
Lightning Rod
Skill
1
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.

Lightning Rod+
Skill
1
Gain 7 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.
Version

Lightning Rod
Skill
1
Gain 6 Block.
At the start of the next 1 turns, Channel 1 Lightning.
At the start of the next 1 turns, Channel 1 Lightning.

Lightning Rod+
Skill
1
Gain 9 Block.
At the start of the next 1 turns, Channel 1 Lightning.
At the start of the next 1 turns, Channel 1 Lightning.

Lightning Rod
Skill
1
Gain 6 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.

Lightning Rod+
Skill
1
Gain 9 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.
Lightning Rod
DefectSkillCommon
You are viewing an old version of this card
Effect: you gain 4 Block, 7 upgraded, then a 2-stack power.
Trigger: at the start of each of your next 2 turns, right after your Energy resets, you Channel 1 Lightning and the counter drops by 1.
Passive: Lightning deals 3 to a random enemy when its passive fires at end of turn and 8 when Evoked.
Timing: the code fires the channel after the Energy reset on purpose, so a Plasma orb pushed out to make room still pays its Energy into the new turn.
When to take Lightning Rod
Fine Act 1 filler for a Lightning deck, giving a little Block now and two orbs later for 1 Energy. Play it turn 1 so both channels land, and upgrade it if it stays in the deck.
Cards that synergize with Lightning Rod

Thunder
Power
1
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
ThunderThunder adds 6 whenever the Lightning is Evoked.Whenever you Evoke Lightning, deal 6 damage to each enemy hit.

Tesla Coil
Attack
0
Deal 3 damage.
Trigger all Lightning against the enemy.
Trigger all Lightning against the enemy.
Tesla CoilTesla Coil fires every Lightning at one target.Deal 3 damage.
Trigger all Lightning against the enemy.
Trigger all Lightning against the enemy.

Voltaic
Skill
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Exhaust.
VoltaicVoltaic counts the two channels.Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Exhaust.

Defragment
Power
1
Gain 1 Focus.
DefragmentDefragment raises both orb values.Gain 1 Focus.

Capacitor
Power
1
Gain 2 Orb Slots.
CapacitorCapacitor gives the orbs somewhere to sit.Gain 2 Orb Slots.

Barrage
Attack
1
Deal 5 damage for each Channeled Orb.
BarrageBarrage works with the Orbs Lightning Rod ChannelsDeal 5 damage for each Channeled Orb.

Darkness
Skill
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Trigger the passive ability of all Dark Orbs.
DarknessDarkness works with the Orbs Lightning Rod ChannelsChannel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Trigger the passive ability of all Dark Orbs.

Hailstorm
Power
1
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
HailstormHailstorm works with the Orbs Lightning Rod ChannelsAt the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

Shatter
Attack
1
Deal 7 damage to ALL enemies.
Evoke all of your Orbs twice.
Evoke all of your Orbs twice.
ShatterShatter works with the Orbs Lightning Rod ChannelsDeal 7 damage to ALL enemies.
Evoke all of your Orbs twice.
Evoke all of your Orbs twice.

Biased Cognition
Power
1
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
At the start of your turn, lose 1 Focus.
Biased CognitionBiased Cognition works with the Orbs Lightning Rod ChannelsGain 4 Focus.
At the start of your turn, lose 1 Focus.
At the start of your turn, lose 1 Focus.

Quadcast
Skill
1
Evoke your rightmost Orb 4 times.
QuadcastQuadcast works with the Orbs Lightning Rod ChannelsEvoke your rightmost Orb 4 times.

Multi-Cast
Skill
X
Evoke your rightmost Orb X times.
Multi-CastMulti-Cast works with the Orbs Lightning Rod ChannelsEvoke your rightmost Orb X times.

Coolant
Power
1
At the start of your turn, gain 2 Block for each unique Orb you have.
CoolantCoolant works with the Orbs Lightning Rod ChannelsAt the start of your turn, gain 2 Block for each unique Orb you have.

Hotfix
Skill
0
Gain 2 Focus this turn.
Exhaust.
Exhaust.
HotfixHotfix works with the Orbs Lightning Rod ChannelsGain 2 Focus this turn.
Exhaust.
Exhaust.

Synchronize
Skill
1
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Exhaust.
SynchronizeSynchronize works with the Orbs Lightning Rod ChannelsGain 2 Focus this turn for each unique Orb you have.
Exhaust.
Exhaust.

Compile Driver
Attack
1
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Draw 1 card for each unique Orb you have.
Compile DriverCompile Driver works with the Orbs Lightning Rod ChannelsDeal 7 damage.
Draw 1 card for each unique Orb you have.
Draw 1 card for each unique Orb you have.

Consuming Shadow
Power
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the end of your turn, Evoke your leftmost Orb.
Consuming ShadowConsuming Shadow works with the Orbs Lightning Rod ChannelsChannel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the end of your turn, Evoke your leftmost Orb.

Dualcast
Skill
1
Evoke your rightmost Orb twice.
DualcastDualcast works with the Orbs Lightning Rod ChannelsEvoke your rightmost Orb twice.

Focused Strike
Attack
1
Deal 9 damage.
Gain 1 Focus this turn.
Gain 1 Focus this turn.
Focused StrikeFocused Strike works with the Orbs Lightning Rod ChannelsDeal 9 damage.
Gain 1 Focus this turn.
Gain 1 Focus this turn.

Loop
Power
1
At the start of your turn, trigger the passive ability of your rightmost Orb.
LoopLoop works with the Orbs Lightning Rod ChannelsAt the start of your turn, trigger the passive ability of your rightmost Orb.

Modded
Skill
0
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 1 card. Increase this card's cost by 1.
ModdedModded works with the Orbs Lightning Rod ChannelsGain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 1 card. Increase this card's cost by 1.

Hibernate
Skill
2
This turn, your Frost grants ALL allies Block.
Channel 2 Frost.
Channel 2 Frost.
HibernateHibernate works with the Orbs Lightning Rod ChannelsThis turn, your Frost grants ALL allies Block.
Channel 2 Frost.
Channel 2 Frost.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Lightning Rod gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Lightning Rod gains itDouble your Block.
Relics that synergize with Lightning Rod
Emotion ChipEmotion ChipEmotion Chip works with the Orbs Lightning Rod ChannelsIf you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
MetronomeMetronomeMetronome works with the Orbs Lightning Rod ChannelsThe first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Runic CapacitorRunic CapacitorRunic Capacitor works with the Orbs Lightning Rod ChannelsStart each combat with 3 additional Orb Slots.
Data DiskData DiskData Disk works with the Orbs Lightning Rod ChannelsStart each combat with 1 Focus.
Infused CoreInfused CoreInfused Core works with the Orbs Lightning Rod ChannelsAt the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Lightning Rod gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Lightning Rod gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Lightning Rod gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Lightning Rod gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- When Lightning Rod card evokes Plasma Orb, its energy gain is no longer lost to the start-of-turn energy reset
- Added portrait art
- Lightning Rod no longer loses evoked Frost Orb block at start of turn
All 11 patch notes8 older
- If Lightning Rod card is enchanted with Imbued, it no longer channels 1 Lightning Orb at the start of your first turn
- Turns channeled increased from 1 to 2 and Block decreased from 6 to 4 (upgraded 9 to 7)
- Fixed wording on Lightning Rod card
- Turns affected decreased from 2 to 1
- Updated wording
- Upgrade changed from +1 Block and +1 turn to +3 Block
- Added beta portrait art
- Added to the game
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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