Channel

Card effect
Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.

Channeling creates an Orb and places it in your first empty Orb slot.

  • Slots are a fixed row: the Defect starts with 3, the other characters with 0.
  • The first time a character with no slots Channels, the game grants 1 slot so the Orb has somewhere to go. Slots cap at 10.
  • If every slot is full, the Orb that has been out longest, the rightmost one, is Evoked automatically to make room, then the new Orb enters on the left.
  • While an Orb sits in a slot it triggers its passive each turn: Lightning damages random enemies, Frost gives Block, Dark stores damage for its Evoke, Plasma gives Energy, Glass hits all enemies and decays.
  • Losing slots Evokes nothing; the newest Orbs are simply removed.
Named by
4 relics1 potion, 4 powers

Cards with Channel

Named by

Notes

Zap is the starter (Channel 1 Lightning) and Dualcast the starter Evoke. Channel sources: Ball Lightning, Cold Snap, Coolheaded, Glacier, Darkness, Chaos, Rainbow, Chill (1 Frost per enemy), Storm (per Power played), Spinner (Glass each turn), Trash to Treasure (per Status created), Consuming Shadow (2 Dark). Slot-hungry plays like Meteor Strike (3 Plasma), Ice Lance (3 Frost) and Tempest (X Lightning) rely on the auto-Evoke to cash Orbs out.

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