The best builds, cards, and relics for Dosh in Slay The Spire 2

Once you unlock the last character Spire 2 killedYou will find fault. It's a figure already familiar to fans of the first game, and it's making a comeback in the sequel. Defect fights using unique powers with special effects called Orbs, and you can create useful synergies with them and specific cards.

In this guide, we'll go over everything you need to know when it comes to the best strategies for Defect, what cards you should be looking for, and what the best Relics you can find are. Learn the best builds for Defect in Slay the Spire 2.

Creates the perfect dosha

A bug in the character selection menu in Slay the Spire 2.

You can create a number of builds with The Defect, and while there is a popular one that includes status cards and looks like an imperfect potential, we're going to focus on two builds in this guide: Claw Build and Orbs Build.

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Build Orbs

Dosh has the ability to channel Orbs above himself. These orbs have both a passive and an evoke effect. While the former triggers at the end of each of your turns, the latter needs to be activated by using a card with an Evoke or by channeling a new orb when you have no more space left.

You start with three spaces for your Orbs, but the idea of ​​this build is to expand your repertoire. to do so, You need to get the card capacitorWhich adds two more slots (three if upgraded). This will allow you toYou build your Orbs army And have many buffs and/or pokes.

Slay the Spire 2 The Defect Build Guide (52)

As there are a handful of types of orbs, you can move your orb build in different directions (think of them as sub-builds), but We recommend using electricity. A lot of cheap cards (Zap, Ball Lightning, Lightning Rod) let you channel Lightning Orbs, and then there are those Tesla Coil and Voltaic.

Voltaic lets you channel Lightning Orbs as many times as you've channeled during the current battle. At first, it might not be that useful, since you don't have many Lightning cards. Also, it has a drain, so you use it once, and that's it.

However, as you build your deck using multiple Lightning cards and you upgrade Voltaic (it removes drain), You will be able to channel dozens of OrbsFlaunting everything you already have and some more.

Slay the Spire 2 The Defect Build Guide (54)

Tesla Coil comes into play when you already have multiple Lightning Orbs. It allows you to Trigger all your lightning orbs at a selected targetAnd if you have used Any card that adds capacitors and focuss (increases the number of your Orbs), you're going to hurt that enemy really bad.

The best cards for crafting Orbs

the name

cost

effect

capacitor

1

Gain 2 orb slots.

Voltaic

2

Channel Lightning Orbs the number of times you have channeled during battle. exit

Defragment

1

Earn 1 focus.

Tesla coil

3 Compromise damages. Trigger all lightning orbs against one enemy.

Zap

1

Channel 1 Lightning Orb.

thunder

1

When you generate 1 Lightning Orb, deal 6 damage to each enemy hit.

Ball lightning

1

Deal 7 damage to one enemy, and channel 1 Lightning Orb.

Barrage

1

Deal 5 damage for each orb you have.

The lightning rod

1

Get 4 blocks. In the next two turns, you earn 1 Lightning Orb.

Hotfix

Benefit 2 Focus on this mode.

You have some cards, Like Defragment and Hotfix, which gives you focusWhich increases the damage you do with your electricity. Before using Voltaic or Tesla Coil, you can use these cards to buff your Orbs and deal more damage.

Keep in mind, though, that the hotfix only works for a single mode.

While we haven't included them in our core list, you certainly can There are cards that channel Orbs of other elements. For example, Cold Snap lets you channel a frostWhich will add a block after you finish your turn. Shadow Shield will channel a dark orb And give you 11 blocks.

If you've ever seen a downside to this build, this is it It doesn't have much block powerSo we have to compensate there. Additionally, if you play against creatures that don't allow you to play multiple cards in a row, you may be in trouble.

Best Relic for crafting Orbs

Data disk remains in Slay the Spire 2.

the name

effect

Power cell

You get 2 zero-cost cards from the draw pile in your hand at the start of each battle.

Data disk

Start each battle with 1 focus.

Metronome

You will deal 30 damage to all enemies after channeling 7 Orbs (works once per battle).

Gold plated cable

The first orb on the right triggers its passive twice.

Emotional chip

If you lose HP on your enemy's turn, you will trigger the passive of all your Orbs on your turn.

The bad side of these remains is this You have to unlock them all by playing with this character. But once you do, you'll be able to trigger your Passives more often with the last two, and the build we described goes a little better with Metronome.

Claw construction

Slay the Spire 2 The Defect Build Guide (25)

As you can imagine from the name, Claw Build will focus on usage Claw, a 0-cost card that deals three damage An enemy and Increases the damage of each claw card (including yourself) in your deck.

While the initial damage may seem trivial at first, what interests us is the second part. This is the idea of ​​construction Have as many claw cards as possibleAnd then there are the cards that allow you to Play them several times At the same time.

Since Claw is free to use, you will always be able to play it every time in your hand.

Slay the Spire 2 The Defect Build Guide (21)

For example, if you get All for oneAnd since you've already discarded some claws, you can use the former and get the latter for free, ready to continue dealing damage to the enemy.

guilt There are 0-cost cards that deal damageLike Go for the eyeswhich adds 1 weak, and FTLIf you play less than three cards in the current turn, that lets you draw 1 card.

The best cards for a Claw build

the name

cost

effect

claw

3 Compromise damages. Increase the damage of all claw cards by 2 in this battle.

Go for the eyes

3 Compromise damages. If the enemy wants to attack, apply 1 weak.

FTL

5 Compromise damages. If you played less than 3 cards this turn, draw 1 card.

wild

2

The first time you play a 0-cost attack each turn, return it to your hand.

Momentum strikes

1

Deal 10 damage. Reduce the cost of this card to 0.

A flash of steel

5 Compromise damages. Draw 1 card.

Hologram

1

Get 3 blocks. Put a card from your discard pile into your hand. exit

scrap

1

Deal 7 damage, draw 4 cards, and discard all drawn cards that don't cost 0.

Echo form

3

The first card you play each turn is played twice. Ethereal.

All for one

2

Deal 10 damage. Put all 0-cost cards from your discard pile into your hand.

As explained earlier, Pick up as many Claw Copies as you canAnd start increasing your damage as soon as possible. So, you should build your deck to help you reach said claws.

For example, Hologram lets you keep cards from your discard pile. Your claw with the highest damage is an easy choice. If you already have Claw Copies or other 0-cost cards in your discard pile, you can use All for One.

Upgrade the hologram to remove the exit from it.

We added two powers In construction that can be used together. The echo form is the least importantBut it lets you play any card twice (although it costs 3 energy). wildon the other hand, Lets you play a 0-card twiceSo this is one of our favorites. And if you have both powers together, you'll be able to play a 0-card three times in one turn.

It is important not to have too many (>30) cards in the deck: you should be able to get all the Claw cards you have as quickly as possible.

Perfect Relic for Claw Build

Slay the Spire 2 The Defect Build Guide (22)

the name

effect

Power cell

You get 2 zero-cost cards from the draw pile in your hand at the start of each battle.

Iron Club

For every 4 cards you play, draw one extra.

decorative fan

You only get 4 blocks after playing three attacks in one turn.

in Kusariga

After playing three attacks in one turn, you deal 6 damage to a random enemy.

Pretty self-explanatory, but every remnant that gives you a positive effect after playing a lot of cards is welcome here. With the synergies we have already explained, You will play several cards per turnSo you will activate these relics without any doubt.

Iron Club is a very useful relic, so you get another chance to draw a 0-cost card.

The Power Cell is a rare relicAnd it will be hard to get it in every race, but once you do, you will start every fight earlier A chance to grab a claw and start ramping up your attack.

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