Decoy Orb

Overview

This effect interacts with other mechanics that rely on enemies taking their extra turns. Builds and relics that trigger on enemy turns or on enemy actions (for example, effects that apply debuffs when enemies act or that gain value from enemies taking extra turns) will not activate for turns skipped by 

Practical notes and interactions:
- The effect applies only once per combat (the first reload). Subsequent reloads behave normally.
Decoy Orb can be paired with relics that grant immunity or otherwise modify enemy turns, but combinations can be redundant; for example,
Round Guard grants total damage immunity for a period and functions as an alternative defensive tool. It is possible to obtain both in the same run, but their benefits overlap and may cancel or diminish perceived value.
- Using
Decoy Orb early in a fight is most effective when enemies would otherwise gain extra turns that pose a significant threat (multi-shot attacks, strong enrage triggers).
- Builds that depend on enemy-turn triggers should account for a potential loss of a trigger on the first reload; this is generally a rare downside and is typically outweighed by the defensive gain.
Other entities of this type
- A Bad Slime
- A Good Slime
- Added Advantarge
- Adventurine
- Alchemist's Cookbook
- Alien's Rock
- Aliensrock
- Ambidextionary
- Ambiguous Amulet
- An Apple A Day
- Ancient Fleece
- Ancient Meteorite
- Au Auger
- Axe Me Anything
- Bad Cheese
- Bag of Orange Pegs
- Balladroit
- Ballpeen Hammer
- Basalt Toadem
- Basic Blade
- Bastion Reaction
- Beckoning Crit
- Beleaguered Boots
- Betsy's Hedge
... +167 (see sidebar for full list)