recursal/Fanatic-Fandom huggingface dataset:
Smog Mech

## Team

The mech is available as part of the Mist Eaters squad.

## Strategy

The Smog Mech brings a mix of damage and utility with its Smoldering Shells weapon and Nanofilter Mending passive, providing a way to both neutralize several enemies while increasing the survivability of the Squad it is in. This combination of default equipment makes it one of the most versatile Mechs in the game.

Smoldering Shells can set one enemy on fire while cancelling attacks of surrounding Vek with smoke. It also deals respectable damage, starting with 1 point of direct damage + 1 more from fire, for 2 total starting damage. Though expensive in reactor cores, both **More Smoke** and **+2 damage** are solid upgrades, and good candidates for earlier cores; More Smoke is typically recommended first, as it lets it neutralize more threats significantly and heal more allies from more flexible positions. The +2 damage upgrade deals 3 damage directly, +1 more from fire damage, for a total of 4 damage, which is excellent for Ranged class Mechs. Spawns can also be ignited to preemptively deal damage to emerging Vek; do note however that Smoke will cancel out any fire tiles, and put out fire on enemies as well.

Nanofilter Mending negates the main downside of Smoke preventing Mechs using an action on it, allowing free movement on tiles with smoke while absorbing it for an action-free repair. This is a particularly useful passive when the More Smoke upgrade from Smoldering Shells is powered, as the Smoke can be useful for reviving downed mechs and keeping mechs with self-damaging weapons active.

The Smog Mech works very well in many Custom Squad combinations. Some notable examples include the Rocket Mech, which synergizes very well with Storm Generator by letting all smoke deal passive damage; the Leap Mech, which can target Smoke with Hydraulic Legs to push and damage multiple enemies and heal itself, letting it raise its damage earlier without worrying for survival; and the Ice Mech, which can be repaired by targeting it with Smoke to remove the self-inflicted Freeze status from Cryo-Launcher. But in general, almost any Mech appreciates the additional survival and Smoke utility offered by the Smog Mech.

Good starting pilots for the Smog Mech include:

* Kai Miller and Morgan Lejeune; early-game common enemies are eliminated in one hit once fire damage is taken into account (2 direct damage + 1 fire damage). Once upgraded, the maximum damage with a Boost is 5 counting fire, which is an important breakpoint for being able to eliminate most alphas.
* Archimedes and Chen Rong are other great pilot options, as they can move return to a better position in the board after firing near a corner.
Agent

The **agent** is a playable character in *Carnivores Cityscape.* If played in the agent campaign, the player controls one member of a squad who is the only remaining member (Unless played in Cooperative mode.)  He is equipped with high-tech battle armor, including a helmet which allows him to use limited Thermal optics, Night vision, and built in binoculars. He has a total of six weapons at his disposal, of which he may choose two and the pistol. In the dinosaur campaign, the agent is the main and only (besides the occasional Oviraptor) enemy. At the start of the game, they generally have weaker weapons, but get better and better weapons as the game goes on.

## External links

* Agent on The Carnivores Atlas

*This article is a stub. You can help Carnivores Wiki by expanding it.*
Techno-Scarab

## Team

The mech is available as part of the Secret Squad squad.

## Strategy

The Techno-Scarab functions similarly to the Ranged-class Artillery Mech, with its default **Explosive Goo** weapon allowing it to target one tile for damage and push all adjacent units. Like its other Secret Squad counterpart mech, it suffers from being Cyborg-class, which imposes a reactor core penalty to power any other non-Cyborg equipment.

One trait that sets Explosive Goo apart from other ranged weapons is the ability to increase its target range via an upgrade, at a cheap cost of 1 reactor core. The additional range targets a tile in front of the one chosen and comes with mixed benefits. On the one hand, this allows the Techno-Scarab to spread damage among two targets and push up to 6 tiles surrounding the two chosen, which greatly assists it in controlling enemy positions. On the other hand, it is forced to shoot two tiles if the upgrade is active, which can put the Techno-Scarab in situations where it could unwantedly target a building or push an enemy to hit a building. Thus, its an upgrade that can offer excellent utility for a cheap cost, but its downsides should also be carefully considered depending on the mission and the map.
Reactor Core

The **Reactor Core** is one of the Resources in *Into The Breach.*

Reactor Cores are used for upgrading Mechs. Each installed core will give 1 additional energy that can be assigned to improved stats, power weapons, weapon upgrades, passives (extra moves, extra hitpoints) or some Pilots with special abilities.

A Reactor Core is acquired by:

* Recovering a Time Pod during a mission
* Protecting a key building during a mission
* Spending 3 Corporate Reputation Points after protecting a Corporate H.Q.

## Using Reactor Cores

Open the Mech Upgrade screen by clicking on any Mech Icon on the left, and click on "Install" to install a core.

You can install up to 9 cores in the reactor of each Mech. Pilots can acquire the Mech Reactor skill to gain a bonus Reactor Core.

You can Undo the installation to redistribute Reactor Cores as needed.
Smoke Drop

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Power | Free

The **Smoke Drop** is one of the weapons in the game Into The Breach, it is not a starting weapon of any Mech but obtainable through reputation reward or Time Pod.

## Description

Drops Smoke on 5 tiles anywhere on the map.

Single-use.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Smoke Drop is a great support weapon to successfully resolve situations where Vek threats are out of Mech range. It is particularly useful with the Rusting Hulks, which can let it simultaneously cancel attacks and deal Electric Smoke damage. It's important to keep in mind its limited use though, as well as ensuring that the Smoke does not handicap the squad's positioning for future turns.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Viscera Nanobots

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 1 | +1 Heal ( )

**Viscera Nanobots** is a passive equipment in the game Into The Breach. It is part of the starting loadout for the Nano Mech. It is also obtainable as an Island Reward, through the Corporate Reputation Store, or through a Time Pod.

## Description

Mechs heal 1 damage when they deal a killing blow.

Repairing Mechs happens *after* all damage calculations have been performed. A Mech that hits 0HP from an attack which disables them will be repaired back online if they also get at least 1 kill.

The amount of health healed will correspond to the number of enemies killed as well; for example, an attack that kills two enemies will heal the Mech for 1 + 1 = 2 HP without upgrades to the passive, or 2 + 2 = 4 HP if the passive has been upgraded.

### Upgrades

* **+1 Heal** ( ) - Increases healing to 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Viscera Nanobots is what help keeps the Hazardous Mechs online. The additional **+1 Heal** upgrade is optional to get; as long as the Mech gets a kill, they will be healed back to 1 HP at least without upgrades, so it's not necessary for preventing Mechs being disabled. That said, it's worth considering the upgrade so that the Mechs in the squad can reliably tank spawn blocking damage; especially when considering the **+1 Damage Each** upgrades to both of the other Mechs weapons.

Outside of its home squad, Viscera Nanobots is a lot more situational. It could help other similar Mechs, like the Charge Mech or the Thruster Mech in a Custom Squad, from destroying themselves with their weapons. Most notably, it is very strong with Self-Destruct, as the instant-kill damage guarantees that the Mech using it will be repaired back up. But if the player is not using Mechs or weapons like these in conjunction with the Nano Mech, it is recommended to sell Viscera Nanobots later in the timeline for Reputation; particularly when it makes the difference to buy an additional Reactor Core.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Smoke Bombs

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +1 Range ()

The **Smoke Bombs** is one of the weapons in the game Into The Breach. It is not a starting weapon of any Mech, but obtainable through a perfect island reward, a reputation reward, or a Time Pod.

## Description

Fly over the targets while dropping Smoke.

### Upgrades

* **+1 Range** (1 Reactor Core ()) - Increases potential movement range by 1.
* **+1 Range** (1 Reactor Core ()) - Increases potential movement range by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Smoke Bombs is like Aerial Bombs with no damage, but higher potential range for the same 2 core cost. Smoke Bombs is also an Any Class weapon, whereas Aerial Bombs is Brute Class, which means that Aerial Bombs has the advantage of being equipped on more Mechs with no penalty.

While smoke is powerful at nullifying enemy actions, having multiple smoke tiles on the map can also be a handicap without careful planning. It is a good fit on squads that rely on spreading smoke, such as with Storm Generator.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Water Tile

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

Units cannot attack in Water. Most non-flying enemies die in Water.

The **Water Tile** is one of the Tiles in Into The Breach.

## Notes

Flying units are not affected by water. Massive units, which include all player Mechs and boss Vek, can stand in water but cannot attack. If a unit is on fire, it will be put out.

Terrestrial enemies with Explosive Decay will still explode on death, damaging adjacent tiles, when pushed into water.

If a specific Mech pushes a Vek into the water to kill it, it will gain all its XP. If a Vek is pushed or falls into water from indirect sources, its XP will be split between the squad.

If this tile is hit with a freeze effect, it will turn into an Ice Tile.
Traits

In Into The Breach, there are many traits that both enemy and player units have. This page does not cover pilot skills despite them being listed as traits in-game.

## Armored

Armored is a trait that enemy, player, and objective units have. It decreases incoming weapon damage by 1, applied to each source individually. This notably does not apply to any other source, only to direct weapon damage, meaning push damage, explosion damage, spawn blocking, fire damage, and electric smoke damage are not reduced.

Judo Mech, Hook Mech, Armored Train, and Bouncer Leader all innately have armored

Shell Psion grants other vek (and the player if they have Psionic Receiver) armored

Abe Isamu grants any mech he pilots armored (does not stack if the mech already has it)

## Volatile / Explosive Decay

Volatile is a trait that only enemy and objective units have. It makes it so that when the unit is destroyed, it explodes, dealing 1 damage to nearby tiles. This damage ignores armor

Volatile Vek and Prototype Renfield Bombs innately have volatile

Blast Psion grants other vek (and the player if they have Psionic Receiver) volatile

## Flying

Flying is a trait that player and enemy units have. It prevents the unit from falling into chasms, water, lava, and A.C.I.D. pools, making them hover over instead, and allows the unit to move through both enemies and objects such as buildings and mountains

Hornet, Alpha Hornet, Hornet Leader, Mosquito, Alpha Mosquito, Mosquito Leader, Moth, Alpha Moth, Shell Psion, Blast Psion, Soldier Psion, Blood Psion, Smoldering Psion, Arachnid Psion, Raging Psion, Psion Tyrant, Psion Abomination, Jet Mech, Swap Mech, Defense Mech, Ice Mech, Nano Mech, Thruster Mech, Control Mech, Drill Mech, and Techno-Hornet all have flying innately

Prospero can grant any mech they're in flying for 1 power core

## Massive

Massive is a trait that only enemy units have, though all player units functionally have it. Massive makes a unit affected by it unable to drown, and will instead sit in liquids without dying. Liquids will, however, cancel attacks. Any boss enemy without flying has massive to prevent them from being insta-killed with liquids. They can still be killed with chasms

Scorpion Leader, Scarab Leader, Beetle Leader, Firefly Leader, Large Goo, Medium Goo, Small Goo, Spider Leader, Crab Leader, Blobber Leader, Bouncer Leader, Centipede Leader, Gastropod Leader, Plasmodia Leader, Mosquito Leader, Starfish Leader, and Tumblebug Leader all have massive

## Stable

Stable is a rare trait that only enemy and objective units have. Stable makes a unit completely immune to all forms of displacement, including push, pull, and teleporting effects.

Burrower, Alpha Burrower, Terraformer, Disposal Unit, Detritus Contraption, Shield Generator, Hacking Station, Train, Armored Train, and Earth Mover all have stable
Spring-Loaded Legs

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +2 Damage (  )

The **Spring-Loaded Legs** is one of the weapons in the game Into the Breach. It is an Advanced Edition weapon, and is only obtainable through a reputation reward or a Time Pod if Advanced Weapons are turned on for the current timeline.

## Description

Leap and attack a tile (next to your landing point), dealing damage and pushing it.

Starts with 2 damage to the target. Costs 1 Reactor Core () to power.

### Upgrades

* **+2 Range** (1 Reactor Core ()) - Leap up to 4 tiles away
* **+2 Damage** (3 Reactor Cores (  )) - Increases damage to the target by 2.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Spring-Loaded Legs boasts powerful single-target damage, displacement and mobility, only VERY rarely being completely unable to attack. The unique range of motion allows pushing Vek into the tile the mech was standing on, escaping webbing easily, passing chokepoints, and even resolving a threat by landing on water or smoke. Recommended to upgrade first is the additional **+2 Range** so that the mech using Spring-Loaded Legs has more options and versatility. It essentially functions as an upgraded and more flexible Titan Fist for the majority of the game, and the initial Reactor Core cost more than makes up for the mobility bonus.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Techno-Beetle

## Team

The mech is available as part of the Secret Squad squad.

## Strategy

In the Secret Squad, one advantage the Techno-Beetle has is being the only mech that starts with 3HP. This allows it to be more reliable at blocking spawns than the other two cyborg mechs. Unfortunately it also has poor starting damage and, like its other Secret Squad Cyborg class mechs, suffers from a reactor core penalty to power any other secondary weapon and passive.

Powering the **Smoke Behind** upgrade for Ramming Speed is recommended to do so early, as it is cheap and allows the Beetle to neutralize two targets for one action (in a similar vein to the Rocket Mech). Upgrading **+2 Damage** gives it a total potential damage output of 4 (3 direct damage + 1 bump damage), but it is rather expensive at 3 reactor cores and is only enough to kill the weaker Alpha enemies.

Even with the Reactor Core penalty, consider looking for a better secondary weapon that gives the Beetle either more displacement utility (such as Wind Torrent) or damage (such as Mercury Fist).
Mods/Far North

This describes content made by the community and is not considered part of the *Offical game series*.

Carnivores: Far North is a total-conversion mod for Carnivores 2 that takes place in a different region in the Arctic Sector, one that is much colder and deadlier.

The mod is currently still under development; with its Beta 1 released on December 25th, 2017, and Beta 2.1 released on January 6th, 2019.

## Story

*The Arctic Sector is very cold. That's no secret. Up here, little more than hair covered, feathered, or blubbery creatures can survive. Plenty of supernatural forces have an effect on the warmer sectors. The Velociraptor Temple in the Central Sector and the Dory Temple in the Triassic are just two examples. However, these sectors were habitable to the Ancients. The Arctic sector saw very little inhabitance from the Ancient civilization. This gave a refuge to supernatural forces wishing to be left alone. The first Arctic tour was located in very frigid environments- no doubt. However, this new tour is located to the far north. The mammals that inhabit the first Arctic sector tour are formidable and tough, no doubt. However, in the Far North, temperatures reach an even lower point. Life has adapted to even these frigid environments. Thick fur pelts, massive amounts of feathers, or just pure body fat keep these creatures going.*

*The Ancients inevitably discovered the Arctic, however the original Arctic tour featured no trace of the Ancients. This was presumed to be because the Ancients had merely never ventured this far up north, but recent evidence shows this to be false. The ancients had no permanent civilization (at least that we are aware of) but it seems that they led at least a few expeditions to try and find a habitable region. Needless to say, very little of the arctic could house such beings used to a tropical environment, thus the expeditions failed, and the Ancients stopped sending explorers.*

*There are in fact remnants of these expeditions still out here. Nothing as extraordinary as what you may recall in earlier tours, but it's evidence that colonies may have been attempted. But here's where DinoHunt Probes discovered the unfortunate truth. Multiple outposts or campsites had been trashed. At first it was the assumed work of the "Yeti"- sometimes spotted in the original arctic tour. But it was soon proven not to be the work of these primate-like creatures. DinoHunt Corp had colonies and camps attacked by Yetis. Yetis seem to follow no pattern- they seem to act out of sudden rage or anger- mostly during their mating periods. These attacks seemed to be thoroughly executed- they followed a sort of "raid" mentality, so it seemed.*

*According to a single DinoHunt scouting expedition, this could be the work of something even more frightening.*

## List of Developers

* Ophious- Project Leader, Storyline & Concepts, Creature Design, Plant Design, Map Design, Menu Design, and Weapons
* StarCrafty- Animations
* Poharex- Creature Design
* RaptorKlaw- Sounds

## External links

* Visit the article's page on the Carnivores Continuum for more in-depth information.
Rocket Fist

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Rocket Fist** is one of the weapons in the game Into The Breach.

Punch an adjacent tile. Upgrades to launch as a projectile.

Starts at 2 damages. Has knockback.

## Strategy

Rocket Fist is basically an enhanced version of Titan Fist; it requires one less reactor core investment to reach full damage. Pushing the Mech one tile back provides mixed benefits; on the one hand, it can be used to cause collision damage to the Vek behind Mech, escape hazardous terrain or webbing, and move the Mech to block spawn points. On the other hand, it can also cause friendly fire damage or push Mech into hazardous terrain.

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Repair Field

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Power | Free

**Repair Field** is a passive equipment in the game Into The Breach. It is obtainable as an Island Reward, through the Corporate Reputation Store, or through a Time Pod.

## Description

Repairing one Mech will affect all Mechs.

Disabled Mechs will also be repaired, which will bring the Mech back online and save the pilot.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Repair Field is a highly action-efficient and cost-effective Passive for squads which are prone to friendly fire or rely on destructive weapons, the most notable examples being Blitzkrieg, or any squad using the Self-Destruct weapon. It allows any Mech in the squad to essentially repair every Mech with one action. Even without such weapons, Repair Field can still provide value by allowing for more aggressive strategies, like blocking a spawn at 1HP, or tanking an Alpha Firefly projectile and reviving the Mech on the following turn. All Mechs will have any negative status effects removed as well, such as Fire or A.C.I.D.; and only one Mech in the squad has to repair with the passive equipped to accomplish this. Unlike the similar weapon Repair Drop, Repair Field can be used with any Mech on the squad, and also does not have limited uses per battle, making it more flexible.

With the utility that Repair Field brings, it can decrease the reliance on HP and survival upgrades for the squad as a whole, allowing the player to distribute and focus Reactor Cores on their weapons.

The pilot Rosie Rivets has strong synergy with Repair Field. She can activate the passive effect with her ability by moving adjacent to an ally Mech to provide an action-free repair; doing so will also repair all Mechs in the squad, including her own, while still allowing her to perform her own action. Pilots who can provide the Boosted status effect are also effective, as when they repair their Mech, all Mechs in the squad will repair 2 HP due to the Boosted status increasing the effect of repairs.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Silica

**Silica** is a pilot in *Into the Breach*.

## Location

Silica can be acquired by completing islands.

## Background

Silica is a hybrid of Pinnacle and R.S.T. technology, believed to be one of the first (and possibly only) artificial intelligences devoted to terrain architecture.
In "his" original timeline, Silica was responsible for first detecting and studying the Vek, and eventually was modified to investigate their hives... this nearly ended catastrophically, and Silica was recovered and his programming altered from terraforming to terraforming-based-combat... the concept of using the existing terrain and shaping it, exploiting it, and using the surrounding region as a weapon against the Vek. When Silica jumped timelines, his original programming was unknown to every subsequent timeline, and they have seen him only in his role as a environmental tactician, designed to help the islands defeat the Vek.

## Personality

A relatively calm, pragmatic machine who has adjusted to the change in its original purpose of mineral survey to destruction. It tends to quantify its responses in terms of how actions will affect the environment first, then the individuals second.

## Strategy

Silica's Double Shot, while expensive at 2 power points, can drastically alter the playstyle of a given Mech depending on their equipment. Easiest to recommend are the Prime-class Mechs, which will often be placed front and center and frequently contested by the Vek, eliminating the need to reposition before retaliating. Even more directly benefiting from Double Shot is the Flame Behemoths' Flame Mech, which requires your target already be on fire in order to do direct damage; and Blitzkrieg's Lightning Mech, which can remain close to buildings and use the chained electric damage twice in one turn. Note that Repairing counts as an action, so it is also possible to Repair before or after using a weapon if his Mech does not move, which is useful if using Silica's Mech to block spawns.

On the more silly side of strategy, one can get very creative with personal movement "attacks", such as Boosters or Teleporter as substitute for standard movement, while also impacting enemy positioning. Further still will be making Silica's Mech a dedicated healer by equipping them with the Repair Field passive, though this can be difficult to maintain given how powerful enemy attacks become late-game.
Smoke Mortar

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Power | Free

The **Smoke Mortar** is one of the weapons in the game Into The Breach.

Artillery shot that applies Smoke and pushes two adjacent tiles.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Watery Grave

## Description

Drown 3 enemies in water in a single battle with the Rift Walkers squad

**Watery Grave** is one of the achievements in Into the Breach.

## Notes

To count as a successful drowning, the enemy must be pushed into water without taking lethal damage.

There are two missions in Archive, Inc. that make this achievement easier to get; any with the **Tidal Waves** environmental effect, and **Destroy the Dam**.
Techno-Hornet

**Techno-Hornet** is a Cyborg-class mech in *Into the Breach*.

## Team

The mech is available as part of the Secret Squad squad.

## Strategy

The Techno-Hornet's **Needle Shot** weapon has comparable utility to other Prime class weapons, letting it target one tile and push its target. The main difference is that its starting damage is lower by comparison, somewhat made up by the Techno-Hornet's flight and high starting mobility.

Consider more Mech Health as a first upgrade for the Techno-Hornet, since the Mech does better close to enemies. More health will help it block spawns more consistently, and will make it more durable for body-blocking enemy projectiles if needed.

Despite its low starting damage, Needle Shot's reactor core upgrades scale impressively well and should be considered for early upgrades; while expensive, they increase damage and range by 1 point each. The additional range can be controlled much like the Flame Mech's flame thrower weapon, and overall gives the Techno-Hornet very high potential damage output, capping at hitting 3 tiles for 3 damage each (for 9 damage total).
Raining Death

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +1 Damage Each ( )

**Raining Death** is one of the weapons in the game Into The Breach.

A dangerous projectile that damages everything it passes.

Deals 2 damage to all tiles. Deals 1 self-damage to the shooter.

### Upgrades

* **Buildings Immune** (1 Reactor Core ()) - This attack will no longer damage Grid Buildings.
* **+1 Damage Each** (2 Reactor Cores ( )) - Increases damage to self and targets by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Weapons

The various **Weapons** from Into The Breach.

## Description

Each of the Mechs have a Weapon equipped, and will do different things depending on how you want to use them. Note that all weapons have friendly fire ON (unless an exception is mentioned) so if you don't plan properly you can damage your own Mechs.

Most weapons come with an upgrade or two, at the cost of additional Reactor Core usage. Upgrades are not purchased separately from their base weapons, they are included.

**Note that powering Upgrade 1 is never a prerequisite for powering Upgrade 2.**

## List of weapons

### Cyborg-class

Tile behind you gains Smoke. | +2 Damage (  )
  Needle Shot | 1
Increases potential hit tiles by 1 and damage on all tiles by 1. | Range & Damage (  )
  Explosive Goo | 1
Increases area hit by 1 tile. | +2 Damage (  )
Increases damage by 2. | Vek\_Scarab
Small Goo

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).

**Small Goo** is one of the Vek from *Into The Breach*.

## Description

A massive sized gelatinous ooze resembling a similar fictional monster. This boss Vek can only appear in corporate islands with the "Defeat 5 Goos" objective alongside the HQ mission objective, and is excluded from the Volcanic Hive.

When the Large Goo is defeated, it will split into 2 Medium Goos; when a Medium Goo is defeated, it will split into 2 Small Goos. The resulting enemies that come from the split will be launched and land on randomly determined tiles that the game determines as safe (i.e. avoiding tiles like fire and water, though still possibly landing in range of another enemy's attack). The split happens immediately after the Large or Medium Goo is defeated. The tiles they land on is determined at that moment based on the player Mechs placements, and can change after a Reset Turn is used and the Goo is defeated again if the Mechs are placed on different tiles.
Slide Mech

## Team

The mech is available as part of the Arachnophiles squad.

## Strategy

When playing the Arachnophiles, the Slide Mech is your only reliable displacement option; its primary goal is reducing the amount of threats to the grid. That can be done by enabling good ricochets for the Bulk Mech, pushing enemies into deadly threats like Chasms or Water tiles, bumping them into each other to allow the Arachnoid Mech to finish them off, or simply moving targets around so they attack something else.

Area Shift works like a restricted Wind Torrent; it allows you to shift up to 7 targets (push up to 4 + bump up to 7), not including the Slide Mech itself. This can be extremely useful in missions with high Vek population by spreading bump damage. If looking to take advantage of bump damage, consider raising the Slide Mech's HP and powering the **Shield Self** upgrade, as its starting 2 HP makes it very frail otherwise. Similarly, the Shield upgrade helps in dealing with melee range Vek, which can otherwise still target the Slide Mech when shifted. A particularly powerful combination is Area Shift with Force Amp; the latter will increase all bump damage by 1, and can let the Slide Mech deal a lot of damage with just Area Shift.

In general, the Shield Self upgrade for Area Shift is one of the best choices during the early-game, as it only costs 1 core while letting the Slide Mech tank any Alpha Vek attack and stay online. It is also invaluable for blocking Vek spawns as you can easily renegerate the shield by simply shifting onto a Spawn Tile. The **Shield Ally** upgrade is a beneficial later upgrade to allow the squad more blocking and tanking potential, or if playing with the Ice Generator to keep the whole squad free of being frozen. However, unlike the Pulse Mechs Repulse upgrade, note that it does not grant shields to adjacent buildings.

Despite its high utility potential, the Slide Mech is highly constrained by its grounded movement range, so it will definitely benefit from an alternative weapon, especially one that can target any point on the battlefield. Pilots that grant movement utility are great for this mech as well, such as Archimedes; once you gain Shield Self, you can shift up to 4 tiles and tank an attack or block a spawn. Prospero is another great choice, as it enables you to shift enemy units into deadly threat tiles with much more flexibility.
Titanis

***Titanis*** is a large flightless bird featured in *Carnivores: Ice Age*. Introduced on April 19, 2014; it marks the second hostile ambient animal introduced in the *Carnivores* series after the *Iguanodon* in *Carnivores: Dinosaur Hunter*.

## Biology

The *Titanis* is one of two predatory, flightless birds of FMM UV-32 (the other being *Diatryma*). Unlike the stocky *Diatryma*, the *Titanis* is very thin and streamlined, with a very long neck and legs. The bird is covered in tan and brown feathers on its body, legs, and tail. The feathers are white on the neck, and it has a crest of white feathers behind the head. The *Titanis* has dark grey legs, and a black head with an orange stripe surrounding its bright yellow beak. The enormous beak is *Titanis'* most intimidating trait. It is large and hooked, perfect for tearing into its prey. The *Titanis'* call is a loud, terrifying screech, vaguely similar to that of a crow or vulture.

## *Carnivores: Ice Age*

In *Carnivores: Ice Age*, the *Titanis* is a hostile animal and it used to be an ambient animal.

Anywhere between one and three *Titanis* can be found roaming an island, although the creatures are not usually found congregating together. The *Titanis* seems to be devoted to roaming only a small expanse of land, pacing around its designated area as if guarding its territory. Occasionally, it will stop to groom itself, much like a modern-day bird. The *Titanis* will also stop and snap its sharp beak, perhaps as an intimidation tactic. If this does not scare away intruders from its territory, the *Titanis* will unleash its unearthly screech in attempt to keep its area secure. If a startled at a distance, the giant bird may retreat a short distance, although never too far away from its territory. However, if wounded, the *Titanis* will charge no matter the distance between it and its attacker. The *Titanis* is not particularly fast compared to other polar predators of the planet; but if it manages to catch up to its target, it will use its enormous beak as an axe and slice into its target and proceed to devour it. Like *Diatryma*, *Hyaenodon*, and *Andrewsarchus*, it leaps at the hunter before it attacks.

*Titanis* was added as a selectable animal on August 7, 2014 for Android and August 14, 2014 for iOS. As a huntable animal selectable from the menu, *Titanis* exhibits many new traits. It is now a pack hunter, and uses the same pack hunting mechanics as the *Coelophysis*, an animal from the planet's warmer climates. The *Titanis* is now considerably faster, charging at its prey using a lightning quick "zigzag" maneuver, which makes one incredibly hard to kill, let alone an entire pack.

## Trivia

* For an unknown reason, *Titanis* does not hunt in packs.
* *Titanis* is the only new animal in *Carnivores: Ice Age* to not receive a reskin in update 1.8.0.
* *Titanis* is the only animal that is able to cross water.

## Gallery

* *Titanis* grooming itself.
* *Titanis* screeching.
Unbreakable

## Description

Have Mech Armor absorb 5 damage in a single battle with the Steel Judoka squad

**Unbreakable** is one of the achievements in Into the Breach. Using the Steel Judoka squad, the player must absorb 5 damage with armor in a single battle.

## Strategy

This achievement is best done in the first island, when alpha enemies are less common, and preferably in a mission that lasts for 5 turns.

Since the only mech in the squad that has natural armor is the Judo Mech, the set-up can be made easier by starting the timeline with Abe Isamu piloting the Gravity Mech.
Sidewinder Fist

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The **Sidewinder Fist** is one of the weapons in the game Into the Breach

Punch an adjacent tile, damaging and pushing it to the left.

Starts at 2 damage.

It is not mentioned in-game, but having both +1 Damage upgrades powered also gives a dash for one square before attacking the target.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

The Sidewinder Fist boasts a powerful damage output, with the somewhat-unique ability to push in a direction other than forwards or back. The extra mobility dash that a fully-upgraded Sidewinder Fist has can also benefit positioning, specially for breaking out of webbing.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Unstable Cannon

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 Upgrade 2 | +1 Damage (  )

The **Unstable Cannon** is one of the weapons in the game Into the Breach. It is the starting weapon of Unstable Mech.

## Description

Powerful projectile that causes damage to shooter as well as target.

Deals 2 damage to the target and 1 self damage to the user. Pushes target. User is pushed backwards.

### Upgrades

* **+1 Damage Each** (1 Reactor Core ())
* **+1 Damage** (3 Reactor Cores (  ))

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Scorpion

## Description

The Scorpion resembles the creature it is named after, stinger included. It is able to be encountered from the start as a regular enemy. Its goal is to restrict units' mobility with webbing, then attack them.

## Strategy

The Scorpion is dangerous during the early game for two reasons:

* If it webs one of your mechs, you may be forced to make inefficient moves with your other mechs to free the webbed mech.
* It has 3 health, and relatively few starting mechs are capable of dealing 3 damage in one turn.

Its weakness is its low mobility, so deploying your mechs where they can still escape webbing while dealing with other threats is imperative. Alternatively, if you keep your mechs just out of its movement range, it will waste its web attack on grid buildings, which are already stationary. Your mechs will then be free to push it or kill it on the following turn.
Steel Judoka

The **Steel Judoka** is one of the Squads from Into The Breach, unlockable for 3 coins. They consist of the Judo Mech, Siege Mech and Gravity Mech.

Rather than relying on high damage from mechs the Steel Judoka has little offensive power, relying instead on using positional weapons, pulling and pushing to make the Vek target each other. This is essential for dealing with enemies as Vek Hormones are immediately active.

## Mechs

*Grab a unit and toss it behind you.* (1 damage)
Upgrade I
Ally Immune () *Deals no damage to allies.*
Upgrade II

*Protect a tile by damaging and pushing adjacent tiles.* (1 damage)
Upgrade I
Buildings Immune () *This attack will no longer damage Grid Buildings.*
Upgrade II

*Enemies do +1 Damage against other enemies.*
Upgrade I
+1 Damage () *Increases damage by 1.*
Upgrade II

## Achievements

Unbreakable
Have Mech Armor absorb 5 damage in a single battle
Unwitting Allies
Have 4 enemies die from enemy fire in a single battle
Mass Displacement
Push 3 enemies with a single attack
## Strategies

* Since you will mostly rely on Vek damage to kill enemies, constantly check the Attack Order. In addition, look for Vek like the Firefly or Gastropod, as they can easily target other Vek with their attacks and prevent two enemies from damaging the grid by being intercepted.
* Prioritize upgrading +1 damage on Vek Hormones and Buildings Immune on the Cluster Artillery - both upgrades take advantage of the squad's strength in turning enemy fire against them.
* Because the Judo Mech has armor, you can still hit it with the cluster artillery without taking damage.
* Look for an enemy two spaces away from a deadly tile -- vice fist can throw them into it.
* You can use the repositioning abilities of the squad in succession: first place two enemies adjacent to each other, then get bonus damage on knockback.
* Be wary of taking on an island if it has Burrowers and Alpha Burrowers; since these enemies are stable, they cannot be targetted by Vice Fist nor pulled by Grav Well, which makes them particularly difficult to deal with multiples using the Steel Judoka's default weaponry. Ensure you have some other weapon or ability with the Judo Mech at least to deal direct damage to them first.
* Many pilots can synergize with this squad:
	+ Henry Kwan and Prospero can more easily get into position to throw enemies by moving through obstacles. Prospero can also let the Judo Mech throw Vek on a ledge into insta-kill tiles.
	+ Harold Schmidt gives a free additional "weapon" to knockback enemies.
	+ Kazaaakpleth on the Judo Mech allows it to attack directly in front, significantly boosting its power.
	+ Chen Rong or Archimedes can get the Judo Mech out of a bad spot after attacking, compensating for the limited choices of tiles to attack from.
	+ Kai Miller on the Siege Mech can make the killing of Vek faster, especially as she will raise the maximum damage of Cluster Artillery to an impressive 3 points.

## Trivia

* The Vek Hormones passive equipped with the Gravity Mech also increases the damage done by robotic enemies, despite not being classified as Vek nor affected by Psions.
Swap Mech

**Swap Mech** is a Science-class mech in *Into the Breach*.

## Team

The mech is available as part of the Flame Behemoths squad.

## Strategy

The Swap Mech is a very versatile Mech that relies on manipulating unit positions, but relies on getting upgraded Teleporter range to maximize its potential. Understanding how to best take advantage of Teleporter is vital, examples including:

* Ways of turning Vek attacks against their own by swapping with them; before choosing targets to swap with, check the Attack Order.
* Positioning the Swap Mech above environmental hazards, such as water, lava, or acid; and swapping with a grounded Vek.
* Swap with allies or empty spaces to eke out extra squares of movement, or escape webbing.

Upgrading the Range of its Teleporter can give you a large advantage in the mid and late game; the first upgrade for **+1 Range** only costs 1 Reactor Core, and is recommended first. Once the Swap Mech gets a 2nd Reactor core, you can disable the first upgrade, and reallocate its Reactor Core with the new one into **+2 Range**. Maximum range is ideal to have by the end of the game, particularly in a 3 or 4 island run.

Placing your previous Time Traveler, preferably with an extra Reactor Core ability, on the Swap Mech has a few economical benefits. The Swap Mech is unlikely to gain XP, which doesn't affect a leveled-up Time Traveler. The Swap Mech also starts with 0 Power, but with +1 Mech Reactor, the Swap Mech can be used to extend the Teleport range right away.
Targeted Strike

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

The **Targeted Strike** is one of the weapons in the game Into The Breach, it is not a starting weapon of any Mech but obtainable through reputation reward or Time Pod.

## Description

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Although low in damage, Targeted Strike has the flexibility of letting the mech target any tile on the map for one turn, pushing out of range Vek away from buildings or into hazardous terrain. As such, this is most valuable on mechs with weapons that do not move enemies, and/or have low move speed themselves (e.g. Lightning Mech with Electric Whip, Laser Mech with Burst Beam, Ice Mech with Cryo Launcher)

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Squads

**Squads** in *Into The Breach* determine the Mechs you can take with you onto the battlefield.

You start with the Rift Walkers squad. Additional squads are unlocked by completing Achievements. Each completed achivement earns 1 coin.

Each squad has a custom paint job. Unlocked mech colors can be applied to other squads.

### Random Squads and Custom Squads

Once a second squad is acquired, the option to create a randomized squad or a customized squad opens up.

A Custom Squad allows for the selection of any Mechs that have been unlocked, including multiple of the same class as well as multiple of the same Mech.

A Random Squad is created out of all the unlocked Mechs.

* The **Balanced Roll** option selects three unique Mechs from three of the five different classes (Prime, Brute, Ranged, Science, and Cyborg). The balanced squad won't have more than 4 weapons so this prevents the Flame Mech, Rocket Mech, Defense Mech, Gravity Mech, and Nano Mech from appearing together in a balanced squad.
* The **Chaos Roll** option has no restrictions on class, weaponry, or Mech combinations so you get a truly random squad.
	+ However, if you get duplicate Mechs with the same Passive ability, one of the duplicate Mechs will have the Passive and any power associated with it removed.

### Secret Squad

The Secret Squad becomes available after unlocking the 8 named squads. 25 Coins are required to unlock the Secret Squad.

With the Advance Edition release is not longer needed to complete all Global and Squad based achievements in order to unlock the Secret Squad. After getting all new achivements, 5 coins are left and cannot be spend in anything.

## Trivia

* Except for the Secret Squad, every other Squad has their own achievements to unlock, including the Random Squad and Custom Squad.
* An early build of the game didn't include the achievement requirements to unlock squads.
* The Rift Walkers were originally named the Rough Riders.

## Gallery

* An older version of the squad loadout which hadn't yet included achievements.
* A look at the beta squads and the unlock requirements to open them.
Rocket Artillery

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 2 | +1 Damage ( )

The **Rocket Artillery** is one of the weapons in the game Into The Breach. It is the starting weapon of the Rocket Mech.

## Description

Fires a pushing artillery and creates Smoke behind the shooter.

Deals 2 damage to the target.

### Upgrades

* **+1 Damage** (2 Reactor Cores ( )) - Increases damage by 1.
* **+1 Damage** (2 Reactor Cores ( )) - Increases damage by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Wind Torrent

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 1 | Unlimited Uses ()

The **Wind Torrent** is one of the weapons in the game Into The Breach. It is not a starting weapon of any Mech, but obtainable as a reputation reward or through a Time Pod.

## Description

Push all units in a single direction. Single-use.

### Upgrades

* **Unlimited Uses** (1 Reactor Core ()) - Removes use restriction in battles.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Wind Torrent is one of the best utility weapons in the game. With a surprisingly low reactor core cost for **Unlimited Uses**, the global displacement ability always resolves multiple Vek threats in one use. Webs are also broken during the movement, and can move multiple Veks into hazardous or friendly fire tiles. Before using it however, pay attention to where every enemy and ally will be shifted towards, to avoid bumping into buildings and objectives, and move your Mechs as needed.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75