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Frost Build — Slay the Spire 2 Build Guide

Frost Tank build for the Defect in Slay the Spire 2: core cards, relics and step-by-step strategy.

Orb slots plus Focus: the Frost tank turns Glacier, Coolheaded and Capacitor into an unbreakable front line.

Frost Tank (Orb Slots + Focus)

Play pattern: Channel a wall of Frost Orbs, add Orb slots and Focus, and become unkillable while your Orbs grind the enemy down. Frost is called the strongest Orb type — Block is the most important resource, and Frost generation that blocks forever without spending Energy is "crazy".

Core cards:

Card Cost Effect Why it earns a slot
Glacier Solid defensive Frost option Core Frost generation; S-tier per the video guide
Coolheaded Channels Frost, draws a card (upgrade draws 2) Defense plus draw — "great overall card for any Defect deck"
Cold Snap An attack that also Channels Frost Perfect early card: you're dealing damage and building passive Block at once
Chill Frost generation, 0 Energy Free passive Block every turn; S-tier alongside Glacier
Coolant 2 Block per unique Orb type you have (upgrade: 3) With three Orb types that's 6–9 free Block per turn
Loop Start of turn: triggers the passive of your rightmost Orb Doubles (or triples) the Frost Orb you keep at the front
Capacitor More Orb slots More slots = more end-of-turn Frost; pairs great with Focus
Defragment Repeatable Orb scaling "Take as many of these as you can and/or upgrade them"
Genetic Algorithm Block that grows each use: 1 → 4 → 7 → 10 → 13 Eventually Blocks for ~25 on one Energy; take it on sight in Act 1
Hailstorm 6 damage to all enemies (Frost package) Your damage solve while the Frost wall holds
Charge Battery 9 Block for 1 Energy Fine early take — better than Leap — with your free Lightning damage

Relics: Runic Capacitor (great with lots of Frost), Gold-Plated Cables, Emotion Chip, and Data Disk (Focus is always welcome).

How to pilot it: Loop discipline is the skill test — keep a Frost Orb at the front and don't spam, because every Channel pushes it forward and Evokes it. Add slots, Focus, Hailstorm and Coolant, and "you become unkillable."

Strengths and weaknesses: the safest route through Acts 2–3, immune to draw variance; like all Orb plans it lacks burst, so long fights lean on passives.

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