Treat your Orb row as an ordered queue. Decide which effect you need now and which you want to keep for future turns before Channeling into a full row.
Channeling into a full row Evokes the front Orb. Extra slots can delay that Evoke, so more space is not automatically better. Match slot count to how quickly the deck can Channel.
Kingy decision exercise: if a defensive Orb needs to remain through the enemy turn, inspect which Orb the next Channel would remove. If your plan relies on an Evoke this turn, check that your remaining cards can reach it.
Official promotional imagery. Card values and balance should be read from the current guide.
At zero Focus, fresh Glass deals 4 damage to every enemy passively and Evokes for 8. After one passive its base is 3 and the Evoke is 6. It keeps losing one base damage after each passive. Focus affects the output; Strength does not make it an Attack.
Glasswork supplies Block and Glass. Refract adds Glass while attacking. These can address groups, but a long boss fight still needs continuing output once the early Glass has faded.
Glass Orbs ↗Orb queue and decaying Glass values.Walkthrough ·
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