Let one Dark Orb grow for turns, then evoke it into a boss.
Data from build 23811903, updated

The Defect
An automaton eternally modifying itself to survive. Deploys Orb technology when it must fight.
Dark Orbs gain 6 damage at the end of every turn they sit there. Park one, speed it up with Darkness and Loop, then cash it in with Dualcast or Multi-Cast. Weak in hallway fights, brutal on bosses and elites.
Symbiotic VirusUncommonStarts every fight with a Dark Orb already charging.
Gold-Plated CablesUncommonYour rightmost Orb, the oldest one, triggers its passive an extra time. A Dark Orb channeled first gains double.
Data DiskCommon1 Focus from turn one makes every Dark Orb gain more per turn.
1DarknessUncommon SkillChannel 1 Dark. Trigger the passive ability of all Dark Orbs.Channels a Dark Orb and triggers every Dark Orb's passive on the spot, another 6 damage each. Upgraded, it triggers them twice.
XMulti-CastRare SkillEvoke your rightmost Orb X times.Evokes your rightmost Orb X times. Pointed at a charged Dark Orb, this ends boss fights.
1LoopUncommon PowerAt the start of your turn, trigger the passive ability of your rightmost Orb.Triggers your rightmost Orb's passive at the start of each turn. Channel the Dark Orb first and it grows twice a turn.
2Shadow ShieldUncommon SkillGain 11 Block. Channel 1 Dark.11 Block and a Dark Orb. The best defensive way to feed the build.
1DefragmentRare PowerGain 1 Focus.Focus raises the amount the Dark Orb gains each turn, so it pays off for every turn you wait.Take these on sight. The build doesn't work without them.
Strong once the core is in. Take them over anything below.
Fine until something better shows up. First to go when a shop offers removal.
Does little in this deck. Skip the reward and keep the deck thin.
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