Claw (0 cost: 3 damage, all future Claws deal 2 more permanently) scales through play count, not Focus or Orbs. The Claw deck runs zero Orb cards and instead fills the deck with 0-cost Attacks: FTL (0 cost: damage plus draw 1), Beam Cell (0 cost: apply Vulnerable), Go for the Eyes (0 cost: apply Weak), and Hologram+ (upgraded to 0 cost: retrieve a card). All for One (2 cost: play all 0-cost cards from discard) is the payoff that replays the entire suite.
This matters because the Claw build avoids Defect's main weakness: Orb RNG dependence. You do not need to find all four Orb types or a Rare Synchronize. You need Claw, some 0-cost cards, and All for One — all of which are Common or Uncommon rarity. The build is more consistent, comes online faster, and does not require any particular relic synergy.
Feral (2 cost, Uncommon Power: first 0-cost Attack each turn returns to hand) is the STS2 card that elevated Claw from a meme build to an S-tier strategy. Before Feral, Claw builds depended entirely on All for One to replay cards. Feral guarantees Claw comes back every turn passively, meaning even if you do not draw All for One, the damage engine keeps running.