
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.

Modded+
Skill
0
Gain 1 Orb Slot.
Draw 2 cards. Increase this card's cost by 1.
Draw 2 cards. Increase this card's cost by 1.
Modded
DefectSkillRare
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 1 card. Increase this card's cost by 1.
Gain 1 Orb Slot.
Draw 2 cards. Increase this card's cost by 1.
Draw 2 cards. Increase this card's cost by 1.
For 0 Energy you gain 1 Orb Slot and draw 1 card (2 upgraded), and then the card's own cost rises by 1 for the rest of the combat, so the second play costs 1, the third 2, and so on. The slot is permanent for the fight.
When to take Modded
Take it when the deck channels more orbs than it can hold, like Tempest or three Plasma from Meteor Strike. The first play is free value every fight, and the second is still fair.
Cards that synergize with Modded

Tempest
Skill
X
Channel X Lightning.
TempestTempest and Voltaic fill every slot you add.Channel X Lightning.

Voltaic
Skill
3
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Exhaust.
VoltaicTempest and Voltaic fill every slot you add.Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Exhaust.

Coolant
Power
1
At the start of your turn, gain 2 Block for each unique Orb you have.
CoolantCoolant gives Block per unique orb at turn start.At the start of your turn, gain 2 Block for each unique Orb you have.

Barrage
Attack
1
Deal 5 damage for each Channeled Orb.
BarrageBarrage deals 5 per orb held.Deal 5 damage for each Channeled Orb.

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 Evokes from the far end so the slots keep turning.Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the end of your turn, Evoke your leftmost Orb.

Hologram
Skill
1
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Put a card from your Discard Pile into your Hand.
Exhaust.
HologramHologram brings it back for a second slot.Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Put a card from your Discard Pile into your Hand.
Exhaust.

Ice Lance
Attack
3
Deal 19 damage.
Channel 3 Frost.
Channel 3 Frost.
Ice LanceIce Lance Channels Orbs for Modded to work withDeal 19 damage.
Channel 3 Frost.
Channel 3 Frost.

Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Channel 3 Plasma.
Meteor StrikeMeteor Strike Channels Orbs for Modded to work withDeal 24 damage.
Channel 3 Plasma.
Channel 3 Plasma.

Glacier
Skill
2
Gain 6 Block.
Channel 2 Frost.
Channel 2 Frost.
GlacierGlacier Channels Orbs for Modded to work withGain 6 Block.
Channel 2 Frost.
Channel 2 Frost.

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 RodLightning Rod Channels Orbs for Modded to work withGain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.

Refract
Attack
3
Deal 9 damage twice.
Channel 2 Glass.
Channel 2 Glass.
RefractRefract Channels Orbs for Modded to work withDeal 9 damage twice.
Channel 2 Glass.
Channel 2 Glass.

Ball Lightning
Attack
1
Deal 7 damage.
Channel 1 Lightning.
Channel 1 Lightning.
Ball LightningBall Lightning Channels Orbs for Modded to work withDeal 7 damage.
Channel 1 Lightning.
Channel 1 Lightning.

Chaos
Skill
1
Channel 1 random Orb.
ChaosChaos Channels Orbs for Modded to work withChannel 1 random Orb.

Chill
Skill
0
Channel 1 Frost for each enemy.
Exhaust.
Exhaust.
ChillChill Channels Orbs for Modded to work withChannel 1 Frost for each enemy.
Exhaust.
Exhaust.

Cold Snap
Attack
1
Deal 6 damage.
Channel 1 Frost.
Channel 1 Frost.
Cold SnapCold Snap Channels Orbs for Modded to work withDeal 6 damage.
Channel 1 Frost.
Channel 1 Frost.

Coolheaded
Skill
1
Channel 1 Frost.
Draw 1 card.
Draw 1 card.
CoolheadedCoolheaded Channels Orbs for Modded to work withChannel 1 Frost.
Draw 1 card.
Draw 1 card.

Darkness
Skill
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Trigger the passive ability of all Dark Orbs.
DarknessDarkness Channels Orbs for Modded to work withChannel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Trigger the passive ability of all Dark Orbs.

Fusion
Skill
1
Channel 1 Plasma.
Exhaust.
Exhaust.
FusionFusion Channels Orbs for Modded to work withChannel 1 Plasma.
Exhaust.
Exhaust.

Glasswork
Skill
1
Gain 5 Block.
Channel 1 Glass.
Channel 1 Glass.
GlassworkGlasswork Channels Orbs for Modded to work withGain 5 Block.
Channel 1 Glass.
Channel 1 Glass.

Null
Attack
2
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Apply 2 Weak.
Channel 1 Dark.
NullNull Channels Orbs for Modded to work withDeal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Apply 2 Weak.
Channel 1 Dark.

Rainbow
Skill
2
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
RainbowRainbow Channels Orbs for Modded to work withChannel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.

Shadow Shield
Skill
2
Gain 11 Block.
Channel 1 Dark.
Channel 1 Dark.
Shadow ShieldShadow Shield Channels Orbs for Modded to work withGain 11 Block.
Channel 1 Dark.
Channel 1 Dark.

Spinner
Power
1
At the start of your turn, Channel 1 Glass.
SpinnerSpinner Channels Orbs for Modded to work withAt the start of your turn, Channel 1 Glass.

Storm
Power
1
Whenever you play a Power, Channel 1 Lightning.
StormStorm Channels Orbs for Modded to work withWhenever you play a Power, Channel 1 Lightning.
Relics that synergize with Modded
MetronomeMetronomeMetronome Channels Orbs for Modded to work withThe first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.
Infused CoreInfused CoreInfused Core Channels Orbs for Modded to work withAt the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.
Cracked CoreCracked CoreCracked Core Channels Orbs for Modded to work withAt the start of each combat, Channel 1 Lightning.
Symbiotic VirusSymbiotic VirusSymbiotic Virus Channels Orbs for Modded to work withAt the start of each combat, Channel 1 Dark.
Power CellPower CellPower Cell looks for 0 Energy cards, and Modded is oneAt the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
Cloak ClaspCloak ClaspCloak Clasp wants a full hand, which Modded drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Modded drawsRetain your Hand on the first turn of combat.
Tuning ForkTuning ForkTuning Fork counts the Skills you play, and Modded is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter OpenerLetter OpenerLetter Opener counts the Skills you play, and Modded is a free oneEvery time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Rainbow RingRainbow RingRainbow Ring counts the Skills you play, and Modded is a free oneThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Razor ToothRazor ToothRazor Tooth counts the Skills you play, and Modded is a free oneEvery time you play an Attack or Skill, Upgrade it for the remainder of combat.
Iron ClubIron ClubIron Club rewards playing many cards, and Modded is freeEvery 4 cards you play, draw 1 card.
Rules and timing
Each play raises its own cost by 1 for the rest of the combat.
Changes by version
- Added portrait art
- Now also draws 1 card and upgrade changed from adding Innate to +1 card draw
- Added beta portrait art
All 4 patch notes1 older
- 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.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.












