Gain 7 Block. Next turn, gain 1 Energy.
| Character | Defect |
|---|---|
| Type | Skill |
| Rarity | Common |
| Cost | 1 Energy |
| Target | Self |
| Total Block | 7 |
| Per Energy | 7.00 → 10.00 upgraded |
Card text
Gain 7 Block. Next turn, gain 1 Energy.
Upgraded: Gain 10 Block. Next turn, gain 1 Energy.
Where it sits on the curve
Measured the same way as our efficiency tier list: total Block divided by Energy.
Charge Battery produces 7.00 per Energy at base and <strong>10.00</strong> upgraded. That ranks it 15 of 56 of the 56 skills with a fixed cost. It sits in the top 75% on this measure.
The measure ignores everything that is not a number. Area damage, conditions and drawbacks are not priced in.
What it gives back
- Gains 1 Energy
Other Defect cards at 1 Energy
- Ball Lightning — Deal 7 damage. Channel 1 Lightning.
- Barrage — Deal 5 damage for each Channeled Orb.
- Biased Cognition — Gain 4 Focus. At the start of your turn, lose 1 Focus.
- Capacitor — Gain 2 Orb Slots.
- Chaos — Channel 1 random Orb.
- Cold Snap — Deal 6 damage. Channel 1 Frost.
Where to go next
All 577 cards — the full table, filterable by character. Efficiency tier list — every measurable card ranked.
Rarity system explains how often this card appears. Enchantments covers the modifiers that can change it.