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Decoy Orb

RarityCommon
decoy-orb
Rarity
Common

Overview

Decoy Orb is a relic that prevents enemies from taking their extra turn(s) when you first reload a shot. It appears as a collectible relic in runs and was introduced in the demo, carried into Early Access and later updates (new art added in v0.7.23). Its effect triggers only on your first reload in a combat encounter: any scheduled extra enemy turns that would occur because of that reload are skipped.

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 Decoy Orb. Conversely, Decoy Orb can be used defensively to deny enemy follow-up attacks or other turn-dependent abilities on that first reload.

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.

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