Supercritical

DefectSkillRare
Gain 4.
Exhaust.

It costs 0, gives 4 Energy, 6 upgraded, and Exhausts, so it is one burst per combat. Nothing about it is conditional. The Energy is plain Energy: it feeds X-cost cards, expensive Attacks and Powers alike, and it counts as a Skill played.

Character
Type
Skill
Rarity
Rare
Cost
0 Energy
Target
Yourself

When to take Supercritical

Almost always worth taking, since a free burst of Energy sets up Meteor Strike, a big Multi-Cast or a Power turn. Save it for the turn that Energy becomes damage.

Cards that synergize with Supercritical

Multi-Cast
Skill
X
Evoke your rightmost Orb X times.
Multi-Cast and Tempest spend all of it.Evoke your rightmost Orb X times.
Tempest
Skill
X
Channel X Lightning.
Multi-Cast and Tempest spend all of it.Channel X Lightning.
Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Meteor Strike costs 5.Deal 24 damage.
Channel 3 Plasma.
Helix Drill
Attack
0
Deal 3 damage for each previously spent this turn.
Helix Drill deals 3 per Energy spent afterward.Deal 3 damage for each previously spent this turn.
Double Energy
Skill
1
Double your Energy.
Exhaust.
Double Energy played after it doubles the burst.Double your Energy.
Exhaust.
Volley
Attack
X
Deal 10 damage to a random enemy X times.
Volley costs X, so every Energy Supercritical gives goes into itDeal 10 damage to a random enemy X times.
All for One
Attack
2
Deal 10 damage.
Put ALL 0 cards from your Discard Pile into your Hand.
All for One looks for 0 Energy cards, and Supercritical is oneDeal 10 damage.
Put ALL 0 cards from your Discard Pile into your Hand.
Feral
Power
2
The first time you play a
0 Attack each turn,
return it to your Hand.
Feral looks for 0 Energy cards, and Supercritical is oneThe first time you play a
0 Attack each turn,
return it to your Hand.
One for All
Power
1
EVERYONE'S 0 Attacks deal 3 additional damage.
One for All looks for 0 Energy cards, and Supercritical is oneEVERYONE'S 0 Attacks deal 3 additional damage.
Panache
Power
0
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Panache rewards playing many cards, and Supercritical is freeEvery time you play 5 cards in a single turn, deal 10 damage to ALL enemies.

Relics that synergize with Supercritical

Ice Cream
Ice Cream keeps whatever you do not spend.Energy is now conserved between turns.
Power Cell
Power Cell looks for 0 Energy cards, and Supercritical is oneAt the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
Tuning Fork
Tuning Fork counts the Skills you play, and Supercritical is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter Opener
Letter Opener counts the Skills you play, and Supercritical is a free oneEvery time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Rainbow Ring
Rainbow Ring counts the Skills you play, and Supercritical is a free oneThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Razor Tooth
Razor Tooth counts the Skills you play, and Supercritical is a free oneEvery time you play an Attack or Skill, Upgrade it for the remainder of combat.
Burning Sticks
Burning Sticks triggers when cards are Exhausted, and Supercritical Exhausts itselfThe first time each combat you Exhaust a Skill, add a copy of it into your Hand.
Joss Paper
Joss Paper triggers when cards are Exhausted, and Supercritical Exhausts itselfEvery 5 times you Exhaust a card, draw 1 card.
Iron Club
Iron Club rewards playing many cards, and Supercritical is freeEvery 4 cards you play, draw 1 card.
Forgotten Soul
Forgotten Soul triggers when cards are Exhausted, and Supercritical Exhausts itselfWhenever you Exhaust a card, deal 1 damage to a random enemy.

Changes by version

  1. Defect's last card unlock set unlocks Turbo and Scavenge rather than Feral and Supercritical
  2. 17 Jul 2025AddedInternal playtest
    Added to the game

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today
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