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zero cost: works around its many zero cost cards to combo, reliys on all for one a rare 2 cost card that adds all discarded zero cost cards back into yor hand, and claw a zero cost card that increases the amige of all claws in your deck for that comabt for each claw used, also has ample satus effects with go for the eyes (weak) and beam cell (vunrable).
orbs: revolves around the effects of its orbs (mostly lighning and ice) to deal damige and defend dark can be thrown in for some scaling damige vs bosses, needs focus (grab evey defragment you see) and orb slots (a single upgraded capacitor will usualy do for most orb builds), this build ignores alot of status effects (as ice/elelctic dont care about frail/vunrible/weak/maleable/plated armor etc) and is very good a cheeseing certant boses (ice cream +tempest to one shot time eater anyone?), can become specalised for one orb type (ice decks with blizard +focus, lightning with thunderstrike + elctrodynamics, dark with multi cast + some energy generation)
power spam: get creatve ai and build a deck that can turtle reaonbly well and you will scale so hard any boss fight that isnt awakened one will crumble before you, if you also happen to get mumified hand its gg.
plasma/hyperbeam spam: works around plasma orbs and the card hyperbeam, plasma is the only orb tyep not effected by focus thus ignores hyperbeams downside and can actualy help with the energy cost, metor strike can also be added if you have sufcent plasma generation for an added nuke, this build when it works almost never runs out of energy and can take alot more higher cost cards like echo form, sunder and glacier in higher numbers than usual, also holograms to recycle hyperbeam/metor when ou still have energy to fire off another one is very apreacated
defect in genral can also build somewhat larger decks than silent or ironclad due to its ample drawing cards such as coolheaded and skim and energy genration in plasma/double energy/turbo, also its recycleing/dirct serching cards in hologram and seak are amazing and almost always worth picking up (seek even more so), however defects weakness is, is that its first cycle though its deck is very make or break in most cases as vitualy all its archtypes require some set up to work effectvly barring zero cost (and even that needs you to culturevate the discard pile right) and hence most defect decks start off relitvly weak in the first cycle compared to the other characters, but then become farily stronger after the first cycle.
the eye will make hologram and draw posibly more epensive, but the meteors will cost way less and every meteor builds up plasma leading to hilarious tons of energy you can never use up