recursal/Fanatic-Fandom huggingface dataset:
Marked mountain tile

Marked Mountain Tile

The **Marked Mountain Tile** is a special variant of either a Mountain Tile or an Ice Tile which rarely appears during Missions.

## Description

This special tile variant spawns already damaged at the start of a mission and has a faint, yellow glow originating from inside it. The tile will appear undamaged during the mission preview and will not actually crack until the mission is begun.

Destroying the tile will reveal a **"strange object"** hidden inside it; upon being picked up it will broadcast a signal. After the end of that turn, a **Strange Pod** will fall from the sky, similarly to a Time Pod. Rescuing the Pod will unlock one of three special Pilots and grant the Distant Friends achievement.

## Notes

* Keep in mind that the "strange object" must be picked up by a Mech, simply protecting it until the end of the battle won't summon the Pod.
* There is a 15% chance that this tile will spawn in place of a regular Time Pod on the second, third, or fourth islands. It will not spawn on the first island, and only one may spawn in a given timeline.
* Because it replaces a regular Time Pod, it will never spawn during a boss mission. Similarly, if you've already seen an island's allocated number of Time Pods (1 for the second island, 2 for the third and fourth islands), then there's no chance of encountering it in later missions on that island.
* To maximize your chances of encountering the Marked Tile, take missions with mountains or ice tiles until you've seen the allocated number of Time Pods for an island. If a Time Pod spawns on a mission without these, you essentially forfeit one of your run's 15% rolls.
* While not collecting the "strange object" does not count as a failed objective for a perfect island, the Time Pod it replaced will not reappear later.
* It is possible to collect the beacon on the last turn of the battle, in doing so the pod will spawn at the start of the last enemy turn and will be picked up unless destroyed as normal.

## Trivia

* The special pilots are a reference to Subset Games's earlier title, *FTL: Faster than Light*.
	+ The sound that plays during the signal broadcast is the same as the FTL jump drive.
	+ The Pod resembles a broken section of the Federation cruiser from *Faster than Light*.
Alpha Digger

## Description

Before attacking, the Alpha Digger places a normal boulder on any empty adjacent tile. Alpha Diggers attack for 2 damage to all adjacent tiles, likely destroying the boulders in the process.

Alpha Diggers cannot appear on the first island and are limited to one spawn per mission.

## Strategy

In contrast to regular Diggers, the Alpha Digger is much sturdier at 4HP and requires significant damage to fully destroy in one hit, even with ranged artillery weapons. The boulders it surrounds itself with can also be nuisance, as they not only protect the Alpha Digger, but can also block your grounded Mech's movements to reach other dangerous enemies. These traits make the Alpha Digger particularly dangerous, and should be a priority to neutralize.

That said, the same strategy with regular Diggers can be used when deploying against Alpha Diggers; try to bait them into attacking a high damage Mech directly, as this will not create a boulder beside it and your Mech will be free to attack it. Pushing into its own boulders is encouraged to maximize the damage dealt and destroy it in one hit. If it's not possible to bait the Alpha Digger during deployment, look to use weapons that can Smoke it or Freeze it, or wide range weapons like Wind Torrent that can move it away from targetted buildings safely.

It's worth putting off an island until later if you see Diggers, and you don't think your current squad's weapon loadout can neutralize them consistently.
Blob

**Blob** is one of the Minor Vek from *Into The Breach*.

## Description

The Blob is spawned by the Blobber's Unstable Growths system. On the Blob's turn, it explodes, dealing 1 damage to all tiles adjacent to it. If the Blob is destroyed before its turn by damaging it or displacing it into a hazardous tile such as water, or if it's smoked or frozen, it will not explode.

## Strategy

Blobs are not affected by the Blast Psion's Explosive Decay ability and can be destroyed safely in close proximity to Grid/objective buildings.

Like other attacks, smoke and freeze will stop the Blob from using its "explosion" ability on its turn.
Cheat Codes

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

## Description

Cheat codes are special commands that can be entered through the developer console.

In cases of lost or corrupted profiles, achievements and pilots can be restored with cheat codes.

## Developer Console

### PC/Mac

Press the ~ key. For non-English keyboards, please type the key in the upper-left corner of the keyboard next to the 1 key.

### **Android/iOS/Nintendo Switch**

On Switch and mobile devices, use three fingers to swipe down and bring up the console.

To close the console, use three fingers to swipe up. On some devices, it may auto-close the console after entering a command.

Since a touch screen is required to bring up the developer console, commands cannot be entered on Nintendo Switch while playing in Docked mode.

## Achievement Cheats

To unlock achievements bring up the developer console (how to do this will vary by device), type in the code for the achievement you wish to unlock, then press enter. Dismiss the console once all desired achievements have been unlocked.

## Unlocking Pilots

Pilots can be unlocked in a similar manner to the above, but only from the Islands screen (not the main screen or map selection).
Hold the Line

## Description

Block 4 emerging Vek in a single turn with the Blitzkrieg squad

**Hold the Line** is one of the achievements in Into the Breach.

## Notes

With Blitzkrieg's default equipment, the Boulder Mech's Rock Accelerator must be used to block the fourth spawn. Alternatively, investing on side equipment such as Deployable Tanks will also help get this achievement.
Hook Mech

### Special

 **Natural Armor**: Weapon damage to this unit is reduced by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.

**Hook Mech** is a Brute-class mech in *Into the Breach*.

## Team

The mech is available as part of the Blitzkrieg squad.

## Strategy

In its default Blitzkrieg squad, try using the Hook Mech as a conductor to make the Lightning Mech hit more enemies; it will only take 1 damage from a base Electric Whip in the early game, thanks to having natural Armor.

The Grappling Hook will pull movable objects (other mechs, Vek or rocks) towards it, and will pull itself towards immovable objects (such as Civilian Buildings, Mountains or objects and enemies that are Stable). The **Shield Ally** upgrade can be situationally useful if looking to extend the Electric Whip whip chain with an otherwise frail unit, but is not as important to get as additional movement and HP; movement will help it get the most out of Grappling Hook and position itself to create longer chains, while additional HP will be necessary for it to endure more hits when the Electric Whip weapon is upgraded.

The Hook Mech has no direct damage output, so consider purchasing a damaging weapon for it. Alternatively, consider letting Kazaaakpleth pilot the Hook Mech, to provide it with an attack immediately through his ability. Another good pilot choice is Prospero, as he can let the Hook Mech fly, allowing for better positioning and greater control.
Frozen

Frozen is a status effect that can be applied to Mechs, the Vek, NPC units, or buildings and other structures.

## Description

When a unit is Frozen, they become completely immobile and unable to move or act. However, frozen units are able to be moved by weapons that push. They are also immune to damage until they are unfrozen by being attacked. Frozen units will not thaw on their own, except for the player's mechs, which can use their repair skill to unfreeze themselves.

Units can be frozen by weapons, ice mines, NPC units, or at the start of the battle.

## Trivia

* Often, freezing buildings can be an effective way to protect them from Vek attacks.
* When Vek are unfrozen, they will not ready an attack until their next turn, even if they had one prepared.
* Frozen Vek can serve as useful barriers to block other Vek from getting into important positions.
* If a frozen unit is hit by Fire damage, it will both un-freeze and catch on fire at once.
* When a flying unit is frozen, it become a grounded unit an will therefore be killed if falling in a hole.
* In the final mission, any mechs frozen at the end of the first phase will be unfrozen at the start of the second phase.
Heavy Artillery

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 Upgrade 2 | +1 Damage ( )

The **Heavy Artillery** is one of the weapons in the game Into The Breach. It is only obtainable as a Perfect Island Reward or through the Corporate Store.

## Description

Powerful attack that damages a large area.

Single-use. Deals 2 damage to five targets in a cross shape.

### Upgrades

* **+1 Use** (1 Reactor Core ()) - Increases uses per battle 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
Leap Mech

## Team

The mech is available as part of the Hazardous Mechs squad.

## Strategy

The Leap Mech has the most flexible movement of any Prime class Mech, thanks to its starting mobility of 4, and Hydraulic Legs letting it leap over obstacles and enemies. Unlike other Prime class Mechs, the Leap Mech can afford to be deployed in the back rows right from the early-game, due to its attack allowing it to launch itself immediately from turn 1 towards the front, all while pushing *and* damaging multiple threats at once. It is also possible for the Leap Mech to use Hydraulic Legs to land on Smoke or Water tiles, whilst still attacking enemies next to them. All of these benefits gives the Leap Mech a lot of flexible firing angles.

However, despite its excellent mobility and resolution potential, the Leap Mech is not without its flaws. Firstly, Hydraulic Legs also causes self-damage; this is not an issue in the Hazardous Mechs, where Viscera Nanobots can let it remain active as long as it kills at least one target. In a Custom Squad, though, if Leap Mech is not paired with another Mech such as the Smog Mech or other destruction prevention mechanics, it requires a pilot such as Abe Isamu or Ariadne to prevent its drawback, or alternatively a previous time traveller with the Technician ability so they can Repair every turn. Dismounting the pilot and operating the Mech with the Artificial Pilot can work too, but is less ideal. As long as the self-damage drawback from Hydraulic Legs is prevented or mitigated, the **+1 Damage Each** upgrade is recommended to get first, so that the Leap Mech can kill and resolve as many enemies as possible.

The second issue is that the Self-Damage, even with a Pilot or Mech that can repair or prevent it, will still damage the tile that the Leap Mech lands on as well; the only way for this to be prevented is to have it shielded, be it through a support weapon from another Mech or with a pilot such as Mafan. Otherwise, unless the Leap Mech is paired with an immunity to fire, avoid landing it's attack on forest tiles, as the self-damage will light it on fire. The same is true with cracked tiles without a shield; unless the mech is equipped with Prospero to fly, the tile will crack and the Leap Mech will fall into the chasm. It will similarly destroy any time pods that it lands on, unless it is equipped with a shield to absorb the self-damage (and collect it instead in this case).

The third, and most prominent issue, is that the Leap Mech is very prone to committing friendly fire; Hydraulic Legs targets 4 tiles in the same way that Cluster Artillery does, but it lacks an upgrade for Buildings Immune. Thus, it's ideal to occupy tiles in tight corners with your own units, or block enemies from moving onto them altogether.

In summary, while the Leap Mech does have great resolution and positioning potential, it requires Mechs or Pilots that synergize with it to counter its drawbacks so that it can be a potent Mech.
Alpha Mosquito

The **Alpha Mosquito** is one of the Alpha Vek from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

As a flying enemy with 4 health, the Mosquito is similar to the Alpha Hornet, trading 1 point of movement and the ability to attack 2 tiles for the ability to apply smoke to the target tile and damage for three points.

Mosquitoes and their alpha variant cannot spawn on an island with any other flying Vek (Hornet, Moth) other than the island's Psion.

## Strategy

As smoke does not inhibit movement, it is often manageable just by moving away; however, smoke in a poor location can sometimes cause problems, and can be particularly dangerous in combination with webbing enemies. Unlike Alpha Hornets, Alpha Mosquitoes only hit a single tile at a time, which generally makes them less of a threat as they are easier to deal with by repositioning; nevertheless, they still have similarly high movement with flight, so they should be neutralized if they are starting to move too far away from your Mechs. Overall, Alpha Mosquitoes are among the less threatening Alpha Vek.
Janus Cannon

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 Upgrade 2 | +1 Damage (  )

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

## Description

Fire two projectiles in opposite directions.

Deals 1 damage to both targets. Pushes targets.

### Upgrades

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

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Janus Cannon is basically a two-way Taurus Cannon, shooting the exact same projectile with the same damage in two directions. It does have a cheaper damage upgrade price though, with its first **+1 Damage** upgrade costing 1 Reactor Core.

Shooting two projectiles is a double-edged sword. On the one hand, it provides some resolution potential for hitting multiple targets, though it still requires some luck with enemies lining up favorably. On the other hand, it can often lead to friendly fire against allies and grid buildings, so caution must be taken to prevent that. To mitigate the latter, deploying the Mech that is using Janus Cannon in an open row and column is recommended, or alternatively using other Mechs with equipment such as shields to body block the second projectile. This is especially important with webbing enemies in play to prevent situations that could lead to friendly fire while breaking out of webs.

## References

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

## Team

The mech is available as part of the Blitzkrieg squad.

## Strategy

The Boulder Mech is similarly frail to the Artillery Mech, comparatively sacrificing pushing utility for shooting a stronger rock projectile. 2 damage is enough to take out early-game pests such as Hornets in one hit, which can otherwise outmaneuver most grounded Mechs.

The rock itself also has other utility; it can be shot at an empty tile, where it will become a 1 health obstacle. Besides pushing enemies away, the rock can be used to block enemy projectiles from enemies such as Fireflies, block spawn points, extend the Electric Whip's current, or simply restrict enemy movement. Enemies will not attack rocks, so in tight corners, it's possible to completely deny an area to grounded enemies. Note that the rock itself is an obstacle to both Mechs and Veks though, so ensure that it also does not block your own Mechs from reaching and defending key objectives.

Due to the Rock Accelerator only pushing two targets to the sides, the Boulder Mech has less flexible firing angles for pushing multiple enemies around. Thus, it is best deployed in spots with an open column *and* row, so that it can immediately move to where it's needed for the more advantageous pushing directions. Pilots that grant it mobility – such as Lily Reed – are also appreciated for this reason. In Blitzkrieg, pilots and equipment that increase the Boulder Mechs survivability are appreciated (such as Abe Isamu), so that the Boulder Mech itself can be used for extending the circuit of the Electric Whip without downing it.

In a Custom Squad, the Boulder Mech has a unique synergy with the Arachnoid Mech, letting it spawn Arachnoids from its own rocks; the rock can be shot to push an enemy or two away, while the Arachnoid spawned from the rock can help cover the Rock Accelerator's limited pushing angles to further affect another enemy.
Force Amp

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 Power | 1 ()

**Force Amp** 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

All Vek take +1 damage from Bumps and blocking emerging Vek.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Force Amp is one of the best passive effects in the game. With only a single Reactor Core, it effectively raises the damage output of the entire squad. Given that most weapons require 2, sometimes 3 Reactor Cores for damage increases, the cost of 1 Reactor Core to increase the damage of up to *three Mechs* more than pays for itself.

The passive works best with Squads that have weapons with a lot of pushing displacement to enable bumping Veks into each other, onto mountains, or even your own Mechs. A few examples include Rift Walkers, Hazardous Mechs, Heat Sinkers, and even the Secret Squad. Even for a squad like Mist Eaters ― which has no Mechs that can push and bump to start ― Force Amp still provides a damage increase to them from Vek blocking spawns. So it can still be very advantageous with the Control Mech moving enemies to block emerging threats.

It's also worth noting that Force Amp provides additional damage to Weapons and Mechs that only provide displacement, and would normally not have ways to increase their damage output without secondary weapons. As an example, consider the Defense Mech using Attraction Pulse to bump enemies into itself for 2 damage, which would let it take out Psions single-handedly. The bump damage also works to the benefit of ally units, such as the deployable Light Tank.

In general, it is almost always worth getting Force Amp if it is found.

## References

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

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

**Heat Engines** is a passive equipment in the game Into The Breach. It is part of the starting loadout for the Napalm Mech. If the Advanced Edition weapons are turned on for the timeline, it is also obtainable as an Island Reward, through the Corporate Reputation Store, or through a Time Pod.

## Description

Standing on Fire removes Fire and gives the Mech a "Boost".

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Heat Engines allows any Mech in the squad to be immune to fire, as well as remove the fire from the tile they end their movement on and consume it for a Boost. The Boost status increases the damage of all weapons by 1, and the effectiveness of repairing by 1HP (for a total of 2HP). Since the passive depends on Fire being present so it can be consumed to have any effect, it is most recommended to be used with at least one Mech that can spread Fire, along with other Mechs that have damaging weapons. The Heat Sinkers start with it, and is what helps increase their damage output.

Outside of its home squad though, Heat Engines is more situational. It could be useful if found with the Flame Behemoths, but more-so for their late-game, as they only deal direct damage conditionally (in the case of the Flame Mech) or with upgrades (in the case of the Meteor Mech). Removing fire tiles to consume for Boosts might also be a downside for the Flame Behemoths, as they depend on burning and pushing enemies away to take them down and control Vek spawn population. Heat Engines could also help the Mist Eaters increase their damage output using the Fire from Smoldering Shells, particularly for the Thruster Mech; although the Boost does also increase self-damage, it can be repaired with Smoke thanks to Nanofilter Mending. Finally, Heat Engines could be useful to keep for the Volcanic Hive, as there's a lot of environmental Fire effects in this battle, and if the player has high damage weapons to take advantage of the Boosts.

## References

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

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

 Upgrade 2 | +1 Size ( )

The **Ice Generator** 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

Freeze yourself and nearby tiles. Single-use.

### Upgrades

* **+1 Size** ()
* **+1 Size** ( )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Ice Generator, with maximum core investment, is arguably the best utility weapon in the game; it freezes all Veks in range, and the ice also adds one level of protection to all allied units and buildings. While it does cost a core to activate, and further cores to increase its area of effect, the fully upgraded range is so big that it's possible to freeze every living Vek on the map.

Do be mindful of Ice Generator's limited uses and where the weapon is used on though, as it also freezes the Mech, and could be fatal in missions with environmental instant-kill effects (particularly the Volcanic Hive). To mitigate the drawback of freezing the user in place, use it on top of a spawn point, with a shield equipped, external sources of repair (such as Repair Field) to remove the freeze from Mechs, or get bump damage to break the Mech free from ice. In general, the investment in reactor cores returns very well with Ice Generator; with good planning, it can carry the player through the final battle single handedly.

## References

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

*This article is a stub. You can help Tooth and Tail Wiki by expanding it.*

**Food** is your main currency in the game, everything is bought and sold for food. If you can't make food, your army "starves" and you need to make another farm quickly before you starve to death and lose. Careful though, each farm can only produce a certain amount of food. After that it becomes barren and you can't build another farm on it. There is no way to refresh the farms either, they stay completely barren, even if it switches hands.
Nano Mech

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

## Team

The mech is available as part of the Hazardous Mechs squad.

## Strategy

Repairing mechs with the **Viscera Nanobots** passive happens after all damage calculations are rolled, with this value having a floor of 0 HP (i.e., can't be a negative number), so a mech that hits 0HP with a self-damage weapon that kills its target will be revived. Thus, high power secondary weapons that deal self-damage to the mech are great additions to the Hazardous Mechs; in particular Self-Destruct, as it will revive the Mech while it instantly destroys any threats.

The Nano Mech's main weapon **A.C.I.D. Projector** acts much like the Cannon Mech's Taurus Cannon by pushing its target, difference being that it applies A.C.I.D. on the target rather than damaging it. This is great utility to have by granting an increase in the damage output of the squad the Nano Mech is placed it.

If using the Nano Mech in a Custom Squad, it is best paired with Mechs that have direct damage output, so they can take advantage of the A.C.I.D. status to kill enemies without relying on powering damage upgrades quite as much. The Viscera Nanobots passive is a lot more situational on Custom Squads though, so if it's not needed, it should be sold for Reputation eventually; particularly when it makes the difference to purchase an important side weapon or an additional Reactor Core.
Gravity Mech

## Team

The mech is available as part of the Steel Judoka squad.

## Strategy

The Gravity Mech is useful for turning the Vek against each other, thanks to its Vek Hormones Passive that it comes equipped with, which effectively makes the enemy deal high amounts of damage for the player.

The Grav Well weapon can be used to pull Vek towards it, disrupting attacks and positioning them to attack other enemies. Unlike Attraction Pulse, this attack is lobbed in an arc, like an artillery projectile; while it is not able to pull enemies into the Gravity Mech for bump damage, it is possible to pull distant enemies into each other or onto structures such as Mountains.

The Vek Hormones makes all enemies — including Sentient Weapons and minor enemies — deal extra damage to each other. It can also be further upgraded in damage, scaling very well in higher difficulties where more Alpha enemies are present. The first **+1 Damage** upgrade lets all Alpha enemies deal 4-5 damage to enemies, which is enough to let them destroy other Alphas; the second damage upgrade is more costly at 2 Reactor Cores and has less valuable return, but it is still useful for letting other Alphas take down Vek Leaders (most of which have 6HP). The passive overall works well with the Steel Judoka squad, as all its mechs have weapons that can manipulate enemy positions. If using the Grav Mech in a Custom Squad, it is recommended to similarly pair it with Mechs that excel at manipulating enemy positions; notable examples including the Control Mech and Exchange Mech.

Because of how well the extra damage Vek deal to each other scales, look for islands with enemies that fire in a straight line such as Firefiles and Gastropods.

## 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.
Hermes Engines

Power | Free

Hermes Engine is one of the weapons in the game Into the Breach.

Dash in a line, pushing adjacent tiles away.

## Strategy

Hermes Engines provides high mobility and pushing utility. Unlike similar weapons such as Ramming Engines, the Mech using Hermes Engines does not have to dash the entire row or column; the player can choose which tile the Mech stops on instead, offering greater control. Do note that the dash is performed in a straight line, so the Mech is limited on where it can stop, up to the tile before the first structure or unit in its path.

While Hermes Engines lacks damage, the side-push can be very helpful at repositioning multiple enemies onto hazardous terrain or away from buildings, giving it overall high resolution potential. It is also free to equip for Brute-Class Mechs; but even with a Reactor Core penalty, it's worth equipping Hermes Engines on any Mech with low movement. It is particularly effective with the pilot Silica; with Double Shot ability active, he can use Hermes Engine to move his Mech, before or after using a different weapon or repairing.

## References

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

## Description

The Blobber maintains a safe distance from mechs, attempting to attack by spawning Blobs onto any tile across from them, in the row or columns they can move in. Blobs always explode last in the attack order during the enemy turn they were spawned, and damage all adjacent tiles for 1.

Blobbers are capped at one spawn per mission (alphas included) and cannot spawn on island 1, nor can it co-exist with the normal and alpha variants of the Spider and Plasmodia.

## Strategy

Blobbers are annoying, as the blobs they shoot can divert you from the Blobber itself, so that you don't get an opportunity to kill it. In order to kill it and its blob in one turn, look for a pilot ability like Silica's and/or a Mech that can resolve two targets like the Rocket Mech's artillery projectile and electric smoke. But don't prioritize it over other attacking Vek nor its Blob.

While deploying your mechs, keep in mind that the Blobber will try to shoot his blob in explosion range of as many targets as possible (including buildings and mission objectives). Thus, it's possible to bait the Blobber into shooting at a space between two of your deployed Mechs, for example, freeing you from having to destroy or move the blob.

A few examples of Mechs that are effective at destroying the Blob while hitting an enemy (be it the Blobber itself or another enemy) include:

* the Rocket Mech, which can position itself next to Blob and fire in the opposite direction to hit another target, letting the electric smoke behind dispose of the Blob.
* the Unstable Mech, which can use Unstable Cannon's knockback to hit the Blob, while aiming at an enemy with the projectile.
Pierce Mech

## Team

The mech is available as part of the Bombermechs squad.

## Strategy

The Pierce Mech starts with excellent stats, having a projectile weapon that deals 2 damage. The pushing capabilities and damage output are similar to those of the Combat Mech, but with greater range. However, this comes at the expense of needing to shoot through another target or structure first.

In addition to units, the AP Cannon can also pierce grid buildings and mountains. Deployable units such as Bomblings, Arachnoids and Tanks can also be pierced, either before or after they move. The requirement to pierce is not always a drawback; since the pierced target is also pushed, look for opportunities to displace two enemies at once, or to push an ally in a better position with the first push.

If three or more enemy units are lined up and adjacent, this weapon can also deal substantial knock damage to multiple targets. To put this in perspective, with no upgrades to AP Cannon; the first enemy will be pushed into the second one for 1 bump damage to each, the second unit will take 2 damage and be pushed onto the third enemy, which will then take additional bump damage of 1 to each. That's a total of 4 damage alone on the second target, and 1 damage to the first and third unit. This is most useful against Alpha Digger enemies; the Pierce Mech can use its protective rocks for a pierce target and bump damage to take it out in one hit, even with no damage upgrades.

The potential damage of AP Cannon is overall high, reaching a maximum of 4 with upgrades before bump damage is considered. This can become expensive at 4 total Reactor Cores (2 per **+1 Damage** upgrade), so the full upgrades are best considered for 3 or 4 island playthroughs.

4 base move is reasonably mobile to start; but due to the heavy positional requirements, the Pierce Mech benefits from a pilot that offers additional mobility, such as Henry Kwan, Prospero, or one with additional movement as an ability.
Artificial Pilot

**Artificial Pilot** is a pilot in *Into the Breach*.

## Location

All Mechs have an onboard Artificial Pilot. In the event a human or Pinnacle A.I. pilot is killed, the Artificial Pilot can operate the Mech until a replacement Pilot is found.

## Personality

Artificial Pilots are assigned to mechs as a last resort in combat. While they are capable of fighting, Mechs excel and become better when manned by a human pilot (or Pinnacle A.I., which are far more advanced). Artificial Pilots are often present in the corporate islands, but not accorded the same status nor have the same extent of personality that the Pinnacle robots do.

## Strategy

The easily replaceable AI pilot can be played far more recklessly than other pilots; if there is an opportunity to sacrifice an AI-controlled mech on the final turn to preserve grid power or complete an objective, do not hesitate to do so. Sacrificing your AI pilot before the final turn is far riskier, however.

Even if you have suitable generic pilots, it may be wise to leave highly self-destructive mechs in the AI’s control. Not only does this open up opportunities for riskier plays, but the unused pilots who are no longer at risk of dying can be traded for corporate reputation at the end of the island.

Because the AI cannot gain experience, it is slightly preferable to use it to soften a Vek before finishing it off with another pilot, if all other outcomes are equal.
Pacifist

## Description

Kill less than 3 enemies in a single battle with the Frozen Titans squad

**Pacifist** is one of the achievements in Into the Breach.

## Notes

Minor Enemies do not count towards the limit of 3 enemies that can be killed before failing the achievement; so minor enemies can be destroyed freely if trying to get this achievement with them present.
Laser-Bot

## Description

A cylindrical shaped quadreped robot carrying two laser shooting scopes, one on each side.

## Strategy

In general, the low health of Sentient Weapons makes them easy to take out with any attack or collateral damage from bumping Vek into them.

The challenging part comes when they must be kept alive in some objectives to claim reputation; in these cases, smoking or displacing them with non-damaging weapons is recommended, until they can be safely frozen. Just like the Laser Mech, their penetrating lasers allow them to pierce any units in its path until it hits a structure such as a building or mountain. If they must be defended and can't be frozen right away, use smoke or displacement to avoid grid damage.
Artillery-Bot

## Description

A cylindrical shaped quadreped robot carrying a missile launcher behind it.

## Strategy

In general, the low health of Sentient Weapons makes them easy to take out with any attack or collateral damage from bumping Vek into them.

The challenging part comes when they must be kept alive in some objectives to claim reputation; in these cases, smoking or displacing them with non-damaging weapons is recommended, until they can be safely frozen. As their name implies, Artillery-Bots shoot lobbing projectiles in a 3-wide threat range, and can be difficult to fully negate grid damage without killing the Artillery-Bot. Smoke is particularly recommended if it can't be frozen immediately, otherwise it is recommended to freeze it at the earliest convenience.
Hornet Leader

**Hornet Leader** is one of the Boss Vek from *Into The Breach*.

## Description

A giant wasp that moves through the air to attack with its stinger.

## Strategy

Unlike the regular and Alpha Hornets, the Hornet Leader is a lot less mobile at 3 move points instead of 5, making it much less likely to outmaneuver grounded mechs into tricky spots. However, it sports a large attacking threat range at 3 tiles, making it capable of dealing large amounts of grid damage in a single attack combined with its flying mobility. It's also more difficult to take out due to its high health; thus, it's best to whittle it down with a pushing attack that can redirect its large attack range into other enemies, then take it out in a subsequent turn.

In a similar vein to the Alpha Hornet, it's very helpful to deploy Mechs in tight spots and narrow chokepoints near buildings against the Hornet Leader, so that it can't occupy that tile. It can also be baited by placing at least two Mechs near it in a row, as it will prioritize attacking as many targets as possible; this eases the need to neutralize it immediately if it does not target the grid.
Crab Leader

### Special

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

The **Crab Leader** is one of the Boss Vek from *Into The Breach* intoduced in the Advanced Edition. They only appear if Advanced Enemies are on at the start of a new timeline.

## Description

The Crab Leader attacks by firing a lobbing projectile that damages each tile it passes for 1 damage each and the final tile for 2 damage. It will prioritize targeting as many units and buildings as possible.

In Unfair difficulty during 3 or 4 island gameplay, it's possible for the Crab Leader to replace an Alpha Crab at the Volcanic Hive, if Advanced Enemies are turned on for that timeline.

## Strategy

Deploying mechs in a straight line in front or behind buildings is a good way to bait the Crab Leader's attention. Other Vek will also avoid attacking from its line of fire once it commits. Knowing this, the player can bait the Crab Leader to attack from a favorable spot where it can easily be pushed to the side and have it target other enemies with its long line ranged attack. The Vek Hormones passive is particularly effective against it for this reason.
Alpha Bouncer

### Systems

The **Alpha Bouncer** is a common Vek from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

Bouncers attack one tile in front of them, much like a Hornet without flight. What differentiates the Bouncer is that it will push the target tile and push themselves back by 1 tile, potentially resulting in a chain of collisions.

## Strategy

Much like standard Bouncers, Alpha Bouncers are easy to deal with in open spaces, as they can be pushed away from targets much like a Scorpion. However, the two-directional push must be considered as it could lead to further damage on grid buildings; this can be used to your advantage by directing the backwards push into a mountain or water tiles. In the latter, they will instantly drown and be destroyed.
Gizmo

Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Archive Inc Pilot*"

**This page is a candidate for deletion.**
Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Archive Inc Pilot*"

## Experience

?

**Gizmo** is one of the Characters from Into The Breach.
Ice Mech

**Ice Mech** is a Ranged-class mech in *Into the Breach*.

## Team

The mech is available as part of the Frozen Titans squad.

## Strategy

Normally, you have to use allies' or enemies' attack or block damage to free the Ice Mech from its frozen state after firing. This gives it the somewhat unique distinction of being a suitable Ranged Mech in the frontline, using the self-freeze as a pseudo-shield to tank damage. Camila Vera is a suitable pilot if playing this way, taking advantage of her immunity to webbing for flexible firing lines every turn.

However, having a pilot with a shield on the Ice Mech makes it immune to the self freezing effect of cryo-launcher and lets it drop to the back away from spawning Vek. This makes Bethany Jones, Adam and in particular Mafan ideal pilots of the mech. Alternatively, for a Custom Squad, the Ice Mech can also be paired with a mech that can provide it a shield, such as the Defense Mech or Pulse Mech.

Note that units standing or flying on Lava tiles are immune to being frozen, meaning the Ice Mech firing from lava won't freeze itself. This makes it effective as a regular Ranged-class mech in the fight of Volcanic Hive if playing with a pilot lacking a shield.

## Trivia

* The Ice Mech is the only flying Mech that starts with 3 movement points.
Aegis Mech

## Team

The mech is available as part of the Frozen Titans squad.

## Strategy

The Aegis Mech is one of the few Prime Mechs that starts with 4 move points, and its sturdy 3HP lets it effectively move through the front lines. Its default weapon **Spartan Shield** allows the Aegis Mech to redirect an enemy's attack in the opposite direction, which is helpful in resolving situations where multiple buildings in a row or column would otherwise be at risk.

While not a high-damage dealing weapon, Spartan Shield does have relatively cheap upgrades. The **Gain Shield** upgrade is self explanatory and the bigger priority to power, letting it use the shield to sit on a spawn point, take bump damage (from the Mirror Mech pushing an enemy into it for e.g.) or body block damage if needed.

Despite this, it is not very effective at resolving targets that move themselves with their attacks, such as Moths and Bouncers, and it struggles with enemies that hit in multiple directions, such as the Firefly Leader; while the shield will keep the Aegis Mech safe, all these enemies can still damage the grid even when hit by it. Thus, it is recommended to look for another weapon that offers displacement.
Attraction Pulse

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

The **Attraction Pulse** is one of the weapons in the game Into The Breach. It is one of the starting weapons of the Defense Mech.

## Description

Fires a projectile, pulling target towards you 1 tile.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Attraction Pulse provides a basic pull, which can be handy to offer Mechs another displacement option. With the Defense Mech, it lets it pry enemies away from corners, something which the Zenith Guard squad can struggle with. It's also useful at pulling an enemy on a deadly tile, such as grounded Vek into a Water Tile, or to pull the enemy into your own Mech for bump damage.

## References

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

All Mechs, before the Advanced Edition

The **Custom Squad** is a special Squad in Into the Breach

## Description

The Custom Squad option becomes available after unlocking a second Squad.

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. Cyborg-class mechs from the Secret Squad are also selectable and will have their pilot and weapon restrictions applied to them, but not to the entire squad.

## Mechs

Select any 3 Mechs, no restrictions

* All Prime Mechs as of the Advanced Edition
* All Brute Mechs as of the Advanced Edition
* All Ranged Mechs as of the Advanced Edition
* All Science Mechs as of the Advanced Edition
* All Cyborg Mechs as of the Advanced Edition

## Squad Achievements

Class Specialist
Beat the game with 3 different Mechs from the same class in a Custom squad
Flight Specialist
Beat the game with 3 flying Mechs in a Custom squad
Mech Specialist
Beat the game with 3 of the same Mech in a Custom squad
## Interesting Squads

* Elementalists: Flame Mech, Lightning Mech, Ice Mech. A challenging squad for lacking of direct damage output.
* Pacifist: Ice Mech. x3. Ignores the HP values of enemies. Focus on freezing everything and blocking ranged attacks with self-freeze effect. Kazaaakpleth allows a push option and attack that works while frozen. Completes Flight Specialist and Mech Specialist.
* Jet Mech, Rocket Mech and Smog Mech allows you to cover the entire map in smoke while healing and dealing damage from it. Very intensive on reactor core usage but pays off well without the need for additional weapons in the late-game.

## Strategies

* Class Specialist: Artillery Mech, Rocket Mech, Boulder Mech. The versatility and damage output far outweigh any downsides of ranged mechs. Preference dependent, the Artillery Mech can be swapped by the Siege Mech with the Advanced Edition update, as it rebalanced the latter's "Buildings Immune" upgrade to match the former's.
* Mech Specialist: Flame Mech x3. They are immune to fire, synergize with each other, deal sufficient damage, and push.
* Flight Specialist: Because the flying mechs have low damage output, kills will be difficult. Ice Mech is very good when combined with Bethany Jones' or Mafan's shield. Jet Mech is not bad, even if its smoke will not do extra storm damage. Defense Mech can shield buildings, pull Vek out of position, or even kill with bump damage.
	+ While Prospero's powered ability makes any mech flying, note that this **does not count** towards the achievement. In other words, the mechs chosen must be able to fly by default.
* Class and Flight Specialist together: Nano Mech, Drill Mech and Control Mech are the best offense-suited flying science mechs for this, especially since only the Drill Mech can deal direct damage.
* Mech and Flight Specialist together: Swap Mech or Control Mech x3. Greatly lacking in offensive power, but highly versatile at turning enemies against each other.

## References

1. ↑ Reddit | Prospero's ability does not count towards flight specialist
Fire Tile

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

Lights units on Fire.

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

## Notes

Fire Tiles differ from Forest Fire Tiles in that they can only exist as a result of a weapon, enemy attack, or environmental effect which directly applies Fire.

The same conditions to put out Fire and Forest Fire Tiles are true for Fire Tiles; Freezing effects, or those which apply a Smoke Tile will put it out.
Glittering C-Beam

## Description

Hit 4 enemies with a single laser with the Zenith Guard squad

**Glittering C-Beam** is one of the achievements in Into the Breach.

## Notes

It is not necessary to actually damage the enemies being hit. For example, if an enemy has its laser damage reduced to 0 due to a Shell Psion, it still counts as a hit for this achievement.

## Trivia

* The achievement's name is a nod to the monologue by the character **Roy Batty**, from the cult science fiction film Blade Runner.
Gemini Missiles

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

 Upgrade 2 | +1 Damage ()

The **Gemini Missiles** is one of the weapons in the game Into The Breach.

Launch two missiles, damaging and pushing two targets.

Single-use. Deals 3 damage to both targets.

## References

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

## Team

This mech is available as part of the Heat Sinkers squad.

## Strategy

The Napalm Mech is, in some ways, very similar to the Prime-class Flame Mech. It comes equipped with both a weapon that lights tiles on fire and pushes the last enemy away, as well as a passive that grants an immunity to fire tiles for all Mechs.

The Heat Engines passive will let all Mechs consume Fire for a boost effect; when consumed, the fire will disappear from that tile. On the one hand, this means that Fire needs to be reapplied if looking to use it for limiting enemy movement; on the other hand, the Boost effect is very handy to have for the increase in weapon damage. Interestingly, the Boost effect can be gained from lava tiles in the Volcanic Hive as well; though the lava won't be removed in this case, grounded Mechs will still be immune to fire and gain a boost from submerging themselves in lava.

The Napalm Mech can use its Firestorm Generator weapon to set up these boosts; the last tile set on fire will also be pushed away, which can be useful for repositioning an ally or enemy. Compared to Flame Thrower, note that Firestorm Generator will not damage enemies that are already on fire, but it does start with a higher threat range of 2 tiles and has higher potential range; it can similarly be used to shoot through buildings and push enemies on the other side, as fire does not damage buildings. Firestorm Generator can also be used to set spawn points on fire, which will force emerging Vek to suffer burn damage on the turn they emerge before attacking.

Upgrading the range of Firestorm Generator will allow greater flexibility for the other Mechs in the Squad to set up boosts; the first upgrade for **+1 Range** only costs 1 Reactor Core. Once the Napalm Mech gets a 2nd Reactor Core, the first upgrade can be disabled, and its Reactor ore can reallocated with the new one to power **+2 Range**.

If looking to use the Napalm Mech in a Custom Squad, consider pairing it with Mechs that get the most out of the damage increase; a notable example being the Siege Mech, which has a high damaging and displacement range with its default Cluster Artillery weapon.