Channel 1 Glass.
Compile Driver
Attack
1
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Compile Driver rewards the same mixed queue with draw.Deal 7 damage.
Draw 1 card for each unique Orb you have.
Ice Lance
Attack
3
Deal 19 damage.
Channel 3 Frost.
Ice Lance Channels Orbs for Coolant to work withDeal 19 damage.
Channel 3 Frost.
Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Meteor Strike Channels Orbs for Coolant to work withDeal 24 damage.
Channel 3 Plasma.
Tempest
Skill
X
Channel X Lightning.
Tempest Channels Orbs for Coolant to work withChannel X Lightning.
Consuming Shadow
Power
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Consuming Shadow Channels Orbs for Coolant to work withChannel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Glacier
Skill
2
Gain 6 Block.
Channel 2 Frost.
Glacier Channels Orbs for Coolant to work withGain 6 Block.
Channel 2 Frost.
Lightning Rod
Skill
1
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Lightning Rod Channels Orbs for Coolant to work withGain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Refract
Attack
3
Deal 9 damage twice.
Channel 2 Glass.
Refract Channels Orbs for Coolant to work withDeal 9 damage twice.
Channel 2 Glass.
Ball Lightning
Attack
1
Deal 7 damage.
Channel 1 Lightning.
Ball Lightning Channels Orbs for Coolant to work withDeal 7 damage.
Channel 1 Lightning.
Chill
Skill
0
Channel 1 Frost for each enemy.
Exhaust.
Chill Channels Orbs for Coolant to work withChannel 1 Frost for each enemy.
Exhaust.
Cold Snap
Attack
1
Deal 6 damage.
Channel 1 Frost.
Cold Snap Channels Orbs for Coolant to work withDeal 6 damage.
Channel 1 Frost.
Coolheaded
Skill
1
Channel 1 Frost.
Draw 1 card.
Coolheaded Channels Orbs for Coolant to work withChannel 1 Frost.
Draw 1 card.
Darkness
Skill
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Darkness Channels Orbs for Coolant to work withChannel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Null
Attack
2
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Null Channels Orbs for Coolant to work withDeal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Shadow Shield
Skill
2
Gain 11 Block.
Channel 1 Dark.
Shadow Shield Channels Orbs for Coolant to work withGain 11 Block.
Channel 1 Dark.
Spinner
Power
1
At the start of your turn, Channel 1 Glass.
Spinner Channels Orbs for Coolant to work withAt the start of your turn, Channel 1 Glass.
Storm
Power
1
Whenever you play a Power, Channel 1 Lightning.
Storm Channels Orbs for Coolant to work withWhenever you play a Power, Channel 1 Lightning.
Voltaic
Skill
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Voltaic Channels Orbs for Coolant to work withChannel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Zap
Skill
1
Channel 1 Lightning.
Zap Channels Orbs for Coolant to work withChannel 1 Lightning.

Relics that synergize with Coolant

Metronome
Metronome Channels Orbs for Coolant to work withThe first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Infused Core
Infused Core Channels Orbs for Coolant to work withAt the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.
Cracked Core
Cracked Core Channels Orbs for Coolant to work withAt the start of each combat, Channel 1 Lightning.
Symbiotic Virus
Symbiotic Virus Channels Orbs for Coolant to work withAt the start of each combat, Channel 1 Dark.
Permafrost
Permafrost triggers on Powers played, and Coolant is oneThe first time you play a Power each combat, gain 7 Block.
Lost Wisp
Lost Wisp triggers on Powers played, and Coolant is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Coolant is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game Piece
Game Piece triggers on Powers played, and Coolant is oneWhenever you play a Power, draw 1 card.

Changes by version

  1. 20 Nov 2025ReworkInternal playtest
    Reworked the card

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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