recursal/Fanatic-Fandom huggingface dataset:
Alpha Hornet

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

## Description

The stronger variant of the regular Hornet with more health, damage and range. Flying mobility lets it move freely through mountains, cities and the players units. It cannot be drowned, so has to be killed through damage and damaging effects instead.

## Strategy

The Alpha Hornet's ability to attack two tiles for two damage makes them a menace to the grid, possibly restricting the directions the player can safely displace them in. Combined with their very high movement of 5 tiles, they are very dangerous and should be killed at the earliest opportunity that is at all reasonable.

They have enough health to survive most un-upgraded attacks, and can take 2 actions in the early-game to eliminate entirely. Even in the late-game when the player can have access to attacks that do 4 base damage, their high mobility and flight lets them attack from water or pit tiles in tough angles, inaccessible corners, or restrict the players grounded Mechs from reaching other enemies.

On the initial deployment turn, deploying two of your Mechs in a line can sometimes bait Alpha Hornets to attack your mechs instead of cities, which gives more breathing room for the first turn. Although they can fly, they still can't occupy tiles your own units are occupying, so it can also be useful to deploy your own mechs / allied units inside corners, or next to the middle city of a line with 3 cities. Always have a plan for how to dislodge an Alpha Hornet from faraway cities or narrow passageways, tiles which would otherwise be very annoying for the Alpha Hornet to enter.

If looking to kill them, any kind of pre-emptive or additive damage to soften them up makes a huge difference - fire, bump damage from other attacks or your own Mechs, or enemy fire can score additional damage on them; look for Alpha Fireflies and Alpha Beetles to redirect and attack the Alpha Hornet. The Firefly Leader can do 4 damage too, killing them in one shot. Otherwise, attacks that both damage and move at the same time are essential for dealing with them, as are weapons that can either pull, teleport, or cancel the Alpha Hornet's attack entirely (such as freeze or smoke). Freezing them over water will not drown them as it will also create an ice tile, but shoving a frozen Alpha Hornet into the water will still drown it. Freezing an Alpha Hornet over pit will make it fall into the pit. Beware in the final mission, as you cannot freeze a Hornet flying above lava.
Laser Mech

## Team

The mech is available as part of the Zenith Guard squad.

## Strategy

The Laser Mech's Burst Beam fires in a straight line, indiscriminately damaging anything in its path until it hits an obstacle such as a building or mountain. The laser deals the most damage in the first target hit, decreasing by 1 point of damage with further tiles. The **ally immunity** upgrade can be unlocked to prevent damaging other Mechs, but it does not grant immunity to structures.

In terms of raw damage, Burst Beam is the most powerful default loadout weapon available to any mech in the game; it deals 3 points of damage on the first tile hit alone, which lets the Laser Mech dispose of any common enemy and gives it a particularly strong early-game. Despite that, it is wise to invest in a secondary weapon that has more controlled range, using it when firing Burst Beam would otherwise damage buildings. Alternatively, if using Advanced Equipment, Refractor Laser can replace Burst Beam if found, as it essentially offers the same benefits with more controlled range, more potential damage, with a minimal trade-off requiring 1 extra reactor power in cost.

Due to the friendly fire potential, particularly in the early-game, the Laser Mech greatly benefits from pilots that can offer it more mobility and positioning options. A good option includes Camila Vera, as the Mech often finds itself near enemies; the immunity to webbing is helpful at baiting those enemies while allowing the Mech to fire from a more favorable spot. In the late-game, when more Alpha enemies are in play, a pilot that offers a Boost will also help the Laser Mech hit for 5 damage with Burst Beam, assuming a better weapon isn't found by then.

## Trivia

The Laser Mech bears a vague resemblance to Metal Gear REX model from the *Metal Gear* series.
Explosive Vents

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

 Upgrade 2 | +1 Damage ( )

**Explosive Vents** is one of the weapons in the game Into The Breach.

Blast (and push) all adjacent tiles.

Deals 1 damage to all targets.

## Strategy

Explosive Vents has a similar area of effect to Hydraulic Legs or Repulse, with the upside of having no self damage and better damage scaling, but the downside of having no additional positioning capability or utility in upgrades respectively. Most of the time, the lack of positioning leads Explosive Vents to being used as a weaker Titan Fist, and the rare time its multi-hit target is useful, it is overshadowed by the problem of accidentally hitting nearby buildings and allies.

If looking to get the most out of Explosive Vents, it is recommended to pair it mobility oriented Mech upgrades and pilots.

## References

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

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

 Power | Free

The **Psionic Receiver** is a passive equipment in the game Into the Breach. It can be received through a reputation reward or a Time Pod in any timeline.

## Description

Mechs use bonuses from Vek Psion.

Below is a breakdown of the bonuses provided to the players Mechs with Psionic Receiver equipped. Note that the bonuses are only active while the Psion is still alive; if the Psion dies, it also will disable the bonuses to the players Mechs.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

For the majority of Vek Psion in the game, Psionic Receiver is not worth an equipment slot; either the benefit gained from it is too situational – or non-existent, in the case of the Arachnid Psion – or the benefit is outweighed by the threat of the Psion's buff to other enemy Vek.

Arguably the only beneficial Psion to equip Psionic Receiver against is the Raging Psion, which will let all Mechs gain a Boost while it is alive.

To a lesser extent, the Psionic Reciever could work well in the Volcanic Hive with the Psion Tyrant present, as it will damage itself with its own Psionic Tentacles and naturally die in 2 turns; it will also help take out Blobs or Alpha Blobs from the Blobber enemies. However, the damage to the Renfield bomb must be taken into account as well; and for the final battle, it's generally much better to have another more useful weapon or passive equipment that does not depend on a specific enemy being present.

## References

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

Weapon damage against this unit is doubled. All other damage (Push, Blocking, Fire, etc.) is unaffected.

**Corroding A.C.I.D.** is a status effect in the game *Into the Breach*.

## Description

Weapon damage against this unit is doubled. All other damage (Push, Blocking, Fire, etc.) is unaffected.

Corroding A.C.I.D. can be inflicted on units through specific weapons, such as the A.C.I.D. Projector. It can also be present in the environment, on missions located in the Detritus Disposal island. Corroding A.C.I.D. will also disable  **Armor** until the unit Repairs.

It is possible for a unit that is already on Fire or Frozen to additionally be afflicted by Corroding A.C.I.D.. A unit that dies on top of a Fire tile with A.C.I.D. inflicted will leave an A.C.I.D. Pool behind, which will put the Fire out. The A.C.I.D. Pool will also replace any other terrain tile, except for mission specific ones such as Conveyor Belts. The A.C.I.D. Pool will be consumed by any unit that stands on top of it, which will also inflict the unit with Corroding A.C.I.D. unless they are immune. If the unit is defeated on top of an Ice Tile, the tile will transform into Frozen A.C.I.D..

A unit with A.C.I.D. inflicted that moves or drowns on top of a Water Tile will turn the tile into an A.C.I.D. Tile.

Units immune to Corroding A.C.I.D. will be labeled by an  **A.C.I.D. Immune** icon. Units which are immune to Corroding A.C.I.D. include:

* Any Mech being piloted by a pilot with the Thick Skin ability
* Any unit with a Shield equipped

Corroding A.C.I.D can be removed by Repairing, except through the Technician ability and passive Healing from the Blood Psion.

Enemy Vek and other units will not factor A.C.I.D. Pools when choosing their movements. This can be used to the players advantage, by killing enemies on favorable positions, where enemies are more likely to step on the pools.
Cannon-Mech

## Description

A cylindrical shaped robot supported on pairs of 3 mechanical legs with a cannon protruding from the front.

## 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. Body blocking is also effective against Cannon-Mechs as their projectile fires straight and hits the first target that comes in contact, much like Alpha Firefiles; albeit this can be even more dangerous to block with Mechs, since the Cannon-Mechs damage is high and also sets the tile it hits on Fire. More preferable is displacing them to hit another enemy on top of an Ice Tile if the attack order is favorable, as fire will instantly crack ice and the enemy will be drowned.
Aegon Mortar

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

Deals damage to two tiles, pushing one forwards and one backwards.

Deals 1 damage to the target.

## Strategy

Aegon Mortar has low damage to start, but can target 2 tiles that pulls the first target and pushes the second; this makes it a decent, albeit situational option for Ranged Mechs that lack displacement such as the Ice Mech. The pushing angles are beneficial in situations with high enemy numbers clustered together to spread bump damage, or in specific maps where lakes are present in the middle to drown land Vek. However, they can also be detrimental in tight spaces, particularly pulling or pushing enemies into nearby objectives and buildings.

## References

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

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).
 **Natural Armor**: Weapon damage to this unit is reduced by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.

The **Bouncer Leader** is a boss Vek from *Into The Breach* introduced in the Advanced Edition. They only appear if Advanced Enemies are on at the start of a new timeline.

## Description

The Bouncer Leader attacks in a 3x1 rectangle perpendicular to the direction it is facing and pushes them away, while bouncing itself backwards. It has **Natural Armor** like the Hook Mech and thus takes 1 less damage from weapons, but not from other damage sources such as blocking spawns, collisions or fire.

Bouncer Leaders cannot spawn on the Volcanic Hive like all Advanced Edition vek.

## Strategy

Bouncer Leaders are the most dangerous in layouts where the recoil and the base attack damage something, often being grid buildings. Make sure that they are in open space or in areas with mountains instead of buildings, then let them collide with obstacles or Vek as it is not resisted by Natural Armor. If you have forms of inflicting the A.C.I.D status, especially if the layout is on Detritus Disposal with A.C.I.D pools, a two-damage attack will instantly kill it as the effect negates armor.

## Trivia

* The Bouncer Leader has the lowest health out of all Vek leaders.
* The Bouncer Leader is the only Vek that has Natural Armor.
Hydraulic Lifter

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

 Upgrade 2 | +2 Damage ( )

The **Hydraulic Lifter** is one of the weapons in the game Into the Breach. It is the starting weapon of the Pitcher Mech.

## Description

Throw an adjacent unit and damage it.

Deals 1 damage. Starts with 2-tile range.

### Upgrades

* **+2 Range** (1 Reactor Core ()) - Increases the range of the throw by 2.
* **+2 Damage** (2 Reactor Cores ( )) - Increases the damage of the throw by 2.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Hydraulic Lifter is a positionally powerful weapon, similar to Vice Fist in that it displaces the target and damages it on the tile that the target lands on, but with much more range and thus flexibility. In addition, this also triggers any terrain effects; notably, landing on A.C.I.D. pools will apply it first and then deal double damage. Desert tiles also cancel attacks as they stir up smoke, forests set Vek on fire, and damaged ice tiles that crack will instantly drown grounded Vek. In the Cataclysm squad, a much stronger synergy are cracked tiles, which will insta-kill all terrestrial enemies launched onto them, as they will instantly crack and fall into chasms. Thus, powering **+2 Range** as early as possible is particularly recommended.

Despite the positioning benefits, the Hydraulic Lifter shares the same downsides with the Vice Fist; without environmental hazards to launch Vek onto, this weapon's damage is low at best. Also, since it requires an unoccupied spot for the target to land on, there will be situations (notably when Vek reach map borders) where this weapon will be unable to do anything to the enemy. Finally, it is unable to do anything to Burrowers who are Stable. Due to all the possible downsides, it is recommended to complement it with an alternative weapon that deals high direct damage.

## References

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

**Mine-Bot** is one of the Sentient Weapons from *Into The Breach*.

## Description

A cylindrical shaped robot with six mechanical legs supporting it, crouching low to the ground.

## Strategy

Mine-bots only exist as NPC units in missions where they must be defended to claim reputation (1  per surviving Mine-Bot). They act on their own, dropping a freezing mine in the tile they currently occupy and moving to a new tile without a mine. Vek will target them in attempts to destroy them. The mines can be used to the players advantage; either by displacing enemy Vek into the mines to freeze them, or displacing the Mine-bots on their own mines to freeze them. Frozen Mine-bots are still alive and will still count towards successful objective completion.

## Trivia

* Mine-bots will not move on Time Pods, however they are capable of collecting them if they are pushed or pulled on top them.
Alpha Firefly

## Description

The Alpha Firefly shoots projectiles in a direct line, similar to the Taurus Cannon weapon without push.

## Strategy

The same strategy for the standard Firefly can be used to deal with the Alpha Firefly. They do have more health and deal more damage though, so blocking its projectile with your own Mechs is a lot more dangerous, likely fatal in the early-game on higher difficulties.

That said, if the Alpha Firefly goes early in the Attack Order, it can be pushed to force the projectile to take care of other enemies. Just like the standard Firefly, moving the Alpha or its target should still be done carefully, to avoid exposing Buildings to further danger.
Hydraulic Legs

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

 Upgrade 2 | +1 Damage (  )

The **Hydraulic Legs** is one of the weapons in the game Into The Breach. It is the starting weapon of Leap Mech.

## Description

Leap to a tile, damaging self and adjacent tiles.

Starts with 1 damage to all targets, and 1 self-damage to Mech.

### Upgrades

* **+1 Damage Each** - ()
* **+1 Damage** - (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Hydraulic Legs provides decent damage output with great displacement and mobility, the latter being particularly useful at jumping through enemy blocked chokepoints or landing with its attack in water or smoke. The self damage is a drawback, but can be offset by many means, especially Viscera Nanobots and armor effects. Repair Drop, Repair Field, and Medical Supplies may also help mitigate it. If player has no access to these utilities, it's recommended to mount the mech with an Artificial Pilot and/or get +2 Health upgrade for the Mech.

The most prominent issue with Hydraulic Legs is the friendly fire potential, particularly in tight corners with buildings. While not as risky as Explosive Vents due to the positioning power, damaging allies and buildings is still a common issue with this weapon.

## References

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

## Description

Overpower your Power Grid twice by earning or buying Power when it is full with the Rusting Hulks squad

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

## Notes

This achievement is best done in conjunction with the Backup Batteries achievement, which has a similar condition of earning or buying 10 Grid Power on a single Corporate Island.

It's possible to get this achievement by completing objectives that reward Grid Power, accepting **+2 Grid Power** as a bonus reward (or +4 in Unfair difficulty), or spending reputation on Grid Power in the Corporate Store.

In the Corporate Store, it's also possible to undo the spent reputation on power after earning the achievement; the achievement is awarded as soon as 2 Grid Power over the limit is earned, so the player will still keep it even after selecting "undo all."
Light Tank

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

 Upgrade 2 | +2 Damage (  )

The Light Tank is one of the deployable tanks in the game Into the Breach. It can be found in a Time Pod or as a Reputation reward.

## Description

Deploy a small tank to help in combat. Single-use.

The Light Tank starts with 1 HP and 3 move points. It shoots a projectile that does no damage and pushes the target.

### Upgrades

* **+2 Health** (1 Reactor Core ()) - Increases the Tank's max health to 3.
* **+2 Damage** (3 Reactor Cores (  )) - Increases the Tank's attack damage to 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

All four of the tank-as-weapon variants are limited to 3 movement, and are generally much weaker than a Mech. However, they can offer a crucial 4th action per turn, along with another unit to bait enemy Vek into attacking instead of Grid Buildings.

On harder difficulty levels, the major challenge is finding a turn has enough slack to deploy the tank rather than using the Mech's (typically more powerful) primary weapon. Once the Tank is out, subsequent turns become much easier.

The value of the Light Tank lies in its ability to provide a vital push to a far-away target right when it is deployed. The **+2 Health** upgrade should be considered sooner rather than later, as it allows it to block spawns for consecutive turns without sacrifice. Out of all the deployable tanks, the Light Tank is the most expensive to upgrade fully, thanks to the **+2 Damage** upgrade; this upgrade should be considered eventually, if playing with a Squad that appreciates the additional damage output provided by a 4th unit. More damage isn't always better though; the initial 0 damage projectile has valuable utility of its own too, such as pushing other ally units away from danger – Mine-Bots for example – as well as Frozen enemies without cracking them.

## References

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

### Systems

The Alpha Gastropod is a common 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

Alpha Gastropods fire a grappling hook that deals 3 damage to the target and either pulls it to the Alpha Gastropod or the other way around, depending on if the target is immovable. If the hook does not hit anything, the Alpha Gastropod does not move. Despite being based off an aquatic animal, they are able to drown.

## Strategy

Unlike the Alpha Firefly, the Alpha Gastropod only has 4 health and is more brittle, but its higher movement (3 instead of 2) and projectile-based attack are still dangerous in the early game. However, Alpha Gastropods can pull other Vek away from targets and lack non-grappling movement, which can be used to your advantage in protecting objectives or the grid.

Much like regular Gastropods, the Alphas are also capable of pulling themselves towards solid structures, including Mountains. In particular, try and redirect their attack so that they pull themselves to a mountain located right next to a chasm or water tile, and they'll instantly be destroyed after attacking.
Mountain Tile

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

Mountain Tile.

Damaged Mountain Tile.

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

## Notes

Blocks movement and projectiles.

If this tile takes any amount of damage, it turns into a damaged mountain. When damaged mountain takes any amount of damage, it turns into mountain rubble.
Chronophobia

## Description

Finish 3 Corporate Islands and destroy every Time Pod discovered

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

## Notes

Strange Pods count as a Time Pod. If going for the achievement, you should either destroy it or simply avoid picking up the Strange Object.

Thus, this achievement is best done with Mechs that are prone to friendly fire to destroy regular Time Pods while also doing something useful, such as Zenith Guard or Hazardous Mechs.
Phase Cannon

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

 Upgrade 2 | +1 Damage ( )

The **Phase Cannon** is one of the weapons in the game Into the Breach.

Shoot a projectile that phases through Grid Buildings.

Deals 1 damage to target. Pushes target.

### Upgrades

* **Phase Shield** (1 Reactor Core ()) - Applies a Shield to buildings it passes through.
* **+1 Damage** (2 Reactor Cores ( )) - Increases damage by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Phase Cannon deals low damage to a single target, but the key advantage to this weapon is being capable of phasing through multiple buildings. Particularly with **Phase Shield** upgraded, it is capable of shielding several buildings in one single action, while still pushing the target on the other side of the buildings.

This gives Phase Cannon valuable utility for protecting multiple buildings and spreading damage. It works well on any Brute class Mech, as most tend to typically lack a consistent multiple resolution with their default weapons. It is notably best used with the Jet Mech and Thruster Mech, which can use their flying movement for more flexible positioning. It can also work with other off-class Mechs, although the Reactor Core penalty should be considered, as it is very important for Phase Shield to be powered for the best return with Phase Cannon.

## References

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

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

## Description

Its appearance is a wasp that moves through the air to attack using its stinger ability.

## Strategy

Compared to other early-game Vek, the Hornet's high mobility and immunity to drowning make it more slightly dangerous than the Scarab, but it is less threatening than the Scorpion, Leaper, or Firefly since Hornets can almost always be neutralized by a single Mech.

Try to deploy your Mechs closer to the center of the board or to block chokepoints when Hornets are present, as their movement of 5 can otherwise allow them to slip out of reach into dangerous and unsolvable spots. Since its attack does not limit the target's mobility, it can be easily dodged and ignored if it targets a Mech. It should only be neutralized if it targets the grid, if it's starting to slip too far towards the back, or if no higher-threat Vek are present.
Laser-Mech

## 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.
Quick-Fire Mech

## Team

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

## Strategy

The Quick-Fire Mech is comparable to the Mirror Mech in that it's forced to shoot two projectiles, with the key advantage of being able to choose which direction the second projectile is fired. Unlike the Mirror Mech however, Quick-Fire Rockets does not have starting push and must be powered as an upgrade. The early-game can be challenging as a result of its low damage output and lack of displacement.

**Add Push** is a vital first upgrade, as it gives the Mech a way to reposition enemies and get bump damage. In the Heat Sinkers, consider a pilot that boosts the Quick-Fire Mech (Kai Miller, Morgan Lejeune) so that it is not as reliant on consuming fire tiles from its partners. Upgrading Quick-Fire's **+1 Damage** to each target is expensive at 3 cores, but it should be considered eventually if doing a three or four island run. The Quick-Fire Mech is also rather frail at the start of the timeline, so boosting its health eventually is recommended; Mafan is another viable pilot choice to start, as he comes with an extra Reactor Core thanks to his ability to immediately allow for push, while boosting the survivability thanks to Zoltan Shield.
Maximum Firepower

## Description

Deal 8 damage with a single activation of the Quick-Fire Rockets.

**Maximum Firepower** is one of the achievements in Into the Breach.

## Strategy

Although the achievement text in-game only specifies 8 damage with the Quick-Fire Rockets, it actually requires that the damage is done to enemies only to claim it. In other words, damage done to other player mechs does not count towards the 8 damage total to claim this achievement.

To make it easier to claim this achievement, the use of A.C.I.D. or a passive like Force Amp is recommended.
Drill Mech

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

## Team

The mech is available as part of the Cataclysm squad.

## Strategy

The Drill Mech differs from traditional Science-class Mechs, focusing on fulfilling an offensive role rather than a utility one. It's most comparable to the Prime-Class Aegis Mech, but with better movement thanks to its default flight.

The tile-cracking effect from Seismic Capacitor triggers upon killing a unit, and this effect is central to the Cataclysm squad's tactics. Thus, at least the first **+1 damage** () upgrade should be prioritized. Additionally, the Drill Mech also benefits from a pilot with the Adrenaline skill, preferably a pilot that offers the Boosted status as well. The Pitcher Mech can then be used to throw other grounded enemies into cracked tiles to immediately dispose of them, and the Triptych Mech can use its multi-hit weapon to crack and push enemies into chasms at the same time.

Should the Drill Mech not kill its target, the flipping effect can be occasionally useful at preventing enemies with large threat ranges from hitting their targets; examples including Alpha Hornets and Centipedes. However, flipping won't be of any help against enemies that attack multiple targets, such as Diggers.
Artillery-Mech

## 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-Mechs shoot lobbing projectiles in a 3-wide threat range, and can be difficult to fully negate grid damage without killing the Artillery-Mech. Smoke is particularly recommended if it can't be frozen immediately, otherwise it is recommended to freeze it at the earliest convenience.
Burning Mortar

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

 Upgrade 1 | No Self Damage ( )

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

Artillery attack that sets 5 tiles on Fire.

Deals 1 self-damage to the shooter.

### Upgrades

* **No Self Damage** (2 Reactor Core ( )) - This attack will no longer damage the Mech that uses it.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Burning Mortar sets fire to 5 tiles only, without any displacement or direct damage. This is only useful if it's needed to kill multiple enemies at 1HP quickly; so it can be useful at dealing with the Arachnid Psion or the Spider Leader, or in squads that can spread damage and need an extra weapon to finish off a group of enemies.

However, the lack of direct damage and utility hurts the use of Burning Mortar, as it does not move enemies away from buildings and will still be threats if the burn can't finish them off. Further exacerbating this is the self-damage with each use – although it can be removed with an upgrade, it requires 2 Reactor Cores to do so – making unsuitable for common use. Thus, it is hard to recommend Burning Mortar as a long-term weapon, as it has a lot of issues and is too situational to be relied on.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Into the Breach Wiki/Flex section

**Game Features**
* **Defend the Cities**: Civilian buildings power your mechs. Defend them from the Vek and watch your fire!
* **Perfect Your Strategy**: All enemy attacks are telegraphed in minimalistic, turn-based combat. Analyze your opponent’s attack and come up with the perfect counter every turn.
* **Build the Ultimate Mech**: Find powerful new weapons and unique pilots as you battle the Vek infestation across Corporate-Nation islands.
* **Another Chance**: Failure is not an option. When you are defeated, send help back through time to save another timeline!

**Game Trailer**

**Featured images**

**Handy Links**
Official pagePublisherThe developersAboutThe game
Achievements

Into The Breach contains a total of **70** **achievements**: **55** from the base game and **15** added in Advanced Edition. Each achievement unlocked grants one  Coin, a currency used to unlock new squads.

Since the release of Advanced Edition, collecting every coin is no longer necessary to unlock every squad, and the last 5 coins cannot be spent.

## List of achievements

Achievements may also be unlocked with cheat codes.

## Trivia

* Achievement Coins have the Kestrel from *Faster than Light* - the first game Subset Games worked on - engraved into them.
Bethany Jones

**Bethany Jones** is a pilot in *Into the Breach*.

## Location

Bethany Jones can be acquired from pod drops.

## Background

Bethany Jones [Pinnacle]

Bethany Jones served as a physics engineer at Pinnacle, helping design and refine Pinnacle shield technology. Having only grown up on Pinnacle, she's somewhat sheltered with regards to the other islands, and she tends be too trusting of others, taking them at their word. She loves the cold and the snow, but she's also excited by the opportunities to see other islands in the Corporate archipelago and learn from the people there. While she and Isaac Jones are technically brother and sister, there hasn't been a timeline where they both were alive to realize this (Only one of them could have be saved in the womb because of a chronic medical condition their parents had). Bethany has had a more positive upbringing than Isaac, and her genius is tempered more with empathy and optimism than Isaac (who had a much more difficult childhood).

## Personality

Caring, intelligent, pragmatic. A bit naive to war. Constantly hopeful & encouraging. Looks for the best in humanity.

## Strategy

Bethany Jones in the Ice Mech of the Frozen Titans will not freeze herself as long as her defense shield is still up.
Cluster Artillery

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 Upgrade 2 | +1 Damage (  )

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

## Description

Protect a tile by damaging and pushing adjacent tiles.

Deals 1 damage to all adjacent tiles to the target.

### Upgrades

* **Buildings Immune** (1 Reactor Core ()) - This attack will no longer damage Grid Buildings.
* **+1 Damage** (3 Reactor Cores (  )) - Increases damage to adjacent tiles by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Cluser Artillery is one of the best area of effect weapons in the game. It provides wide area targeting **and** displacement from almost any position, thanks to the ranged projectile arc, letting it solve multiple enemies in one turn by wearing them down and pushing them away from Grid Buildings and objectives. The damage can get particularly high when factoring in bump damage into other enemies.

However, compared to the similar Artemis Artillery weapon, Cluster Artillery demands **Buildings Immune** as soon as possible; due to its wider damage area, it's a lot more prone to friendly fire. Thankfully, the upgrade is cheap at 1 Reactor Core, so this only remains a problem in the early-game with the Siege Mech.

## References

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

## Team

The mech is available as part of the Rift Walkers squad.

## Strategy

The Cannon mech is well suited for both close and long range battles. Unlike the Artillery Mech, Taurus Cannon can hit enemies adjacent to it. The Mech's weapon can be used to push enemies away from buildings at long range, as long as it has a clear firing line. Since it can be impeded by obstacles such as Mountains more easily, improving the movement of the Cannon Mech first can help it get in firing range.

Taurus Cannon offers a mix of damage and pushing utility without particularly excelling at either. The weapon requires 2 and 3 reactors to increase its damage by 1 point twice per upgrade respectively. The first upgrade can let it kill most common enemies when bump damage is factored in. However, the second upgrade is relatively expensive investment for the return, since it requires 5 total reactor cores to only deal 3 direct damage + 1 point of possible bump damage, which is only enough to take out the weakest Alpha enemies.

Due to its mixed usefulness, almost any secondary weapon can complement it well; be it more damaging ones to take out stronger enemies, or utility oriented ones to deal with a larger number of threats that the cannon can handle.

## Trivia

* The Cannon Mech bears a vague resemblance to the Anti-Air units from the *Advance Wars* series; for most armies, those units also come equipped with two side-by-side cannons, and travel by tank treads.
Adam

**Adam** is a pilot in *Into the Breach Advanced Edition*.

## Strategy

Adam's Chosen One special only activates when Reset Turn is used, but note that the +2 movement buff is only active for the turn that was reset. Only the shield gained will persist for the following turns until it is removed.

Chosen One effectively makes the Reset Turn button a hidden ace that can be used to try a new, previously impossible strategy. Examples include blocking with 1HP, using the shield to prevent status effects such as Acid, or reach an enemy that was previously too far away. Conversely, Chosen One can also be purposely activated to assist the players strategy; this does require purposely using the reset though.

It is possible to activate Adam's special twice per battle if paired with Isaac Jones's Temporal Reset special ability, which grants a second reset turn per battle.
Cryo-Launcher

The **Cryo-Launcher** is one of the weapons in the game Into the Breach. It is the starting weapon of the Ice Mech.

## Description

Freeze yourself and the target.

Requires one core () to be powered if it's not a base weapon.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Cryo-Launcher freezes both the target and the user, which makes it an excellent weapon for nullifying any Vek threat instantly. Its low reactor cost is also highly beneficial for easier core management amongst the squad. However, both good deployment and planning ahead are necessary to get the best return with Cryo-Launcher; otherwise the next turn has to be spent freeing the mech from ice, which can waste actions that could otherwise be used to resolve Vek threats.

For instance, consider placing the mech on top of a spawn point, firing Cryo-Launcher to freeze an enemy Vek, and letting the block damage break the mech free from ice. Alternatively, a pilot or another ally mech that provides a Shield can also be used on the mech wielding Cryo-Launcher, as shields prevent the mech from being frozen.

## References

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

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

 Upgrade 2 | +1 Damage (  )

The **Rock Launcher** is one of the weapons in the game Into The Breach. It is the starting weapon of the Rock Mech, which is only available through debug in the games files. In standard gameplay, it is only obtainable through through an Island Reward or the Corporate Store.

## Description

Throw a rock at a chosen target. Rock remains as an obstacle.

### Upgrades

* **+1 Damage** ( )
* **+1 Damage** (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Rock launcher boasts 2 damage to start, which is strong for a no-core projectile weapon, but the lack of push prevents it from resolving stronger threats that can tank its damage. The damage upgrades are also fairly expensive for the return, requiring 5 cores to hit for maximum damage.

Note that the placement of the boulder can be controlled precisely on which tile the rock stops at. This can be useful utility, with the possibilities of blocking Vek spawns and projectiles. The fact that Vek to not directly attack boulders can also be used to the players advantage, creating impassible walls for enemy units or simply protecting a single building such as the corporate tower or a defense lab.

## References

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

## Team

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

## Strategy

The Dispersal Mech has the somewhat unique distinction of being a Prime Mech that can affect multiple tiles with utility, by pushing many targets at once. However, it also starts with low mobility and demands a lot of Reactor Cores to reach its full potential.

Thermal Discharger can damage up to two tiles in front, and push the first perpendicular tiles away on both sides. Note that this does not include the tile at the very front, which means the Dispersal Mech is unable to push directly away from it. The pushing range is also separate from its damaging range; always be on the lookout to displace enemies into hazardous terrain such as Spawn Points, or push enemies into each other to get bump damage. If found, the Force Amp passive can pair particularly well for the latter.

The early-game is the most difficult part for the Dispersal Mech, due to its low mobility, average range, and low damage output. Getting additional movement and **+2 Range** upgraded is extremely important; despite the high reactor cost at 3 total, these will let the Dispersal Mech push more targets to the sides and get more viable firing positions to maximize its utility. Pairing it with positioning oriented pilots - such as Camila Vera, Prospero or Henry Kwan - can also greatly assist this Mech with positioning to leverage its unique side push. In the Heat Sinkers, Kazaaakpleth is another pilot that can work well for the early-game; an attack that both damages and pushes the enemy away (something Thermal Discharger can't do) takes advantage of both Boosts and utility.

The **Add Fire** upgrade is very helpful to alleviate Thermal Dischargers low damage output, as well as limiting enemy movements (since enemies not on fire will avoid stepping on it). However, the upgrade is expensive at 3 cores, so it's best to save it for later in the timeline. The ignited tiles can also be used to set spawn points on fire, and used by other Mechs to gain a Boost in the Heat Sinkers. If using the Dispersal Mech in a Custom Squad, ensure that the added fire does not limit your own Mechs as well; there is good late-game synergy with the Flame Mech for this reason, although the early-game will be difficult since both Mechs have low starting mobility and both prefer early Reactor Cores.
Unstable Mech

## Team

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

## Strategy

The Unstable Mechs weapon will self damage it with every use, and will additionally knock it backwards one tile. If using it outside of the Hazardous Mechs in a Custom Squad, it is recommended to pair it with Pilots such as Mafan or Abe Isamu, or Mechs with destruction prevention equipment such as the Defense Mech or Smog Mech. Note that the self damage is also treated as an attack at the Mech's current tile; thus, it will ignite forest tiles or break ice and cracked tiles that the Mech is currently occupying. The only way to prevent this is if the Unstable Mech is shielded; in which case, the shield will absorb the self-damage to the Mech and tile.

The knockback from Unstable Cannon can be useful for getting additional bump damage on enemies behind it, as long as the self-damage and bump damage are mitigated. It can be particularly useful at dealing with Blobber enemies and their Blobs in a single action, using the projectile to hit the Blobber and the knockback damage to destroy the Blob. Additionally, the knockback can be used to fire from unsafe tiles, such as those projecting a **Lightning Strike**, as the Unstable Cannon will push it back and away from that tile. It's wise to invest on additional movement for the Unstable Mech first, as the knockback moving the Mech backwards can also push it further back away from enemy spawns.
Vulcan Artillery

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

 Upgrade 2 | +2 Damage (  )

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

## Description

Light the target on Fire and push adjacent tiles.

### Upgrades

* **Backburn** (1 Reactor Core ()) - Light the tile behind the Mech on Fire.
* **+2 Damage** (3 Reactor Cores (  )) - Adds 2 damage to targeted tiles.

### 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
Titan Fist

The **Titan Fist** is one of the weapons in the game Into the Breach. It is the starting weapon of Combat Mech.

## Description

Punch an adjacent tile, damaging and pushing it.

Deals 2 damage to the target.

### Upgrades

* Dash ( )
* +2 Damage (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Titan Fist is a well balanced weapon that provides good single target damage, enemy displacement and mobility when **Dash** is upgraded. Titan Fist is one of the best weapons to acquire when the squad lacks damage output. However, it does not out perform other damage dealing weapons in Prime class. It also lacks potential to resolve 2+ Vek threats at once.

## References

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

Once per battle you can reset your turn, rewinding time, returning all units to their starting positions and allowing all units to act again.

## Pilots

Isaac Jones's Temporal Reset ability allows for a second reset per battle.

Adam's Chosen One ability will grant a shield to his Mech after resetting, along with a +2 move bonus for that turn.

## Achievements

Resetting the turn after earning an achievement will still keep it.
Repair Drop

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 Power | Free

The **Repair 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

Heal all player units. This includes disabled Mechs.

Single-use.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Repair Drop revives disabled Mechs and removes ailment states (Fire, A.C.I.D. and Frozen); however, note that it will not remove a burning tile if a mech is standing on it. The weapon acts as a insurance against misfortunes, which means it's not used most of the time. Repair Drop also synergizes with Self-Destruct or other self damage weapons if Viscera Nanobots is not available, but it is not as efficient as it requires using the Mech's action.

The Repair Field passive is also a better choice, as repairing with any Mech on the squad with that passive will provide the same value, and it does not have limited uses either, making it more flexible. However, one unique trait that sets Repair Drop apart is that it also heals other allied non-Mech units; something which Repair Field can't do, as that only repairs allied Mechs.

## References

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

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

The **Titanite Blade** is one of the weapons in the game Into The Breach. It is not a starting weapon of any Mech, but it be obtained through a Time Pod or a reputation reward.

## Description

Swing a massive sword to damage and push 3 tiles. Single-use.

This attack deals 2 damage by default.

### Upgrades

* +1 Use ()
* +2 Damage (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Titanite Blade is somewhat similar to Mercury Fist, in that they are both limited use high damage prime weapons. Since it always hits 3 tiles directly in front of the Mech, it is recommended to pair the Titanite Blade with upgrades and pilots that offer more movement, to get the most flexible firing angles and limit friendly fire.

Titanite Blade is a natural pick for mobile Prime Mechs whose main weapon is utility/displacement purpose, such as the Judo Mech and Aegis Mech, or similarly mobile Mechs outside Prime class.

## References

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