Modes · Updated 2026-08-03
Spiral of Destinies Guide
By Jason, Founder & Lead Editor · Updated 2026-08-03 · contact@socwiki.app
Spiral is where “good enough for story” stops working. Treat it as a checklist mode: matchups, NRG, stars, and a clear win condition.
What Spiral tests
Sustained damage — bosses and multi-wave maps outlast single-burst windows.
Role correctness — free damage from matchups matters more when every turn is expensive. Role matchups.
Turn economy — Act Again plus NRG decide whether your core acts twice with real skills or once with a basic.
Investment focus — under-starred enablers fail first. See shard priority.
Prep checklist (before you enter)
- Read the stage roles — list enemy roles; bring at least one unit who counters the densest threat pack.
- Lock a 5–6 unit core — enabler + primary DPS + frontline + 2–3 flex. Templates: early teams, teams hub.
- Gear the two cores first — weapon + trinket + tarot on enabler and main carry before spreading legendaries. Browse weapons / tarots.
- Simulate coverage — load the team in Team Builder and fix Watcher / Defender / DPS holes.
Suggested slot labels
| Slot | Job | Example direction |
|---|---|---|
| 1 | Enabler / battery | Inanna / SP Inanna line |
| 2 | Primary DPS | Match stage (Seeker / Breaker / Destroyer) |
| 3 | Frontline | Defender who can hold a tile |
| 4 | Secondary DPS / DoT | Long-fight chip (e.g. infection cores) |
| 5–6 | Flex | Faction aura, magic lane, or emergency heal |
Full party theory: party building guide.
In-fight priorities
- Kill or lock the enemy enabler / healer first when the map allows.
- Spend Act Again on the unit who finishes the real threat, not random chip.
- Protect your battery—dead enablers end Spiral runs faster than dead flex DPS.
- If the fight goes long, switch to NRG-safe skills mid-map instead of spamming ultimates every turn.
Wipe post-mortem
• Died turn 3–4 — frontline or positioning; not enough Defender / cover.
• Stalled turn 8+ — damage hole or wrong matchups; swap DPS role.
• Skills disappeared mid-fight — NRG plan failed; add battery / stagger.
• Boss immune feeling — check role triangle and Destroyer/Watcher lane.