Three cards, three different counts

v0.111 changes three Defect decisions that are easy to blur together.

CardNew valueCount this
Thunder8(11) damageLightning Evokes that actually hit
Null1(2) WeakEnemy attack turns covered
Synchronize1(2) Focus per unique Orb this turnUnique Orb types present now

The cards do not form one mandatory build. Each asks for a different engine and timing window.

Thunder: reward real Lightning Evokes

Thunder's damage rises from 6(8) to 8(11). That is a meaningful gain when the deck Evokes Lightning repeatedly.

Do not count Channels as Evokes. A deck can create many Lightning Orbs and still trigger Thunder slowly if slots are empty or Orb rotation is weak. The payoff improves with reliable Evoke tools, full slots, and fights where area pressure matters.

Take Thunder when the deck already demonstrates the loop. Avoid drafting several speculative Lightning payoffs before the deck can move Orbs through its slots.

Null: one Weak demands precise timing

Null still combines attack damage, Weak, and a Dark Orb. The Weak duration falls to 1(2).

At base, the card now needs to cover the attack that matters most. Playing it on a quiet enemy turn can waste the control half before the dangerous intent arrives. The upgrade is more valuable when the next fight presents consecutive attack turns or the deck cycles slowly.

Null remains attractive when all three effects contribute: damage now, Weak for a real hit, and Dark for later scaling. If the deck cannot use the Dark Orb or already applies reliable Weak, compare it with a more focused answer.

Synchronize: diversity must exist now

Synchronize loses half of its temporary Focus per unique Orb: 1 at base and 2 upgraded. The Focus lasts this turn, so it should be evaluated from the current Orb bar and current hand.

Unique Orb typesBase FocusUpgraded Focus
112
224
336
448

The upgrade still has a strong ceiling, but a deck with only Frost or only Lightning does not reach it. Do not take Synchronize for Orb diversity you hope to find later unless the current reward is already acceptable at its floor.

Play-order traps

Temporary Focus and Orb effects make sequence important.

  1. Count unique Orb types before changing the bar.
  2. Decide which Orbs should receive the Focused passive or Evoke value.
  3. Play Synchronize before the relevant passives or Evokes.
  4. Use Null before the enemy attack it must reduce.
  5. Count Thunder only on Lightning that is actually Evoked.

The v0.110 Defect Status and Orb guide explains earlier Synchronize changes; use this v0.111 page for the newer reduced values. The Hyperbeam guide covers the separate temporary-Focus-loss burst plan.

Draft verdict

Thunder is the clean winner of the patch when Lightning Evokes already exist. Null remains a flexible package but offers less margin for sloppy Weak timing. Synchronize becomes more upgrade-sensitive and more dependent on real Orb diversity.

The Defect lesson is not “Lightning up, Focus down.” It is to count the actions that produce value in the next fight.