Loop

DefectPowerUncommon
At the start of your turn, trigger the passive ability of your rightmost Orb.
  • Trigger: at the start of your turn, after you draw, the passive of your next orb, the one in the first slot, the one that would be Evoked next, fires 1 extra time, 2 upgraded.
  • Example: with Lightning that is 3 damage to a random enemy, Frost 2 Block, Plasma 1 Energy, Glass 4 to all enemies before it decays, and Dark adds 6 to its stored Evoke.
  • Stacking: copies stack, and nothing happens while you have no orbs.
Character
Type
Power
Rarity
Uncommon
Cost
1 Energy
Target
Yourself
Unlock
TrickedBeat Act 1 with the Defect

When to take Loop

Take it once the deck channels every turn, best of all with Plasma, where it becomes extra Energy every turn and turns a Dark orb into a faster-growing nuke. Upgrade it early.

Cards that synergize with Loop

Fusion
Skill
1
Channel 1 Plasma.
Exhaust.
Fusion and Meteor Strike put Plasma in place.Channel 1 Plasma.
Exhaust.
Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Fusion and Meteor Strike put Plasma in place.Deal 24 damage.
Channel 3 Plasma.
Darkness
Skill
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Darkness and Consuming Shadow set up Dark.Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Consuming Shadow
Power
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Darkness and Consuming Shadow set up Dark.Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Defragment
Power
1
Gain 1 Focus.
Defragment makes each trigger worth more.Gain 1 Focus.
Ice Lance
Attack
3
Deal 19 damage.
Channel 3 Frost.
Ice Lance Channels Orbs for Loop to work withDeal 19 damage.
Channel 3 Frost.
Tempest
Skill
X
Channel X Lightning.
Tempest Channels Orbs for Loop to work withChannel X Lightning.
Glacier
Skill
2
Gain 6 Block.
Channel 2 Frost.
Glacier Channels Orbs for Loop 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 Loop 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 Loop to work withDeal 9 damage twice.
Channel 2 Glass.
Ball Lightning
Attack
1
Deal 7 damage.
Channel 1 Lightning.
Ball Lightning Channels Orbs for Loop to work withDeal 7 damage.
Channel 1 Lightning.
Chaos
Skill
1
Channel 1 random Orb.
Chaos Channels Orbs for Loop to work withChannel 1 random Orb.
Chill
Skill
0
Channel 1 Frost for each enemy.
Exhaust.
Chill Channels Orbs for Loop to work withChannel 1 Frost for each enemy.
Exhaust.
Cold Snap
Attack
1
Deal 6 damage.
Channel 1 Frost.
Cold Snap Channels Orbs for Loop to work withDeal 6 damage.
Channel 1 Frost.
Coolheaded
Skill
1
Channel 1 Frost.
Draw 1 card.
Coolheaded Channels Orbs for Loop to work withChannel 1 Frost.
Draw 1 card.
Glasswork
Skill
1
Gain 5 Block.
Channel 1 Glass.
Glasswork Channels Orbs for Loop to work withGain 5 Block.
Channel 1 Glass.
Null
Attack
2
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Null Channels Orbs for Loop to work withDeal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Rainbow
Skill
2
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Rainbow Channels Orbs for Loop to work withChannel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Shadow Shield
Skill
2
Gain 11 Block.
Channel 1 Dark.
Shadow Shield Channels Orbs for Loop to work withGain 11 Block.
Channel 1 Dark.
Spinner
Power
1
At the start of your turn, Channel 1 Glass.
Spinner Channels Orbs for Loop 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 Loop to work withWhenever you play a Power, Channel 1 Lightning.
Trash to Treasure
Power
1
Whenever you create a Status, Channel 1 random Orb.
Trash to Treasure Channels Orbs for Loop to work withWhenever you create a Status, Channel 1 random Orb.
Voltaic
Skill
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Voltaic Channels Orbs for Loop to work withChannel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Zap
Skill
1
Channel 1 Lightning.
Zap Channels Orbs for Loop to work withChannel 1 Lightning.

Relics that synergize with Loop

Gold-Plated Cables
Gold-Plated Cables adds another passive trigger on the same orb.Your rightmost Orb triggers its passive an additional time.
Emotion Chip
Emotion Chip triggers all orbs after a hit.If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
Metronome
Metronome Channels Orbs for Loop to work withThe first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Infused Core
Infused Core Channels Orbs for Loop to work withAt the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.
Cracked Core
Cracked Core Channels Orbs for Loop to work withAt the start of each combat, Channel 1 Lightning.
Symbiotic Virus
Symbiotic Virus Channels Orbs for Loop to work withAt the start of each combat, Channel 1 Dark.
Permafrost
Permafrost triggers on Powers played, and Loop is oneThe first time you play a Power each combat, gain 7 Block.
Lost Wisp
Lost Wisp triggers on Powers played, and Loop is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Loop 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 Loop is oneWhenever you play a Power, draw 1 card.

Changes by version

  1. 11 Dec 2025ChangeInternal playtest
    Recursion to Loop

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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