
Supercritical
Skill
0
Gain 4.
Exhaust.
Exhaust.

Supercritical+
Skill
0
Gain 6.
Exhaust.
Exhaust.
Supercritical
DefectSkillRare
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.
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-CastMulti-Cast and Tempest spend all of it.Evoke your rightmost Orb X times.

Tempest
Skill
X
Channel X Lightning.
TempestMulti-Cast and Tempest spend all of it.Channel X Lightning.

Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Channel 3 Plasma.
Meteor StrikeMeteor Strike costs 5.Deal 24 damage.
Channel 3 Plasma.
Channel 3 Plasma.

Helix Drill
Attack
0
Deal 3 damage for each previously spent this turn.
Helix DrillHelix Drill deals 3 per Energy spent afterward.Deal 3 damage for each previously spent this turn.

Double Energy
Skill
1
Double your Energy.
Exhaust.
Exhaust.
Double EnergyDouble Energy played after it doubles the burst.Double your Energy.
Exhaust.
Exhaust.

Volley
Attack
X
Deal 10 damage to a random enemy X times.
VolleyVolley 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.
Put ALL 0 cards from your Discard Pile into your Hand.
All for OneAll for One looks for 0 Energy cards, and Supercritical is oneDeal 10 damage.
Put ALL 0 cards from your Discard Pile into your Hand.
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.
0 Attack each turn,
return it to your Hand.
FeralFeral looks for 0 Energy cards, and Supercritical is oneThe first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.

One for All
Power
1
EVERYONE'S 0 Attacks deal 3 additional damage.
One for AllOne 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.
PanachePanache 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 CreamIce CreamIce Cream keeps whatever you do not spend.Energy is now conserved between turns.
Power CellPower CellPower 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 ForkTuning ForkTuning Fork counts the Skills you play, and Supercritical is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter OpenerLetter OpenerLetter 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 RingRainbow RingRainbow 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 ToothRazor ToothRazor 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 SticksBurning SticksBurning 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 PaperJoss PaperJoss Paper triggers when cards are Exhausted, and Supercritical Exhausts itselfEvery 5 times you Exhaust a card, draw 1 card.
Iron ClubIron ClubIron Club rewards playing many cards, and Supercritical is freeEvery 4 cards you play, draw 1 card.
Forgotten SoulForgotten SoulForgotten Soul triggers when cards are Exhausted, and Supercritical Exhausts itselfWhenever you Exhaust a card, deal 1 damage to a random enemy.
Changes by version
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.










