Charge Battery

DefectSkillCommon
Gain 7 Block.
Next turn, gain .

You gain 7 Block (10 upgraded) right away, then the card puts a counter on you that pays 1 Energy when your next turn starts. The two parts are independent: the Energy comes even if the Block is broken, and copies played in the same turn add their Energy together for the next one.

Character
Type
Skill
Rarity
Common
Cost
1 Energy
Target
Yourself

When to take Charge Battery

A Defend that refunds itself a turn later. Take it early in Act 1 when expensive turns are coming, like a 3-cost Ice Lance or 5-cost Meteor Strike, and upgrade your damage first.

Cards that synergize with Charge Battery

Multi-Cast
Skill
X
Evoke your rightmost Orb X times.
Multi-Cast and Tempest turn the banked Energy into an extra Evoke or Lightning.Evoke your rightmost Orb X times.
Tempest
Skill
X
Channel X Lightning.
Multi-Cast and Tempest turn the banked Energy into an extra Evoke or Lightning.Channel X Lightning.
Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Meteor Strike needs 5 Energy, and this bridges the gap.Deal 24 damage.
Channel 3 Plasma.
Scavenge
Skill
1
Exhaust a card.
Next turn, gain .
Scavenge banks 2 more for the same turn.Exhaust a card.
Next turn, gain .
Double Energy
Skill
1
Double your Energy.
Exhaust.
Double Energy next turn doubles a bigger pool.Double your Energy.
Exhaust.
Volley
Attack
X
Deal 10 damage to a random enemy X times.
Volley costs X, so every Energy Charge Battery gives goes into itDeal 10 damage to a random enemy X times.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of Hope makes Block count for more, and Charge Battery gains itWhenever you gain Block on your turn, other players gain half that much Block.
Entrench
Skill
2
Double your Block.
Entrench makes Block count for more, and Charge Battery gains itDouble your Block.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong makes Block count for more, and Charge Battery gains itNext turn, gain Block equal to your current Block.
Exhaust.

Relics that synergize with Charge Battery

Ice Cream
Ice Cream keeps whatever you do not spend.Energy is now conserved between turns.
Parrying Shield
Parrying Shield makes Block count for more, and Charge Battery gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy Clamp
Sturdy Clamp makes Block count for more, and Charge Battery gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Charge Battery gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Charge Battery gains itThe first time you gain Block from a card each combat, double the amount gained.
Purchase today
If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.Get it on Steam