Upgrade cards
All 186 of them, grouped by rarity or, with the switch above the list, by family — and listed by family again at the end. Stack caps, prerequisites and exclusions are read out of the upgrade manager rather than transcribed.
186cards
32stackable
32with a cap
25need a prereq
17mutually exclusive
Rarity is a draw weight, not a power ranking. A legendary is not strictly better than a
rare — it is rarer, which usually means it changes how a build works rather than how big its
numbers are. Cards are removed from the draw entirely when they cannot help you: at their
stack cap, missing a prerequisite, or conflicting with something you already own. Being
offered a card that does nothing is worse than being offered nothing.
common · 5 cards · draw weight 40
Deep PocketsDeepPockets
Room for more. Kills drop 20% more essence per stack.
Striking ForceOrbDamage
Sharpen your orb's impact. Orb damage +5 per hit.
Swift StepsWizardSpeed
Light-footed magic. Move speed +20, dodge faster.
VitalityWizardHealth
Fortify your body. Max HP +10, healed immediately.
WhiplashOrbSpeed
Explosive launch power. Orb launch force +100.
uncommon · 45 cards · draw weight 28
Arc SparkArcSpark
Static. Every direct hit arcs to the nearest other enemy within 2 m for 25% of the hit.
BackhandBackhand
No wind-up. Slap the orb back as it comes at you, or swing within a second of catching it, and it leaves +60% faster and +35% harder.
A swing that meets the orb while it is still flying at you (faster than 1.2 m/s) counts too, judged per orb, so you can rally it: slap it back, it returns, slap it again. An orb already heading away does not count, so swinging twice cannot bank a second bonus.
Blazing TrailOrbFire
Scorched earth. Orb leaves burning fire that deals 20 damage per second. Grows with the waves.
20 a second is a wave-1 figure that grows with the waves.
BloodrushBloodrush
Hunter's high. Each kill boosts your movement speed by 120 for 2 seconds.
BondedBonded
Close company. While a companion is within 3 m of you, you take 10% less damage.
Bounty HunterBountyHunter
Wanted, alive or dead. Elites drop double essence, and bosses half as much again.
CapacitorCapacitor
Stored spark. Each wall bounce stores a charge, up to 3. The orb's next enemy hit chains lightning to one more enemy per charge, for half the hit.
CaromCarom
Trick shot. Every wall bounce charges the orb +15% damage, up to 5, spent on the next enemy hit.
Cold ReturnColdReturn
Chill wind. A recalled orb chills everything within 1.5 m of its path home for 2s.
Cold SnapColdSnap
Numbing chill. Chilled and frozen enemies deal 25% less damage to you.
Offered only once you own something that chills or freezes (Freezing Shot, Frozen Court, Hoarfrost, Absolute Zero, Temporal Rift or Tether).
FeatherweightFeatherweight
Nothing to carry. Move speed +40%, but max HP -15%.
FirewalkFirewalk
Trail of embers. You leave a line of fire where you walk for 2s, and enemies that step in it catch fire.
FortuneFortune
A better hand. Gain 2 more rerolls right now.
Freezing ShotFreezingShot
Chill to the bone. Hit an enemy twice in 3s to freeze them solid for 2s.
Frozen CourtFrozenCourt
Icy wake. Orb trail slows enemies by 65% while they stand in it.
GlintGlint
Splinter. 10% of direct hits throw off a shard that strikes the nearest other enemy for 25% of the hit.
Head StartHeadStart
Never from zero. When your combo drops, it falls to 5% of what it was instead of to nothing.
5% rounds down, so a combo under 20 still falls to nothing.
Heavy OrbOrbSize
Grow the orb's mass. Size +20%, wider hitbox.
HoarfrostHoarfrost
Cold touch. Every direct hit slows the enemy by 40% for 1.5 seconds.
Hot CoalsHotCoals
Scorched feet. Burning enemies move 15% slower.
ImprintImprint
Left behind. Each throw leaves a copy of the orb where you threw it for 2s, and anything that walks into it takes 30% of a hit.
Iron SkinIronSkin
Hardened body. Invincibility frames after being hit +0.06s.
+0.06s of invulnerability a stack, on top of the 0.3s base.
JackpotJackpot
Lucky strike. One kill in twenty pays its essence six times over.
Keen EyeKeenEye
Sharp sight. +5% crit chance, and critical hits deal 15% more.
Life StealLifeSteal
Vampiric orb. Every enemy the orb kills restores 2 HP.
Heals on the KILL — 2 HP for every enemy the orb kills — not on every hit.
Light CoreLightCore
Hollow crystal core. Higher top speed and much faster acceleration.
Magnetic GripMagneticGrip
Invisible tether. Orb slowly drifts back toward you when idle.
Pulls the orb home until it is within 0.8 m of you (inside swing reach), then brakes it to rest there.
MarksmanMarksman
Distance is damage. Hits landed far from you deal +12% more per stack.
MetronomeMetronome
Keep the beat. You get 1.6s longer to land the next hit before the combo drops.
Open WoundBleed
Cuts that linger. Direct hits apply a bleed dealing 5 damage per second for 3s.
PocketPocket
Pocketed. If the orb is within 2 m when you blink, it comes with you.
PushbackPushback
Brute force. Everything you hit is knocked back 25% harder and takes 10% more damage, per stack.
PyrePyre
Funeral fire. A burning enemy that dies leaves a patch of fire for 2s that sets alight whatever walks in.
ResidueResidue
Lingering magic. Copies, shards and fragments slow what they hit by 25% for 1s.
Running ThrowRunningThrow
On the run. Throwing while you run adds twice your running speed to the throw.
Safe HandsSafeHands
Practised hands. Catching the orb makes you invulnerable for 0.6 seconds.
0.6s of invulnerability, against the 0.3s base.
ShowboatShowboat
Play to the crowd. The orb flies 5% faster for every combo tier you reach.
Smoke WallSmokeWall
Through the smoke. Enemy shots that pass through your ground fire deal 50% less damage to you.
ThunderheadThunderhead
Eye of calm. Stand still for 1s and lightning strikes the nearest enemy within 6 m every 1.5s.
Tip JarTipJar
The crowd pays up. Every combo tier you reach pays 2 essence for each tier you are on.
Trick ShotTrickShot
Bank it. Each wall bounce before a throw's first enemy hit adds 10% crit chance to that hit, up to +50%.
Vampiric AuraVampiricAura
Close feeding. Anything that dies near you gives back 2 HP.
Void DragVoidDrag
Heavy space. Blinking slows everything within 2 m of where you left and where you land by 40% for 1.5s.
WhistleWhistle
Sic 'em. Recalling sends every companion at the orb's last target at once. Once every 8s.
WormholeWormhole
Swap. Blink while holding recall to trade places with the orb. Once every 6s.
rare · 61 cards · draw weight 16
AdrenalineAdrenaline
Cornered animal. Orb damage climbs as your health falls, up to +80% at death's door.
AegisAegis
Guarded. Your orb swats enemy projectiles out of the air, even at a standstill.
Berserker CoreBerserkerCore
Blood frenzy. Each kill adds speed & damage. Stacks up to 8, lost on hit.
Blast RadiusBlastRadius
Wider ruin. Every explosion, pulse and shockwave your orb makes reaches 30% further.
Blood FeastBloodFeast
Trade up. Killing anything within 3s of being hurt restores 4 HP.
Blood MoneyBloodMoney
Paid in red. Kills drop double essence while you are below half health.
BonfireBonfire
Bank the fire. Your ground fire -- Pyre and Firewalk patches and Blazing Trail embers -- lasts 50% longer and spreads 30% wider.
BoomerangBoomerang
Comes back to you. Every throw returns on its own after 0.8s, and that counts as a recall -- but recalling by hand has a 30s cooldown.
The return cannot be cancelled, and a throw that has not come home sets off again by itself. The return counts as a recall — Static Charge lets go when it starts, Tether and Gravity Snap work on the way, Volatile Core goes off on its first hit — but it does not spend the recall cooldown.
Chain LightningChainLightning
Arc discharge. Every hit chains lightning to up to 3 nearby foes. Take it again: +1 jump, +1.5 m reach and +5 arc damage. Arc damage grows with the waves.
Stackable: each copy after the first adds one jump, 1.5 m of reach and 5 damage a jump. 12 a jump is a wave-1 figure that grows with the waves.
Charged ShotChargedShot
Wind it up. Hold the throw to charge it through three levels, release to let it fly -- up to 2.1x launch force and 2.2x damage on the first thing it hits. It never fires on its own.
Cold FrontColdFront
Frosted walls. Every wall bounce leaves a 1.5 m patch of frost for 3s that chills whatever crosses it.
Combo BreakerComboBreaker
Go out with a bang. When a combo of 10 or more drops, it detonates around you -- harder the bigger it was.
CrescendoCrescendo
Build it up. Every 10th hit of a combo detonates a free void ring around the orb.
Critical MassCriticalMass
Volatile energy. Orb critical hit chance +10% per stack.
CuratorCurator
Refined taste. Banished cards are replaced by an epic or legendary.
Dead StopDeadStop
Bone-jarring catch. Stopping the orb with your body blasts nearby enemies, harder the faster it was going.
Deep FreezeDeepFreeze
Colder still. Every freeze you cause lasts 0.5s longer, per stack.
Demon ClawsDemonDamage
Serrated demonic claws. Demon hit damage +8.
FractureFracture
Spalling. Wall bounces shed two cutting shards that fly off and carve anything they meet.
Each shard homes on the nearest enemy within 6.4 m and cuts up to two.
FrostbiteFrostbite
Cold shatter. A frozen enemy that dies bursts into an ice nova, damaging and chilling the rest. Grows with the waves.
The nova's 30 is a wave-1 figure that grows with the waves.
Goat CompanionGoatCompanion
A mountain goat guards you. It charges anything that comes near you and rams it -- and everything beside it -- flying away. Grows with the waves.
Now: A ram of 22 at wave 1 every 2.2s on whatever comes within 9.2 m of you; everything within 1 m of the target takes 40%. It charges at 4.6 m/s, trots at 4 m/s, and between rams ambles at 2.6 m/s, 1–2.2 m from you. Damage grows with the waves.
Its numbers above are read from the game. It rams whatever comes near you — always whatever is closest to you, switching mid-charge if something else gets nearer — and shoves the target hard, straight away from you; everything beside it is shoved the same way by the same share it takes of the damage. Between rams it never stands still, ambling from spot to spot around you and trotting to catch up if you outrun it. It has no daze of its own: Concussion adds one, and the shove plays under the daze rather than after it. It walks round trees, not through them.
Heat HazeHeatHaze
Running hot. Orb damage +2% for each burning enemy on screen, up to +30%.
HemorrhageHemorrhage
Deep cuts. Each bleed stack on an enemy makes it take 2% more damage from everything, up to 10 stacks.
Homing InstinctHomingInstinct
Seeks warm flesh. Orb gently steers toward the nearest enemy.
ImplodeImplode
Collapse. An enemy killed by void damage leaves a rift that pulls everything within 2 m toward it for 1s.
InterestInterest
Savings grow. Every shop you open pays 15% interest on the essence you walked in with.
KindlingKindling
Fuel for the fire. Burning enemies take 25% more damage from the orb.
Kinetic PlatingKineticPlating
Force into armour. Every 8 orb hits you land build 8 points of shield.
Lasting JudgementAngelJudgement
The verdict holds. Judgement lasts 1.5s longer.
Leech FieldLeechField
Draining chill. Enemies standing in your frost trail slowly heal you for 0.5 HP/s.
Lightning ReflexesLightningReflexes
Charged legs. Every enemy killed by lightning takes 0.3s off your blink cooldown.
Mirror BallOrbitMode
A shard circles you forever, striking anything it sweeps through. Weaker than your orb, but never stops.
A shard's hit carries the orb's standing bonuses — Berserker, Blood Pact, Momentum, Adrenaline, Rampage, Last Stand — can crit through Critical Mass, and grows with the square root of the enemy health curve (about ×1.9 by wave 20). Per-throw bonuses like Charged Shot and Comet do not apply: the ring is not a throw.
MultiplierMultiplier
Double up. A hit that kills adds 2 to the combo instead of 1.
On the BeatOnTheBeat
Keep time. A hit landed in the last quarter of the combo timer deals double damage.
OverclockOverclock
Build the charge. Every 5th consecutive enemy hit (no wall bounces) deals double damage.
OverflowOverflow
Nothing wasted. Half of any healing above full HP becomes a shield instead of vanishing.
Only half of any overheal becomes shield. Shields hold at most 30 (Guardian's Steadfast boost adds 15) and never drain — see Staying alive on How to play.
Owl TalonsOwlDamage
Razor-sharp claws. Owl attack damage +9, and it strikes 20% more often.
Owl ThunderOwlThunder
Forked lightning. Each owl bolt leaps on through two more enemies within 4.4 m, each taking 60% of the strike.
Owl VisionOwlRange
Keen eyes. Owl detects and attacks from 2.2 m further away.
Pack LeaderPackLeader
Alpha. Every companion deals 20% more damage for each companion you have.
PermafrostPermafrost
Spreading cold. A frozen enemy chills every enemy that touches it.
PinPin
Pinned. A critical hit pins a non-boss enemy in place for 0.8s.
RegrowthRegrowth
Slow mending. Recover 1 HP every 2.5 seconds, always, even mid-fight.
RetributionRetribution
Pain returned. Each hit you take stores a charge (up to 3); your next throw deals +40% per charge to the first enemy it hits.
Rift StepRiftStep
Cut through the veil. Enemies you pass through mid-blink take 25 damage. Grows with the waves.
25 is a wave-1 figure that grows with the waves.
Second HeartSecondHeart
A second heart, beating out of time. Max HP +40, healed immediately.
Sharpened HornsGoatDamage
Filed to a point. Goat ram damage +7, and it rams 20% more often.
+7 is a wave-1 figure and rides the wave like the ram itself. Each stack also gives 20% more rams, down to a 0.4s floor between them.
ShatterShatter
Break the ice. Hitting a frozen enemy deals 30% more damage.
A freeze is not the rare state it sounds: Freezing Shot re-freezes on every second hit, so a body you keep hitting stays frozen.
Sniper's EyeSnipersEye
Find the seam. Critical hits deal an extra 60% of the orb's damage, per stack.
Soul HarvestSoulHarvest
Reaping. Every 8th enemy that dies leaves a soul that restores 6 HP.
SpellboundSpellbound
Marked by magic. Anything a copy, shard or fragment hits takes 15% more damage from your orb for 3s.
Stage FrightStageFright
Showstopper. Reaching a new combo tier stuns every enemy within 4 m of the orb for 0.6s.
Static ChargeStaticCharge
Stored current. Each throw banks a charge, up to 5. Recalling fires one lightning bolt per charge at enemies near the orb; charges with no enemy to strike are kept.
A recall spends only the charges it actually fires — one per enemy within 6.4 m of the orb — and keeps the rest.
Static FieldStaticField
Live wire. Enemies standing close to you take 6 damage twice a second. Grows with the waves.
6 a pulse is a wave-1 figure that grows with the waves.
Steady HandSteadyHand
Breathe out. A throw made after standing still for 0.5s gets +20% crit chance.
SuperconductorSuperconductor
Live current. Chain Lightning arcs now stun everything they touch for 0.6s.
Temporal RiftTemporalRift
Time distortion. A fast-moving orb crawls nearby enemies to 30% speed and bleeds them while they are stuck. Grows with the waves.
The bleed, 7 a second, is a wave-1 figure that grows with the waves.
ThornmailThornmail
Spite. Anything that lands a hit on you takes 22 damage and is thrown off. Grows with the waves.
22 is a wave-1 figure that grows with the waves.
ThunderclapThunderclap
Sonic impact. Wall bounces release a shockwave that stuns nearby enemies for 1.2s.
Needs a real bounce: a wall touched slower than the orb's damage speed does nothing, as with Carom and Fracture.
TitheTithe
A cut of the ritual. Every third wave hands you one extra card choice.
Wide OrbitOrbitRange
Wider circle. Mirror Ball radius +0.6 m, covers more ground.
epic · 62 cards · draw weight 8
Absolute ZeroAbsoluteZero
Flash freeze. Every 15th hit you land freezes every enemy within 3 m of the orb for 1.5 seconds.
AftershockAftershock
The ground remembers. Half a second after each direct hit, the spot detonates for 40% of the damage.
Angel's WrathAngelDamage
Brighter light. Angel lance damage +6, and its smite hits +6 harder and reaches 0.2 m further.
BastionBastion
Hold the line. After standing still for half a second, you take 40% less damage until you move.
Blood PactBloodPact
Signed in blood. Orb damage +50%, but you no longer heal between waves.
Blood PriceBloodPrice
Paid in full. Orb damage +1% for every 1% of health you are missing, but all healing is halved.
BowlingBowling
Strike. Enemies your orb knocks back become projectiles. Slammed into scenery, one takes the hit again; slammed into another enemy, it deals that enemy the hit and takes the hit back.
What a thrown body strikes takes the full hit, and the thrown body hurts itself once: the hit again, off scenery or off another enemy.
Cash OutCashOut
Spend it. Recalling by hand cashes in your combo: the returning orb deals +4% for every point of combo, and the combo drops to half.
CombustionCombustion
Burnt out. When a burn goes out on a living enemy, it bursts for the damage that burn dealt (up to 3x the orb's damage), hitting everything within 1.5 m.
A burn that keeps being topped up keeps counting, so the burst is everything it dealt since it was lit.
CometComet
Every 6th throw leaves burning: 2.5x damage and a crater where it lands.
ConcussionGoatDaze
Seeing stars. The goat's rams daze everything they hit for 0.5s (+0.5s a stack), and a dazed enemy takes 15% more damage.
The goat's only daze. Everything a ram reaches is dazed, the target and the splash, 0.5s a stack up to 1.5s; bosses stay capped at 0.2s. A dazed enemy takes 15% more damage for as long as the daze lasts.
ContractContract
Sign here. The next 3 waves come 30% tougher -- survive them and you are handed a free legendary.
CremationCremation
Nothing left behind. Burning deals 50% more damage, but burning enemies never drop health.
Crowd PleaserCrowdPleaser
Encore! At combo 50 or more, every hit arcs to one more enemy within 3 m for 30% of it.
Curse PotencyDemonPotency
Amplified hex. Cursed enemies take 15% more damage from all sources, and curses last 1s longer.
Cursed GlassCursedGlass
Shards of spite. Enemy kills shatter into 3 homing fragments each dealing 8 damage. Grows with the waves.
8 a shard is a wave-1 figure that grows with the waves. Each shard homes on the nearest enemy within 6.4 m and cuts up to two.
DeadeyeDeadeye
One perfect shot. The first enemy each throw hits takes a guaranteed critical hit at double damage. After that, the throw cannot crit.
Death NovaDeathNova
Soul explosion. Each kill bursts into a wide void ring dealing 18 damage. Grows with the waves.
18 is a wave-1 figure: it grows with the waves like enemy health, as the companions and abilities do.
Essence NovaEssenceNova
Brimming over. Every 12 kills' worth of essence you collect bursts out of you, hitting everything nearby for 45 damage. Grows with the waves.
Event HorizonEventHorizon
Nothing escapes. Your Black Hole also drags enemy shots into itself and swallows them.
ExecutionerExecutioner
No mercy. A direct hit that would leave an enemy under 15% health kills it outright.
Judged on what a direct hit LEAVES: a hit that would drop an enemy under 15% of its max health kills it instead, after curses and every other multiplier.
Extra OrbiterOrbitOrbs
More firepower. Another shard joins the ring.
Faster OrbitOrbitSpeed
Dizzying spin. Mirror Ball rotation speed increases.
Heavy CoreHeavyCore
Dense iron core. Bleeds speed faster, but +20 bonus damage on every hit.
Ice AgeIceAge
Long winter. The orb chills everything within 1.5 m of its path, and an enemy kept chilled for 3s straight freezes for 1.5s.
Inertia BatteryInertiaBattery
Speed becomes power. A moving orb hits harder the faster it travels, with no upper limit -- every point of launch force you own finally counts.
JuggernautJuggernaut
Unstoppable. The orb no longer bounces off enemies -- it ploughs straight through them.
KaleidoscopeKaleidoscope
A little of everything. +2% damage for every different family you own a card from.
Last StandLastStand
Cornered. Below 30% health you take 35% less damage and deal 30% more.
Lightning RodGroundedOrb
Grounded. An orb at rest strikes every enemy within 3 m with lightning once a second, for 40% of its damage.
At rest means slower than 0.8 m/s, not being recalled, and more than 1.6 m from your hand.
MomentumMomentum
Rolling thunder. Orb damage +3% per point of combo, up to +60% at 20, lost when the combo drops.
Owl CompanionOwlCompanion
A storm familiar joins you. Calls down lightning every 1.3 seconds. Grows with the waves.
Now: 29 damage a bolt at wave 1, one every 1.3s at up to 8.4 m. With Owl Thunder each bolt leaps on through up to 2 more enemies within 4.4 m, each taking 60% of it. Damage grows with the waves.
Its numbers above are read from the game. A bolt strikes its target only; Owl Thunder makes it leap on, never to the same enemy twice. Its damage rides the enemy health curve. Owl Talons also gives it 20% more strikes a stack.
Phantom CopiesPhantomCopies
Mirror images. Two ghost orbs flank and mimic the main orb's path.
Phase ShotPhaseShot
Spectral edge. The first enemy you hit each throw does not stop the orb -- it takes the hit and the orb carries straight on.
Cannot be held with Juggernaut: Juggernaut already lets every enemy through.
QuickeningQuickening
Blood in the air. Each kill makes you faster, stacking up to 10. Every hit you take costs 4 stacks.
+9 move speed a stack, so ten stacks is +90 (+45%). A hit costs 4 stacks.
Raise DeadRaiseDead
They serve you now. 4% of the enemies you kill rise as allies and fight for you for 8 seconds.
A risen enemy with nothing to fight within 6.4 m walks back to you rather than standing where it rose.
RampageRampage
Feeding frenzy. Each kill makes the orb 5% bigger and 4% stronger, up to 10. Shrinks back between kills.
RampartRampart
Shield bash. Every 8 seconds, your next throw also sends out a shockwave that hurls nearby enemies back and stuns them for 1 second.
Reserve ChargeReserveCharge
Held in reserve. Your F ability holds 2 charges, and the cooldown keeps refilling the second while the first is still ready.
Your F ability holds two charges, and the cooldown refills one at a time whenever you are below two, so while one charge sits ready the other is already coming back. Spending the spare mid-refill does not restart the clock. Only offered once an ability is in the slot, and a newly swapped-in ability arrives with both charges. The ability bar shows the count after its name.
ResonanceResonance
Two notes, one chord. When both orbs strike the same enemy within 2s, the pair detonates for heavy damage. Grows with the waves.
The detonation's 45 is a wave-1 figure that grows with the waves.
RicochetRicochet
Elastic bounce. Orb gains +100 speed every time it bounces off an enemy.
RuptureRupture
Torn space. Blinking detonates for 30 damage at both the place you left and the place you arrive. Grows with the waves.
30 is a wave-1 figure that grows with the waves.
SeekerSeeker
Predatory arc. After a direct hit the orb turns and flies at the next nearest enemy. +1 redirect per stack, up to 5.
An epic to find, a rare to stack: once you own one, further copies are drawn at rare odds and in a rare frame. A redirect relaunches the orb at no less than 8 m/s and looks 9.2 m for its next target, up to five redirects a throw.
Seismic ImpactSeismicImpact
Heavy landing. Hits faster than 12 m/s send out a shockwave that deals 60% of the hit to everything nearby.
ShadowstepShadowstep
Gone again. Killing an enemy within 1.5s of blinking refunds the blink.
SlingshotSlingshot
Every second orb that returns to you fires straight back out at the nearest enemy with 50% more force.
Soul LinkSoulLink
Bound together. 35% of every hit echoes onto the nearest other enemy.
SpendthriftSpendthrift
Money well spent. Everything you buy in the shop makes you stronger for the rest of the run: +2% damage a purchase, up to +24%.
Split ShotSplitShot
Twin trajectory. Every throw splits in two; each half deals 75% damage, and they merge back when you catch or recall the orb.
StoneskinStoneskin
Skin like the old rocks. All damage you take is reduced by 20%.
Storm FrontStormFront
Thunder follows. The orb sheds a lightning bolt every 4 m it travels, striking the nearest enemy.
Tempest HeartTempestHeart
Eye of the storm. Every 4th hit calls lightning down on the target, arcing to 3 more enemies for 80% of the hit.
TetherTether
Live wire. While recalling, the cord between you and the orb cuts and slows everything it crosses. Grows with the waves.
24 damage every 0.36s to everything on the cord, 67 a second at wave 1 and growing with the waves, and the slow is ×0.70 for 0.8s.
Vampire OrbVampireOrb
Insatiable hunger. Life Steal heals +1 extra HP per kill per stack.
Void PulseVoidPulse
Rhythmic void energy. Orb releases a damage ring every 1.2s. Grows with the waves.
14 a ring is a wave-1 figure that grows with the waves.
Void ReachVoidRange
Expanding void. Pulse ring radius +0.4 m on each release.
Void TempoVoidFrequency
Faster pulsing. Void ring fires 0.2s sooner each stack.
Volatile CoreVolatileCore
Delayed charge. The first enemy a recalled orb hits on its way back sets it off: 20 damage in a burst around it. Grows with the waves.
20 is a wave-1 figure that grows with the waves. It goes off on the first enemy the returning orb hits, once a recall; a recall that hits nothing does nothing. A Boomerang return sets it off too.
WardWard
A shell of old magic. Absorbs one hit completely, then rebuilds itself over 25 seconds.
Weak SpotWeakSpot
Found it. Each critical hit on an enemy makes it take 10% more critical damage, stacking to +30%.
WhiteoutWhiteout
Blizzard. Every 10th enemy you freeze chills every enemy within 14 m for 2s.
Wrecking BallWreckingBall
Demolition. The orb doubles in size and deals 60% more damage, but flies and comes back 20% slower.
The 20% slow applies to the throw and the recall alike (a recall tops out at 6.1 m/s instead of 7.6).
legendary · 13 cards · draw weight 3
Angel CompanionAngelCompanion
A guardian angel joins you. Its lances of light pierce every enemy in a line and judge them: judged enemies hit you 12% softer, and when one dies, a pillar of light smites everything around it. Grows with the waves.
Now: A lance of 20 at wave 1 every 0.9s at enemies within 8.6 m, running 11.2 m; judgement lasts 8s and a judged enemy hits you 12% softer; a smite deals 16 at wave 1 to everything within 1.9 m. Damage grows with the waves.
Its numbers above are read from the game. Hovers over your right shoulder whichever way you face. Judgement HUMBLES — a judged enemy hits you softer, its shots included — and SMITES: when a judged enemy dies, a pillar of light hits everything around it and judges them too, so a kill in a judged crowd carries on through it. The Demon is the damage pick of the pair and the Angel the one that keeps you alive.
Black HoleBlackHoleCore
Event horizon. The orb drags everything within 3 m into itself and grinds what it catches. Each stack widens the pull by 1.1 m. The grind grows with the waves.
Stacks up to three: 3 m at one card, 4.1 m at two, 5.2 m at three. The pull and the grind are as strong at the centre at every size and fade to nothing at the rim, so a wider well also pulls harder at any given distance, not just further. The grind, 9 a second at the centre, is a wave-1 figure that grows with the waves.
Cold StorageColdStorage
Frozen debt. Your freezes last 1.5s longer, and a frozen enemy banks every point of damage it takes. When the freeze breaks, it takes twice the bank at once. Bosses bank half.
Cold Storage's own payout is not banked, and an enemy that dies while frozen takes its bank with it.
Demon CompanionDemonCompanion
A cursed imp binds to you. Its claws rip through whole groups and mark them to take 50% more damage from everything. Grows with the waves.
Now: 20 claw damage at wave 1 every 0.6s, on enemies within 7.2 m of you; every swipe rakes everything within 1.8 m of its target for 60% and curses it: ×1.5 damage taken for 10s. Damage grows with the waves.
Its numbers above are read from the game. Its damage rides the enemy health curve, every swipe rakes the enemies around its target as well, and the curse multiplies damage from every source, the orb included; Curse Potency tops out at ×2.15. It goes for the nearest enemy that is NOT cursed yet, changing target the moment its swipe marks one; only when everything in reach is cursed does it renew the curse closest to running out. It walks round trees, not through them.
Dragon's HoardDragonsHoard
Sleep on it. The more essence you hold, the harder you hit -- up to +40% damage. Weighed against shop prices, so late-game riches count no more than early savings.
ExsanguinateExsanguinate
Drain them. Bleed stacks bleed separately -- each deals its own tick, up to 5 at once -- and every direct hit adds a stack.
Each stack ticks for Open Wound's 5 a second, doubled by Bloodbath (Blood III). It does not grow with the waves.
FirestormFirestorm
Out of control. Fire spreads on its own: twice a second, every burning enemy sets the 2 nearest unburnt enemies within 2 m alight.
A spread burn is as strong as the burn it came from. Every half second, each burning enemy lights its 2 nearest unburnt neighbours.
Flow StateFlowState
In the zone. Your combo never times out: each hit you take costs 15% of it, it drops if the orb lies still for 3s, and every combo tier adds +10% orb damage.
Never offered alongside On the Beat, which pays out as the combo timer runs low.
Hall of MirrorsHallOfMirrors
Every copy is real. Ghost orbs, split halves, Mirror Ball shards, imprints, fragments and Glint shards deal double damage, and Glint goes off on every direct hit.
Perfect EdgePerfectEdge
Beyond certain. +40% crit chance, and crit chance past 100% is not wasted: every full 100% over it adds the critical bonus again.
At 160% crit chance from other cards, it makes 200%: every hit lands two criticals.
Second WindSecondWind
Refuse to fall. A killing blow instead puts you back on 30 HP, untouchable for 3 seconds, and blasts the field. Recharges every 3 waves. The blast grows with the waves.
It puts you back on 30 HP and makes you invulnerable for 3 seconds: no damage and no roots, shown as a golden shell that flickers in its last second. The window is its own timer, so the Evil Wizard's hand, which wipes your ordinary iframes when it grabs you, cannot cut it short. The blast's 90 is a wave-1 figure that grows with the waves.
Storm SurgeStormSurge
The sky splits. Chain Lightning carries on: every enemy it strikes sends its own chain on to 2 more, three generations deep. A surge arc deals 25% of the hit that started it, never less than a normal arc, and no enemy is struck twice.
The first chain is ordinary Chain Lightning. The arcs after it deal 25% of the hit that set the chain off, or a normal arc's damage if that is more, ignore the chain cooldown, and never strike the same enemy twice in one surge, the enemy the orb struck included.
Twin OrbsTwinOrbs
Two of everything. A second orb joins you, hitting 30% harder, and a single swing throws both.
The second orb matches the first's size, Heavy Orb included, and drops Overload when it ends. The second orb's direct hits deal 30% more.
Kinetic · 17 cards · The orb itself: its speed, size, bounces, throws and catches.
Precision · 15 cards · Crits, long shots and executions: every hit chosen.
Fire · 15 cards · Burning, explosions and craters.
Frost · 15 cards · Chills, freezes, and what shatters afterwards.
Storm · 15 cards · Lightning that arcs from one body to the next.
Void · 15 cards · Gravity, time, pulses, and stepping through space.
Arcane · 15 cards · Echoes and copies: mirror shards, phantoms, links.
Blood · 16 cards · Kills, bleeding, and power drawn from your own wounds.
Beast · 17 cards · Companions that fight beside you.
Guardian · 16 cards · Health, armour, shields and retaliation.
Combo · 15 cards · Cards that feed on, or pay out, the combo meter.
Wild · 15 cards · The unaligned: speed, economy, and deals with a catch.Nothing matches the current filters.
By family
Every card belongs to one of 12 families. Owning cards in a family makes its other cards turn up more often, and your two biggest families name your build — see Families. Cards are listed rarest last, in their rarity's colour.