Systems · Updated 2026-08-03
NRG Guide
By Jason, Founder & Lead Editor · Updated 2026-08-03 · contact@socwiki.app
NRG is why some teams look fine on paper and stall on turn 6. Manage energy like a second HP bar for your skill plan.
Core rules
- Skills cost NRG; basics usually do not. Your build’s value is almost always in skills.
- Regeneration is steady but slow compared to multi-skill rounds (Act Again spends two skill budgets).
- Supports, trinkets, and some weapons refund or reduce effective cost. That is why “battery” is a real party slot.
Where teams run dry
Double skill rounds
Act Again + expensive ultimates without a battery.
Long boss phases
Spiral / Trials stages that outlast burst windows.
No enabler economy
Six damage kits, zero NRG refund or shared battery.
Wrong gear
All-in crit weapons with no NRG comfort on the main carry.
Fixes that actually work
- One battery identity — a Watcher whose kit refunds, shares, or accelerates NRG. Build them early; they enable every carry you own. Rank them in shard priority.
- Stagger skills — not every unit needs to ultimate the same turn. Rotate big skills so regeneration covers the team.
- Gear with intent — use NRG comfort pieces when the stage is long. NRG Battery Charm-style items and support weapons (e.g. Staff of Iria) exist for this.
- Act Again discipline — only double-turn a unit who can cast twice or who needs the second move to secure a kill. Empty second actions are NRG tax.
Quick planning table
| Fight length | NRG priority | Team note |
|---|---|---|
| Story rush | Low–medium | Burst first; battery optional |
| Boss / multi-wave | High | Battery + staggered ultimates |
| Spiral / Trials | Very high | Plan rotations; see Spiral guide |
Checklist before deploy
- Who spends the most NRG in the first three turns?
- Who refunds NRG for that unit?
- If Act Again fires, can the target still cast a real skill?
- Is there a long phase where everyone will be dry together?