Game Reference

Slay the Spire 2 Orbs

Passive timing, Evoke effects, base values, and Focus interaction for every active Orb.

5active Orbs

Orb Timing and Values

Most Orb passives resolve at end of turn. Plasma resolves at the start of turn, and its Energy values are not changed by Focus.

Dark

End of turn

Passive: Increase this Orb's damage by 6.

Evoke: Deal its stored damage to the enemy with the lowest HP.

Focus: Modifies numeric Orb values.

Frost

End of turn

Passive: Gain 2 Block.

Evoke: Gain 5 Block.

Focus: Modifies numeric Orb values.

Glass

End of turn

Passive: Deal 4 damage to all enemies, then reduce the Orb's value by 1.

Evoke: Deal twice its current value to all enemies.

Focus: Modifies numeric Orb values.

Lightning

End of turn

Passive: Deal 3 damage to a random enemy.

Evoke: Deal 8 damage to a random enemy.

Focus: Modifies numeric Orb values.

Plasma

Start of turn

Passive: Gain 1 Energy.

Evoke: Gain 2 Energy.

Focus: Does not modify Plasma.