Defect Build
💥 Overcharge Detonation
Flood every orb slot, then Evoke the whole board at once
Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Upgraded: Deal 15 damage to ALL enemies. Evoke all of your Orbs.

Win condition: Maximize the number of orbs Channeled, then convert them all at once: Barrage scales damage by orb count, Shatter Evokes everything, and Quadcast/Multi-Cast empty your rightmost orb repeatedly for one giant burst turn.
- A-Tier
- Tier
- Advanced
- Difficulty
- 10
- Core cards
- Explosive combo finisher
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
Deal 5 damage for each Channeled Orb.
Upgraded: Deal 7 damage for each Channeled Orb.

Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Upgraded: Deal 15 damage to ALL enemies. Evoke all of your Orbs.

Evoke your rightmost Orb 4 times.
Upgraded: Cost changes from 1 to 0

Evoke your rightmost Orb X times.
Upgraded: Evoke your rightmost Orb X+1 times.

Evoke your rightmost Orb twice.
Upgraded: Cost changes from 1 to 0

Channel 1 random Orb.
Upgraded: Channel 2 random Orbs.

Channel 1 Plasma.
Upgraded: Cost changes from 2 to 1

Gain 2 Orb Slots.
Upgraded: Gain 3 Orb Slots.

Channel X Lightning.
Upgraded: Channel X+1 Lightning.

Deal 7 damage. Draw 1 card for each unique Orb you have.
Upgraded: Deal 10 damage. Draw 1 card for each unique Orb you have.

Flex picks
Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Upgraded: Gain 1 Orb Slot. Draw 2 cards. Increase this card's cost by 1.

Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.
Upgraded: Shuffle ALL your cards into your Draw Pile. Draw 6 cards. Exhaust.

Channel 1 Lightning.
Upgraded: Cost changes from 1 to 0

Deal 6 damage. Channel 1 Frost.
Upgraded: Deal 9 damage. Channel 1 Frost.

Deal 7 damage. Channel 1 Lightning.
Upgraded: Deal 10 damage. Channel 1 Lightning.

Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust.
Upgraded: Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.

Deal 3 damage. Trigger all Lightning against the enemy.
Upgraded: Deal 6 damage. Trigger all Lightning against the enemy.

Draw 3 cards.
Upgraded: Draw 4 cards.

Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Upgraded: Whenever you Evoke Lightning, deal 8 damage to each enemy hit.

At the start of your turn, trigger the passive ability of your rightmost Orb.
Upgraded: At the start of your turn, trigger the passive ability of your rightmost 2 times.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
Runic CapacitorCoreThree extra slots is the single biggest multiplier for Barrage and Shatter.
Infused CoreStrongThree free Lightning each combat is a head start on filling the board.
Cracked CoreStrongA free orb every fight speeds the windup.
MetronomeStrongChanneling 7 orbs is exactly what this deck does; the 30 AoE comes for free.
Gold-Plated CablesSituationalBoosts the rightmost orb you funnel Quadcast and Multi-Cast into.
Bag of PreparationSituationalExtra opening cards help you load the board a turn faster.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
Weaknesses
- Needs setup turns; weak before the board is loaded.
- Hard-capped by Orb Slots, so without Runic Capacitor or Capacitor it underperforms.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Capacitor or Modded to widen the board before you commit to filling it.
- Keep cheap Channelers (Chaos, Zap, Cold Snap) to start loading slots immediately.
- Keep one payoff (Barrage or Shatter) so your filled board has an exit.
- Toss Multi-Cast or Quadcast turn 1 with an empty board; they need a charged orb first.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Orb Slot relics are mandatory
Runic Capacitor is your top relic; the whole build scales with slot count. Capacitor and Modded in the deck reinforce it.
Bring some defense or speed
You spend turns loading before you burst, so pick up Block cards or Bag of Preparation to survive the windup against fast enemies.
Avoid these
Common mistakes
- Detonating Barrage or Shatter before the board is full, leaving damage on the table.
- Skipping Orb Slot gains; with default slots the build flat-out doesn't scale.
- Letting Tempest overflow when slots are already full, wasting Lightning.
- Using Quadcast/Multi-Cast on a weak rightmost orb instead of a stacked one.
- Going all-in on offense with no Block and dying during the multi-turn windup.
Quick answers
FAQ
Common questions about the Overcharge Detonation Defect build.
Is Overcharge Detonation good in Slay the Spire 2?
Yes, it is a reliable A-tier combo finisher that converts a full orb board into one devastating turn. It is weak before the board is loaded and hard-capped by Orb Slots, so it ranks just below the Storm engine but rewards decks that find slot relics.
Best cards for an Evoke burst Defect build?
Barrage scales damage by your Channeled orb count and Shatter Evokes the entire board for AoE, making them your two finishers. Quadcast and Multi-Cast Evoke the rightmost orb several times, while Chaos and Tempest fill slots fast so nothing is wasted.
What relics does Overcharge Detonation want?
Runic Capacitor is the single biggest pickup because the whole build scales with slot count for Barrage and Shatter. Infused Core and Cracked Core give free orbs to speed the windup, and Metronome rewards the wide board you are already building.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
