THE APS TOU WITH DEMAND PLAYBOOK

A Rep's Guide to Intelligent System Design: How to achieve a true net-zero APS bill.

1

KNOW THE ENEMY & THE GOAL

THE ENEMY: DEMAND CHARGE

A massive fee based on your single highest **one-hour** power spike during on-peak hours.

On-Peak "Danger Zone" (Year-Round)

4:00 PM - 7:00 PM, Weekdays

THE GOAL: TOTAL BILL ELIMINATION

Design a system that achieves a **$0 net APS bill**. This is done in two parts:

  1. Eliminate the **Demand Charge** with a battery.
  2. Generate enough **Export Credits** to pay for all nightly grid usage.

Target Offset: 110-115%

2

CHOOSE TOOLS & PLACEMENT

YOUR ARSENAL

  • THE FACTORY (Oversized Solar Array)

    Generates power to run the home, charge the battery, and export to the grid for credits.

  • THE SHIELD (SolarEdge Battery)

    Its ONLY job is to discharge from 4-7 PM to eliminate the demand charge.

  • THE BANK (APS Export Credits)

    Excess solar is "deposited" as credits, which are "withdrawn" to pay for nightly grid use.

CRITICAL RULE: PANEL DIRECTION

To win in the afternoon, you need afternoon power.

N E W S

SOUTH & WEST FACING: Gold Standard & On-Peak Killer

EAST FACING: Avoid for this strategy

3

EXECUTE THE GAME PLAN

DAYTIME (e.g. 9 AM - 4 PM)

MAXIMIZE PRODUCTION & EXPORT

The oversized solar array first powers the home and fully charges the battery. All remaining excess energy is exported to the grid, building up valuable bill credits.

ON-PEAK (4 PM - 7 PM)

DEMAND DEFENSE

The system switches to 100% battery power. The home draws zero from the grid, eliminating the demand charge and avoiding high on-peak rates.

OFF-PEAK (7 PM onwards)

PAY WITH CREDITS

The home draws cheap power from the grid. The cost of this energy is canceled out by the credits earned from exporting solar during the day.

4

GAME PLAN VISUALIZATION

Net-Zero Energy Flow

0 kWh 1 2 3 4 kWh 12a 3a 6a 9a 12p 3p 6p 9p 12a
Solar for Home/Battery
Solar Exported for Credit
Battery Discharge
Grid Use