Version

Lightning Rod

DefectSkillCommon
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
  • 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.
Character
Type
Skill
Rarity
Common
Cost
1 Energy
Target
Yourself

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.
Thunder 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.
Tesla Coil fires every Lightning at one target.Deal 3 damage.
Trigger all Lightning against the enemy.
Voltaic
Skill
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Voltaic counts the two channels.Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Defragment
Power
1
Gain 1 Focus.
Defragment raises both orb values.Gain 1 Focus.
Capacitor
Power
1
Gain 2 Orb Slots.
Capacitor gives the orbs somewhere to sit.Gain 2 Orb Slots.
Barrage
Attack
1
Deal 5 damage for each Channeled Orb.
Barrage 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.
Darkness works with the Orbs Lightning Rod ChannelsChannel 1 Dark.
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.
Hailstorm 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.
Shatter works with the Orbs Lightning Rod ChannelsDeal 7 damage to ALL enemies.
Evoke all of your Orbs twice.
Biased Cognition
Power
1
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Biased Cognition works with the Orbs Lightning Rod ChannelsGain 4 Focus.
At the start of your turn, lose 1 Focus.
Quadcast
Skill
1
Evoke your rightmost Orb 4 times.
Quadcast works with the Orbs Lightning Rod ChannelsEvoke your rightmost Orb 4 times.
Multi-Cast
Skill
X
Evoke your rightmost Orb X times.
Multi-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.
Coolant 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.
Hotfix works with the Orbs Lightning Rod ChannelsGain 2 Focus this turn.
Exhaust.
Synchronize
Skill
1
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Synchronize works with the Orbs Lightning Rod ChannelsGain 2 Focus this turn for each unique Orb you have.
Exhaust.
Compile Driver
Attack
1
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Compile Driver works with the Orbs Lightning Rod ChannelsDeal 7 damage.
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.
Consuming Shadow works with the Orbs Lightning Rod ChannelsChannel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Dualcast
Skill
1
Evoke your rightmost Orb twice.
Dualcast works with the Orbs Lightning Rod ChannelsEvoke your rightmost Orb twice.
Focused Strike
Attack
1
Deal 9 damage.
Gain 1 Focus this turn.
Focused Strike works with the Orbs Lightning Rod ChannelsDeal 9 damage.
Gain 1 Focus this turn.
Loop
Power
1
At the start of your turn, trigger the passive ability of your rightmost Orb.
Loop 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.
Modded works with the Orbs Lightning Rod ChannelsGain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Hibernate
Skill
2
This turn, your Frost grants ALL allies Block.
Channel 2 Frost.
Hibernate works with the Orbs Lightning Rod ChannelsThis turn, your Frost grants ALL allies Block.
Channel 2 Frost.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon 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.
Entrench makes Block count for more, and Lightning Rod gains itDouble your Block.

Relics that synergize with Lightning Rod

Emotion Chip
Emotion 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.
Metronome
Metronome works with the Orbs Lightning Rod ChannelsThe first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Runic Capacitor
Runic Capacitor works with the Orbs Lightning Rod ChannelsStart each combat with 3 additional Orb Slots.
Data Disk
Data Disk works with the Orbs Lightning Rod ChannelsStart each combat with 1 Focus.
Infused Core
Infused Core works with the Orbs Lightning Rod ChannelsAt the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.
Parrying Shield
Parrying 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 Clamp
Sturdy Clamp makes Block count for more, and Lightning Rod gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Lightning Rod gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace 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

  1. 19 Feb 2026Bug fixInternal playtest
    When Lightning Rod card evokes Plasma Orb, its energy gain is no longer lost to the start-of-turn energy reset
  2. 5 Feb 2026ArtInternal playtest
    Added portrait art
  3. 18 Dec 2025Bug fixInternal playtest
    Lightning Rod no longer loses evoked Frost Orb block at start of turn
All 11 patch notes8 older
  1. 11 Dec 2025Bug fixInternal playtest
    If Lightning Rod card is enchanted with Imbued, it no longer channels 1 Lightning Orb at the start of your first turn
  2. 13 Nov 2025Turns channeled12Block6(9)4(7)Internal playtest
    Turns channeled increased from 1 to 2 and Block decreased from 6 to 4 (upgraded 9 to 7)
  3. 16 Oct 2025Bug fixInternal playtest
    Fixed wording on Lightning Rod card
  4. 4 Sep 2025Turns affected21Internal playtest
    Turns affected decreased from 2 to 1
  5. 21 Aug 2025TextInternal playtest
    Updated wording
  6. 14 Aug 2025ChangeInternal playtest
    Upgrade changed from +1 Block and +1 turn to +3 Block
  7. 7 Aug 2025ArtInternal playtest
    Added beta portrait art
  8. 17 Jul 2025AddedInternal playtest
    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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