The single biggest mistake in Injustice: Gods Among Us Mobile is confusing income with strategy. Players burn through energy on whatever content is available, accumulate currency they cannot spend efficiently, and then wonder why they cannot afford the next character promotion or gear upgrade.
The second biggest mistake is assuming that more currency is better than better spending. A player who earns 50,000 Power Credits on the most efficient battle, spends it on four Bronze characters they do not need, and has 5,000 credits left over is poorer than a player who earns 20,000 credits on a less efficient battle, spends it on a gear slot, and has 8,000 credits remaining for the next target.
This guide covers where Power Credits and Nth Metal actually come from, which sources are most efficient, and how to align income with spending so you are not chasing currency you cannot use.
Power Credits: the income sources
Bonus Battle farming
Bonus Battles are the most efficient standard source. The Fandom Wiki's Power Credits page lists the credit yields and energy efficiency:
| Battle | Credits per run | Credits per energy | Notes |
|---|---|---|---|
| Battle 5 | 1,900 | 126.7 | Good early game |
| Bonus Battle 6 | 20,850 | 463.3 | Most popular, easy to clear |
| Bonus Battle 8 | 37,240 | 517.2 | Highest efficiency, difficult |
| Bonus Battle 9 | 25,680 | 356.7 | High yield, lower efficiency |
Bonus Battle 6 is the standard recommendation across the community because it balances yield and accessibility. It takes a mid-tier Gold team to clear reliably, costs one energy, and returns 20,850 credits. The r/InjusticeMobile community consensus, visible in multiple farming threads, is that Bonus Battle 6 "is always the one that gives you the power credits the most."
Bonus Battle 8 is the most efficient per energy but requires a strong team. The 37,240 credit yield is the highest in the game, but most players need a 3-Gold team at Elite III or higher to clear without losing.
Bonus Battle 9 yields 25,680 credits but is harder to clear than Bonus Battle 6 and less efficient per energy. It appears on the page after Bonus Battle 8, and the Fandom Wiki lists it among the most efficient battles "to get the most credits."
Online Battle season rewards
Top 5% Online Battle players receive season rewards that include Power Credits. The amounts scale by rank: top 1% gets 150,000, top 2% gets 130,000, top 3% gets 120,000, and top 5% gets 100,000. Lower ranks receive smaller amounts but still accumulate over multiple seasons.
This is an inconsistent income source because it requires maintaining rank week after week, but it is also free — you are earning credits from matches you would run anyway. The multiplayer guide covers the offence and defence team differences that make consistent rank maintenance possible.
Challenge Mode completion
Completing Challenge Mode awards a lump sum upon first completion, with additional rewards from daily challenge fights. The community blog on Fandom Wiki notes that a full Challenge Mode completion can yield "up to 200,000+ power credits."
This is a one-time-per-refresh income source. Challenge Mode refreshes approximately monthly, making it a regular but finite source.
Double Credit events
The Fandom Wiki documents Double Bonus Power Credits events that occur "once every few months" and double credit rewards in Standard Battle, Online Battle, and Challenge Mode. Importantly, Double Credit events do not affect Survivor Mode rewards.
If you are planning a major farming session, timing it around a Double Credit weekend doubles your return without doubling your energy cost.
Selling characters and gear
Characters can be sold back to the store for 30% of their purchase price, and gear can be shattered for shards. The Fandom Wiki notes this as a source but lists it as inefficient compared to Bonus Battle farming.
The gear shards guide covers shattering economics in detail, including the break-even points for gear evolution.
Real money purchases
Power Credits can be purchased directly from the in-game store. The Fandom Wiki documents the pricing: 12,000 for $1.99, 36,000 for $4.99, 84,000 for $9.99, 192,000 for $19.99, 600,000 for $49.99, and 1,500,000 for $99.99. These prices change periodically with game updates and store promotions — check the current in-game store for current values before purchasing.
The Fandom Wiki explicitly notes: "It is typically recommended not to purchase credits using real money: The credits received to cost is perceived to be fairly poor." At the standard rate, $99.99 yields 1,500,000 credits — enough for approximately 72 Bonus Battle 6 runs, which takes 10 minutes of grinding.
If you need credits immediately and cannot wait for a farming schedule, the Injustice shop covers whether purchasing currency aligns with your broader spending plan. Injustice mods are an account-service alternative that adds credits directly, but they carry account risk and should only be used when you understand the mod safety framework.
Nth Metal: the income sources
Phantom Zone events
Phantom Zone is the primary source of Nth Metal. Each crystal completed (up to 5 per event) awards Nth Metal that varies by difficulty:
| Difficulty | Nth Metal per crystal |
|---|---|
| Trainee | 1–5 |
| Veteran | 10–25 |
| Elite | 25–50 |
The Fandom Wiki's Nth Metal page calculates that a full Phantom Zone event with all Elite crystals and two resets yields 462.5 Nth Metal on average. This is the baseline for most players' monthly Nth Metal income.
Phantom Zone events reset every 24 hours, but you can reset the event immediately using 50 Nth Metal (up to twice per event). The decision to reset depends on whether the additional crystals are worth the 50 Nth Metal cost.
Survivor Mode wheel
Between fights in Survivor Mode, a prize wheel can award 25 Nth Metal per fight. The Fandom Wiki notes the average yield as 2.34 per fight assuming a fair wheel.
Survivor Mode resets 24 hours after completion, and you can instantly reset 4 times daily using Power Credits. The r/InjusticeMobile community notes that this makes Survivor Mode "generally more effective in gaining Nth Metal than Online Battle" for players who clear deep waves consistently.
Online Battle season rewards
Online Battle season rewards include Nth Metal for ranked players. The amounts range from 10 to 250 per week, with the realistic maximum for a top 5% player sitting around 200.
This is a supplementary source rather than a primary one — the yield per week is lower than a single Phantom Zone event, and it requires maintaining rank consistently.
Nth Metal pack costs
When you have accumulated Nth Metal, you spend it on character packs:
| Pack | Nth Metal cost | Expected Metal characters |
|---|---|---|
| Ultimate Pack | 800 | 0.75 per pack |
| Pro Pack | 400 | 0.42 per pack |
| Pro Pack (event) | 400 | 0.42 per pack |
| Standard Pack | 200 | 0.12 per pack |
The Fandom Wiki's cost comparison shows that the Ultimate Pack offers the best value per Metal character (1,067 Nth Metal per card), while the Standard Pack is the worst (1,667 Nth Metal per card).
The management framework
Power Credits management
Power Credits income is consistent but spendable. The problem is not generating credits — it is spending them before they become waste.
Name your next target before your next farm. If you are farming Bonus Battle 6 and earning 20,000 credits per clear, decide what you are spending them on before the next clear. A gear slot for a specific character? A level cap break for your main team? Support cards? Without the target named, the credits will be spent on convenience — Bronze characters, random booster packs, or impulse gear locker pulls.
The currency cap guide covers the practical cap concept: the point where your credit balance exceeds the sum of your next three named targets. Spend down to that threshold, not below it.
Nth Metal management
Nth Metal income is slow and irregular. The management problem is different from Power Credits — it is about timing purchases to coincide with availability, not just accumulating enough.
Save for full Ultimate Packs, not partial pulls. The cost-per-card improves significantly when you can afford an 800 Nth Metal pack instead of two 400 Nth Metal packs. The Fandom Wiki's analysis treats the 75% Metal character rate for Ultimate Packs as the basis for all cost-per-card calculations.
Do not reroll Phantom Zone conditions impulsively. The first reroll is free, but subsequent rerolls cost 5 Nth Metal on Elite difficulty. Each reroll is a 5 Nth Metal investment with no guaranteed return, and 5 Nth Metal is roughly 1% of an Ultimate Pack's cost.
Align pack purchases with events. Challenge Mode events that feature specific characters make those characters available in event-specific packs with boosted odds. Spending Nth Metal during these windows improves the expected value of each pack.
When farming is not the answer
When you need a large lump sum
If you are 60,000 credits short of a character promotion and the next farming session does not happen for another week, the time opportunity cost may exceed the monetary cost. The Fandom Wiki's pricing structure shows that $4.99 buys 36,000 credits — less than two Bonus Battle 6 clears, but available immediately.
The Injustice shop covers whether real-money currency purchases align with your spending habits. For players who grind consistently, the price premium almost never pays off. For players who play infrequently, it can eliminate weeks of farming for a single purchase.
When you need a specific character or gear piece
Grinding for Nth Metal to buy packs and hoping for a specific character is the slowest path. Characters have a 12% chance in Standard Packs and a 25% chance in Ultimate Packs, but the specific character you want may not be the one the RNG delivers.
The Injustice shop occasionally lists specific character bundles. Account-side services through Injustice mods can deliver specific characters directly, but this is account modification with associated risk. The safety guide covers the risk framework.
When you are impatient
If you find yourself buying credits repeatedly because you cannot wait for the next farming session, this is a spending habit problem, not a farming problem. The currency cap guide covers the practical cap concept — spending below the cap creates waste, spending above it creates risk.
Identify whether the bottleneck is time, knowledge, or discipline before spending more money or more time grinding.
The short version
- Power Credits: farm Bonus Battle 6 (20,850 per run, 463 per energy) or wait for Double Credit weekends
- Nth Metal: Phantom Zone events are the primary source (462.5 average per full event with resets)
- Online Battle top 5% gives both currencies as season rewards
- Challenge Mode gives a lump sum but only once per refresh cycle
- Save Nth Metal for full Ultimate Packs (800 cost, best value)
- Do not reroll Phantom Zone conditions unless the cost is justified
- Name your spending target before you start farming
- Real-money credit purchases are expensive but instant — only worth it if your time is valued above $5 per farming hour
- Account services through Injustice mods can shortcut the grind but carry account risk
Where to go next
- Injustice power credits guide — the detailed arithmetic of credit income per energy
- Injustice Nth Metal guide — pack odds, promotion costs, and farming efficiency
- Injustice shop guide — when to buy instead of grind
- Injustice daily routine guide — how to fit farming into regular play
- How Injustice mods work — account services for targeted currency delivery
- Are Injustice mods safe? — the risk framework before using any service