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Pull-Tank

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 Upgrade 2 | Flying ()

The Pull-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 Pull-Tank that can pull targets with a projectile. Single-use.

The Pull-Tank starts with 1 HP and 3 move points.

### Upgrades

* **+2 Health** (1 Reactor Core ()) - Increases the Pull-Tank's max health to 3.
* **Flying** () - Gives the Pull-Tank the ability to fly.

### 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.

One advantage of the Pull-Tank variant over the other three is that it can be upgraded to have the **Flying** attribute. This makes it much easier to position the Pull-Tank, especially on the final level where environmental damage is frequently more effective than direct damage attacks. However, note that it still can't be deployed in water, chasms, or similar tiles, even if the Flying upgrade has been powered; it can only move and position itself over these tiles after deployment.

## References

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

**Lily Reed** is a pilot in *Into the Breach*.

## Location

Lily Reed can be found in a pod or as a reward for completing an island`s objectives without any failure.

## Background

Lily was an orphan found at sea at the age of seven (she's now 20), then found and raised by Archive when her makeshift life raft came in sight of their island. Lily was only newly-employed at Archive before she answered the open call for pilot training - some employees may have frowned at her sudden shift in career were it not for the urgency to find soldiers to fight the Vek. Unlike others at Archive who wished to slowly tinker with the Mechs, she embraced her training whole-heartedly, soon learning to use the Mech with one of the fastest training times of any Archive pilot on record. Lily's gone through only a few timelines (or maybe just one) and even seeing the end of the world hasn't dulled her enthusiasm for stopping the Vek. She is a talented pilot and engineer, and her near-hyperactive energy has found a good outlet on the battlefield.

## Personality

Really excited. Hopeful and a little silly. Feels invulnerable. Sees it as a game.

## Strategy

Can be utilized to great effect with Flying, position-intensive Mechs for a very early battle advantage. Obviously the benefits of this passive diminish greatly the longer a battle drags on. This bonus can also be a good way of quickly positioning otherwise slow Mechs, such as Artillery.

With the Advanced Edition, some of the new level up abilities can synergize well with Lily. Particularly noteworthy ones include:

* Opener: on top of being boosted, the +2 move stacks with her initial +3 move for a +5 move buff on the first turn.
* Adrenaline: the stackable +1 movement per Vek killed lets her use her initial advantage to kill a low HP Vek and stay mobile in future turns.
* Masochist: using the additional movement to purposely take damage on the first turn allows her to stay mobile with a +2 movement buff for following turns.
Networked Shielding

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 Power | 2 ( )

**Networked Shielding** is a passive equipment in the game Into The Breach. If the Advanced Edition weapons are turned on for the timeline, it is obtainable as an Island Reward, through the Corporate Reputation Store, or through a Time Pod.

## Description

Mechs cannot take damage during the Player Turn.

Costs 2 Reactor Cores to power.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Networked Shielding prevents any damage to the players Mechs on their turn (and their turn only), meaning that Reactor Cores can be saved elsewhere by not having to power survival upgrades such as **Ally Immune** or Mech HP upgrades. Since Networked Shielding is not free – costing an expensive 2 Reactor Cores to power – it should be used only if the squad is very prone to friendly fire or self-damage, in order to save the most reactor cores by powering it; examples including Blitzkrieg and Zenith Guard.

Do note Networked Shielding will not prevent damage from Status Effects or Enemy attacks, nor will it prevent spawn blocking damage, as these happen during the Enemies turn. It will also not prevent a pilot's death if their Mech falls into a chasm. However, it will prevent instant-kill damage from Self-Destruct, so Networked Shielding has strong synergy with that weapon. Networked Shielding also prevents the self-freeze status effect from Cryo-Launcher on the user, though it will not prevent freezing the target (even if the target is an ally).

Networked Shielding could also help the Hazardous Mechs, although the Viscera Nanobots passive in that squad already keeps all the Mechs alive if they get kills, so both are redundant together. Still, it's viable for Networked Shielding to replace Viscera Nanobots in that squad, if and only if Networked Shielding is gotten for free through a Time Pod or as a Perfect Island Reward. To illustrate, Viscera Nanobots is free to equip, but only heals 1 health per kill and could prevent the Mechs from effectively blocking spawns; to mitigate that issue, Viscera Nanobots requires 2 Reactor Cores to heal for 2 health per kill, which is the same amount of Reactor Cores needed to power Networked Shielding. If Networked Shielding is gotten for free, it can replace Viscera Nanobots for the same 6 Reputation cost of 2 Reactor Cores at maximum upgrades; otherwise, it's better to keep Viscera Nanobots, as buying Networked Shielding would cost 2 Reputation *and* an additional 6 Reputation for 2 Reactor Cores to power it.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
2. ↑ Networked Shielding interaction with Cryo-Launcher
Items

Reason: "*no information on this page, the only thing that links to it is the previous Missions page. It is meant to have weapons and passives, but there are existing pages for those already*"

**This page is a candidate for deletion.**
Reason: "*no information on this page, the only thing that links to it is the previous Missions page. It is meant to have weapons and passives, but there are existing pages for those already*"

The **Items** in Into The Breach.

## List Of Items

* Item 1
* Item 2
Centipede

## Description

The Centipede shares the movement and health of the Firefly, but is armed with an acidic attack that applies A.C.I.D to the targeted tile and the two tiles perpendicular to the direction of the projectile.

Centipedes cannot appear on the first island and are limited to two spawns, including its alpha, per mission.

## Strategy

If you can safely keep a Centipede alive, its A.C.I.D. can be useful for neutralizing higher-health enemies, such as Alpha Vek or Beetles. If you can't convince a Centipede to hit Vek that are already on the board, try to encourage it to target the area of the board where Vek are emerging, since Vek that emerge on A.C.I.D. squares will immediately receive the A.C.I.D. debuff.
Medium Goo

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).
 **Spawner**: Spawns two Small Goos on death.

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

## Description

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

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

**Camila Vera** is a pilot in *Into the Breach*.

## Location

Camila Vera can be acquired by completing islands.

## Background

Camila is the sixth adopted daughter of Jessica Kern (who maintains an extended family of 20, none of them related by blood) from her Origin Timeline. She is an ex-cartographer and meteorological scout from R.S.T. - she was previously assigned to do field surveys and do "terrain testing" in areas where the corporation were testing out new terraforming weapons (she was essentially terraforming "Q.A."). In this role, she became an excellent pilot (the others are dead, it's an unforgiving job) and developed a "sixth sense" for piloting craft in hazardous conditions and trusting her instincts to "move" whenever she sensed a quake or collapse in the ground was about to occur. She has since channeled this sixth sense into combat, learning to anticipate and evade Vek webs as well as knowing how to pilot her Mech in the thickest dust storms without handicapping her combat efficiency. She was one of the first volunteers to fight the Vek in her original timeline after the death of her adopted mother, and also (she's never revealed this to anyone else) she has always had a loathing for insects, so she takes satisfaction in wiping out the giant varieties (the Vek).

## Personality

Prototypical good soldier. Treats the battle like a military war. Doesn't have time for nonsense. Wishes others were as professional. While she shares traits with Chen Rong, they occasionally (quietly) clash on military issues (she's more hands-on in the fighting, while Rong's more of a supervising officer).

## Strategy

While being impervious to webs make her a desirable front-line fighter on any loadout, her immunity to smoke gives her particularly excellent synergy with the **Rusting Hulks**. Whereas the build-up of smoke late in a battle might otherwise hamper the **Jet Mech**'s maneuvering options, it can only work to Camila's benefit. In general, Camila is best placed in Mechs that have constrained firing angles and prefer being close to enemies, so that webbing enemies do not limit her Mech's options (and ideally, waste their action on her Mech).
Burst Beam

The Burst Beam is one of the weapons in the game Into The Breach. It is the starting weapon of Laser Mech.

## Description

Fire a piercing beam that decreases in damage the further it goes.

Starts at 3 damages and decrease by one per square.

### Upgrades

* **Ally Immune** (1 () Reactor Core) - Friendly units will not take damage from this attack.
* **+1 Damage** (3 (  ) Reactor Cores) - Increases the starting damage by 1

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Burst Beam is one of the best area of effect damaging weapons in the game; without upgrades, it hits the first target for 3 damage, and continues to pierce targets until it collides with either a structure (a building or a mountain) or runs off the map. Its starting damage allows it to take out any common enemy in the first island, but it is not enough to take down Alpha enemies by itself.

With **Ally Immune** active, it does not friendly fire on Mechs, trains or tanks (though still hits buildings). With 4 maximum damage, it provides a solution to several Alpha Vek that need high single target damage, where other AOE damaging weapons fail; however, it is most preferable to use it with a pilot that has Boosted damage, as 5 damage is enough to one-shot all Alpha enemies.

The downside of Burst Beam is that it requires more movement points to position, in order to avoid friendly fire on buildings, and it provides no displacement utility.

## References

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

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

## Team

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

## Strategy

The Defense Mech's primary use in the Zenith Guard squad is to reposition or shield friendly units and buildings from being damaged by the Laser Mech's weapon, along with moving enemies into its ally Mechs weapon range. However, Shield Projector can also be used to encase buildings and objectives near enemy spawns in shields early, using good positioning to avoid friendly fire from the Laser Mech. Using it this way, Shield Projector is particularly useful against enemies that prioritize targeting multiple units and buildings, such as Blobbers.

Unlike the Gravity Mech's Grav Well, Attraction Pulse fires in a line directly and will be stopped by terrain such as mountains or buildings, also making it possible to bump and damage an enemy into the Defense Mech at close range; it is required to kill an enemy in this way to get the "Get Over Here" achievement. However, since it only starts at 2HP, consider raising its health points if looking to use the bump damage further into the timeline.

Pulling enemies is somewhat unique as a displacement effect, and can be useful effect to have when enemies place themselves in tight corners; however, Attraction Pulse is very limited at what it can resolve since it is single-target displacement only. The Defense Mech is reliant on more Shield Projector uses due to that to resolve multiple attacks more often. The **+3 Area** upgrade helps it too, as it can consistently provide utility throughout the battle to multiple buildings. However, both upgrades are expensive, at 4 Reactor Cores total (2 for each).

Pilots to look for the Defense Mech include Harold Schmidt or Kazaaakpleth, to give the Mech an additional action when pushing enemies is more preferable than pulling.
Blast Psion

**Blast Psion** is one of the Vek from *Into The Breach*.

## Description

The jellyfish-like Psions act as support units, providing passive bonuses to the Vek. The Blast Psion is distinguished by its light grey coloration and bright orange cranial nodes. This Psion's presence causes other Vek to explode upon death, damaging adjacent tiles. The ability granted to the other Vek is called  **Explosive Decay**.

## Strategy

The Blast Psion can complicate the resolution of any enemy on the map, as any enemy that dies will explode and deal collateral damage. If the Blast Psion can't be immediately taken out, look for weapons that can nullify other targets by either cancelling their attacks or pushing them away from buildings. It is possible to use the explosive decay effect to the players advantage to damage other Vek, provided caution is exercised in preventing collateral damage to the grid.

* Vek will not explode if Blast Psion also dies as part of the same attack resolution. E.g. if you push a regular Leaper into a 1HP Blast Psion, the attack will kill them both and the Leaper won't explode. However, in sequenced deaths where Blast Psion dies as part of series of other deaths, explosions will continue to happen until Blast Psion dies as part of a *separate* attack resolution.
* Vek explosions triggered by emerging Vek are processed after all Vek have finished emerging from underground. This may lead to unplanned outcomes when an explosive Vek dies due to blocking a spawn point located adjacent to another spawn point. In this case, the Vek who emerges from the adjacent spawn point will be damaged by the explosion.
* If you kill a Vek with Explosive Decay by pushing it into a pit, the explosion will still damage adjacent tiles.

## References

1. ↑ Blast Psion Resolution, notice the final Firefly enemy not exploding as it dies, since it was after the Blast Psion's death is processed.
2. ↑ Explosions from Vek taking spawn block damage process after Vek have emerged
Mosquito Leader

The **Mosquito** **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 Mosquito leader moves and attempts to attack a single square, insta-killing whatever is on it while smoking and webbing it. This means that if a mech is targeted it cannot respond due to the combination of smoke and webs unless they are immune through Camila Vera's ability or Nanofilter Mending's smoke removal effect.

## Strategy

The insidious combination of webbing, smoking and an insta-kill effect means that you have to free your mech with other mechs. While this is achievable if the boss is alone, having another mech use its valuable Vek-moving ability means that it is wasted on dealing little damage and may lead to grid loss. Camila Vera is highly recommended if you plan on facing the Mosquito Leader early on, while most artillery mechs can land a hit on the boss and push the target out of the way.

Some well suited Squads that can counter the Mosquito Leader include;

* Mist Eaters; as they are all immune to smoke.
* Flame Behemoths and Heat Sinkers; to a lesser extent than the above squad, but they can use Fire on a webbed ally Mech (which they are immune to) and get rid of the Smoke to let them perform an action.

Remember that as long as the web is gone the targeted mech can simply move out of the way and attack it or another Vek. The Mosquito leader only has 5 health and is thus easier to take down than some other bosses when the attack is avoided, especially since the Combat Mech's punch with +2 damage kills it if pushing against another object.

## Trivia

* Before Version 1.2.75 the Mosquito Leader was incorrectly not classed as a flying unit.
Pitcher Mech

## Team

The mech is available as part of the Cataclysm squad.

## Strategy

Because Hydraulic Lifter deals damage to units when they land, its most basic use is to toss targets onto cracked tiles, causing grounded enemies to fall instantly. Since the Pitcher Mech starts with 4HP, it can also be positioned to block enemy attacks and spawns itself; look for angles where it can also throw an enemy to get maximum value for its actions. The **+2 Range** upgrade in particular is a helpful unlock after the Drill Mechs damage is upgraded, so the Pitcher Mech can throw enemies into chasms and other environmental effects from as many angles as possible. Look for other environmental effects such as desert or forest tiles as well, if a cracked tile is not withing range. Enemies can also be tossed to intercept other enemy projectiles or block spawns.

Hydraulic Lifter faces limitations similar to Judo Mech's Vice Grip: the weapon itself cannot be used if there is no unoccupied tile for the target to land on, and so the target must be thrown from the right direction. For this reason, Pitcher Mech benefits from extra move and pilots that grants movement bonuses, such as Henry Kwan or Prospero. Being stable units, Burrowers are also unable to be targeted by Hydraulic Lifter; a secondary weapon or other ally mechs should be used to deal with these enemies.

## Trivia

* The Pitcher Mech is the only Mech in the game that starts with 4 Health points.
Frost Beam

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

 Upgrade 1 | +1 Use ( )

**Frost Beam** is one of the weapons in the game Into The Breach.

Fire a beam that Freezes everything in a line.

Single-use. Requires 1 Reactor Core to power.

## Strategy

Frost Beam has very strong resolution potential, as freeze completely immobilizes enemies and prevents them from performing any actions until the ice cracked; which can last the rest of the battle with good planning. The beam will pierce and freeze all units in its path, until it hits a structure, which can also be helpful at protecting a single Grid Building. Freeze additionally adds a layer of protection to ally units, such as the Renfield Bomb and its prototypes. Do be mindful of where enemies are frozen on though, as grounded Mechs and ally units still can't move through frozen enemies.

Since the weapon requires a total of 3 Reactor Cores to fully upgrade (1 to power it, and 2 for an additional use), it pairs best with pilots that have the Conservative ability.

## References

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

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 Upgrade 2 | +2 Damage (  )

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

## Description

Powerful artillery strike, damaging a single tile and pushing adjacent tiles.

Deals 1 damage to the target.

### Upgrades

* **Buildings Immune** (1 Reactor Core ()) - This attack will no longer damage Grid Buildings.
* **+2 Damage** (3 Reactor Cores (  )) - Increases damage by 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Artemis Artillery provides multiple-target displacement with low damage, making it a basic but versatile weapon at resolving multiple threats in one area. The **Building Immune** upgrade is recommended first, as it can allow the Mech using it to target a building and push all adjacent enemies away, providing even better resolution value for one action; this is particularly useful in maps that have many buildings close together.

That said, the Reactor Core can also be swapped around to more Mech movement or vice-versa in the early-game, if the building immunity is not needed for maps with buildings spread out. Artemis Artillery can also be a good off-class weapon to equip for Mechs that lack utility.

## References

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

The **Alpha Moth** is a flying 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

The Alpha Moth is a 5-health, 3-move flying Vek that fires an artillery attack much like the Scarab, flying over any tiles to land on the target and deal 3 damage. This attack pushes the affected target and the Moth itself away by one tile.

Alpha Moths cannot spawn on an island with any other flying Vek (Hornet, Mosquito) other than the island's Psion. In addition, they also cannot spawn with either Scarabs or Crabs.

## Strategy

The Alpha Moth is the most dangerous of the common flying Veks, and arguably the most dangerous common Alpha enemy. In tight spaces, it is very likely to be knocked back into a building, dealing heavy damage to your grid. With 5HP, it is also a very sturdy enemy, and its flight lets it pass through your Mechs and get into tight corners more easily. Like the regular Moth, its weakness is its low movement, so deploy your Mechs to block them from reaching difficult spots whenever possible. Similarly, pushing it into tiles where they can be recoiled into other Vek is a great way of using its attack to your advantage, especially with Force Amp.

## Trivia

* Moths were previously able to spawn alongside Scarabs and Crabs. This is no longer the case as of version 1.2.76b.
Psion Abomination

The **Psion Abomination** is one of the Boss Vek from *Into The Breach*.

## Description

The Psion Abomination does not attack but instead grants all other Vek "overpowered", combining the effects of the Soldier Psion, Blood Psion and Blast Psion.

No other Psions can spawn if the mission contains a Psion Abomination. It will never replace the 4th island's Psion enemy during Unfair difficulty (unless it is the leader of the island for the HQ mission), nor replace the Psion Tyrant during the Volcanic Hive.

## Strategy

The Psion Abomination makes every enemy harder to take down, and additionally adds the threat of **Explosive Decay** to the grid when other enemies are downed. In particular, squads that rely on wearing Vek down can struggle taking out the Psion Abomination. If the squad lacks firepower, it's worth putting off the island until stronger weapons are gotten.

Fortunately, the Psion Abomination does have relatively low health at 5 compared to most Vek Leaders, so an upgraded high damaging weapon can take it out in one hit.
Arachnophiles

The **Arachnophiles** are one of the Squads from Into The Breach added in the Advanced Edition. They consist of the Bulk Mech, Arachnoid Mech and Slide Mech and are unlockable with four coins.

Arachnophiles rely on the Arachnoid Mech's Arachnoid Injector, an artillery weapon which creates an Arachnoid when killing an enemy. Arachnoids offer an extra layer of strategy to the squad as they can sacrifice themselves to damage and push enemies, allowing them to steamroll missions if they can be consistently spawned.

## Mechs

*Bounce a projectile off one target to hit another (pushes each target).* (1 damage)
Upgrade I
+1 Damage (  ) *+1 damage to both targets.*
Upgrade II

*Damage target, creating a friendly robot spider on kill.* (1 damage)
Upgrade I
+1 Damage ( ) *Increases the artillery attack damage by 1.*
Upgrade II

*Push self and all adjacent tiles.*
Upgrade I
Shield self () *Shield the user when activated.*
Upgrade II

## Squad Achievements

Spider Breeding
Spawn 15 Arachnoids in one Island.
Working Together
Area Shift 4 units at once.
Efficient Explosives
Kill 3 Enemies with 1 shot of the Ricochet Rocket.
## Strategies

* The Bulk Mech's ricochets are capable of dealing damage to multiple targets, both directly and through knock damage. The Slide Mech can be used to set up good ricochets.
* These ricochets often leave some targets at low health, which the Arachnoid Mech can take advantage of to score kills and spawn arachnoids. The arachnoids themselves can finish off low health targets as well.
* Unlike the Bombermechs' bombs, Arachnoids are not temporary units and should be saved for later turns if they are not needed. They are best used to get kills and handle threats that the mechs aren't capable of handling.
* While arachnoids can block spawns, they tend to be a little more valuable than a single spawn block. Given that newly spawned Vek will often target them and that they block enemy movement, their presence alone can help control the board; it's generally better to let things spawn and use the additional action granted by the arachnoids only when necessary.
* Pick an island with Leapers first or choose Pinnacle Robotics as your first island. Leapers translate to a free Arachnoid and any Pinnacle mission where the bots are free to destroy also grants spiders, letting you steamroll missions without much issues.
* You can create Arachnoids from almost any unit, even other Arachnoids (but not from other Mechs). This can help your bots get into some really hard-to-reach places.
* Certain pilots work well in this squad:
	+ Kazaaakpleth: Grants the Slide Mech a decent attack which lets it become more useful early-game.
	+ Kai Miller and Morgan Lejeune: Boosting the Arachnoid Mech saves having to invest two cores into a damage upgrade, letting you insta-kill psions and generate spiders. Kai on the bulk mech also increases its firepower significantly but is vulnerable to losing the boost.
	+ Silica: Lets the Arachnoid Mech shoot twice, using the Slide Mech to make up for not moving.
Astra Bombs

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 Upgrade 2 | +2 Damage (  )

The **Astra Bombs** is one of the weapons in the game Into the Breach.

Leap over any distance dropping a bomb on each tile you pass. Single-use.

Deals 1 damage to all targets.

## References

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

The **Mercury Fist** 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 capsule.

## Description

Smash the ground, dealing huge damage and pushing adjacent tiles. Single-use.

This attack deals 4 damages by default.

### Upgrades

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

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Mercury Fist is somewhat similar to Titanite Blade, they are both limited use high damage prime weapons.

Mercury Fist, with the **+1 Damage** upgrade, guarantees destruction of any vek that is not a Leader; and with a Boosted pilot or A.C.I.D. applied to the enemy, it can guarantee removing virtually any Vek. Functionally it behaves exactly like a melee range Heavy Rocket. It is a good pick for any Prime Mech whose main purpose is utility/displacement, such as the Pitcher Mech or Dispersal Mech.

## References

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

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

Also called the A.C.I.D. launcher, this is a building with the "Disintegrator" ability that turns target tiles into A.C.I.D. pools. It also removes any existing terrain (like mountains) and units that were on targeted tiles.

### Strategy

The building is under player control and only shows in the Detritus Disposal missions to **Destroy all Mountains** and **Protect the Disposal Unit**. It takes damage like a unit, but as a Stable unit it cannot be pushed by weapons. Its attack instantly kills any targets, and instantly destroys mountains too. With global targeting range, it's a very flexible instant-kill weapon and it is encouraged to use it for killing enemies as well. Do be careful though, as it will also instantly destroy buildings and Mechs in its targeted area.

### See Also

* Allied Units
* Terraformer
Gana

### Special

Preemptive Strike: Deploy anywhere on the map, damaging adjacent enemies. **Requires 1 Power.**

### Corporation

Archive, Inc.

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

## Location

Gana can be acquired by completing islands.

## Background

Gana is a construction robot adapted for combat by uploading a mix of old and modern combat routines from the Archive libraries (think Baymax in Big Hero 6). This has had… partial success, and what happened to Gana is evidence as to why he was the only construction robot so outfitted: while an excellent soldier, his expressions and outlook are a blend of construction-focused speech mixed with ruthless pragmatism. As an example, Gana may categorize an otherwise simple repair as "offending parts have been executed" - or he may start ordering a building's infrastructure to "hold the line" to prevent a collapse. Soldiers who have served with Gana for an extended period of time have come to ignore its unusual speech patterns as the robot is incredibly effective on the field (and obeys orders), but Gana can be disconcerting for new pilots. Gana has indicated that when the war with the Vek is over, he would prefer to return to his construction duties, and finds he experiences "reduced job satisfaction" in fighting the Vek.

Note that given the recent rise in prejudice against the Pinnacle robots, Gana has suffered similar discrimination… and several officers have questioned if Gana's "sanity" in case he may malfunction like the Pinnacle robots.

## Personality

Construction robot adapted for military use. Meant to interface with people so speaks in sentences but is very curt and unemotional.

## Strategy

Great care should be taken to avoid placing Gana in dangerous situations when utilizing Preemptive Strike; while it is frequently a great move to cause enemies to focus on your own troops rather than vital Grid Power or objectives, Preemptive Strike by itself will not be able to neutralize anything but the weakest of enemies, and can leave Gana's Mech dangerously exposed and vulnerable without escape.

It's sometimes better to prioritize deploying Gana's Mech in a tile that prevents enemies from moving further, rather than maximizing damage dealt on deployment. Also, note that the damage caused by Preemptive Strike will be less effective in islands with the Blood Psion, the Shell Psion, and the Soldier Psion to a lesser extent.

On the first part of the final stage, Gana's mech can deploy anywhere except in tiles where Power Pylons will land after deployment; the game will not highlight them, which effectively gives information to the player about what the layout of Power Pylons will look like before the mission starts. On the second part, you cannot manually place Gana's mech, but the mech will still deal 1 damage to adjacent enemies upon landing.
Confuse Shot

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 Power | Free

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

## Description

Fire a projectile that flips a target's attack direction.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Confuse Shot can be a situationally useful side weapon, to offer Mechs a different effect at resolving threats. For example, flipping a target's direction without damage can be helpful at preventing Sentient Weapons from attacking Grid Buildings, particularly in missions that involve defending them, if freezing them can't be done right away.

Still, Confuse Shot is largely a situational weapon, and should only be used as a complement to the Mech's existing loadout. As with Spartan Shield, Confuse Shot will also struggle at dealing with enemies that move themselves with their attack, such as Bouncers, as well as enemies which target multiple tiles, such as the Firefly Leader.

## References

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

## Team

The Mech is available as part of the Bombermechs squad.

## Strategy

The Exchange Mech can use Force Swap to trade spots with any two targets on the battlefield. This can allow two Vek to miss their targets, or potentially hit each other. Handling two threats in a single action makes it very strong, with the added utility of being able to swap with any other second threat that is hard-to-reach making it invaluable.

Since Force Swap has strong utility to start, it doesn't demand extra cores immediately on any of its upgrades. That said, the Exchange Mech starts with some of the worst stats in the game; at the start of the timeline, it only has 3 movement, it's grounded, and it's also quite frail at 2 HP. Thus, spending at least one core on +1 Move for the Exchange Mech should be considered a priority, in order to reach valuable Swap targets more easily. **Heal Ally** can be considered more pressing to get if the squad is using weapons such as Self-Destruct or Ice Generator (this Repair will revive downed Mechs and remove status effects). Otherwise, the ability to swap anywhere on the battlefield makes its other upgrades less critical than with other Mechs.

Much like with the Teleporter and similar Science class weapons, check the Attack Order before using Force Swap, in order to turn Vek attacks against each other and maximize damage, potentially having them neutralize each other. In the Bombermechs squad, the player can utilize Bomblings from the Bombling Mech as swap targets, offering a lot of flexibility in exactly where an attacking Vek can be placed. This can be done before the Walking Bomb moves, as well to putting it in a better position for the Walking Bomb to move afterwards. Easy instant kills can also be garnered by moving one of your mechs into a hazardous tile such as water, and swapping it with a ground-based Vek. A Mech without strong positional requirements (for e.g. the Bombling Mech) is an ideal target for this. Similarly, Vek can be swapped with to block their spawn points; this deals damage to them, blocks the spawn, and generally moves them away from buildings.

The Exchange Mech is also a very flexible Mech for any Custom Squad, thanks to its very strong starting utility. A particularly notable Mech that synergizes well is the Gravity Mech, as the increased damage from Vek Hormones is very effective at forcing swapped targets to take each other out. But in general, the utility of swapping two targets in the battlefield makes it suitable for any combination.

As with most Science mechs, Kazaaakpleth is a good Pilot that offers valuable damage and push for turns where the swap is not required. Otherwise, look for pilots offering move and/or health, as the Exchange Mech needs to be able to reach it's target to offer the greatest possible utility to the squad.
A.C.I.D. Tank

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 Upgrade 2 | Push ()

The A.C.I.D. 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 Tank that can apply A.C.I.D. to targets. Single-use.

The A.C.I.D. Tank starts with 1 HP and 3 move points.

### Upgrades

* **+2 Health** (1 Reactor Core ()) - Increases the Tank's max health to 3.
* **Push** (1 Reactor Core ()) - The Tank's attack also pushes its target.

### 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 A.C.I.D. Tank can be helpful for decreasing the Squads reliance on damage upgrades, but its lack of initial displacement prevents it from reliably resolving targets until **Push** is powered (and is thus a recommended upgrade to get quickly).

## References

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

**Boom Cannon** is one of the Sentient Weapons from *Into The Breach*.

## Description

An orange Cannon-Bot, identical in stats and weapon damage, with the distinct difference of exploding after being destroyed. They will only appear in the **Destroy all Boom-Bots** objective; 4 variants total, with 2 starting frozen. The player gains 1  per 2 boom bots destroyed, for a total of 2  possible reputation that can be earned.

## Strategy

While defeating them is easily done due to their low health, great care should be taken to ensure their explosive decay effect doesn't cause collateral damage to the grid. It's best to use attacks that can damage and displace them in order to move them away from buildings while simultaneously defeating them. Only free the remaining Boom-Bots from ice once initial active ones are taken out, as otherwise dealing with 4 of them at a time is incredibly risky.

Particular caution should be exercised when facing Boom-Bots if combined with Tumblebugs and/or the Blast Psion, since a single explosion could set off a chain reaction that deals massive grid damage.

The pilot Gana is particularly strong in the Boom-Bots mission; with Premptive Strike, he can be deployed beside an active Boom-Bot to destroy it immediately before it has a chance to approach buildings.
Artillery Mech

## Team

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

## Strategy

The Artillery Mech is best suited for long range combat and performs poorly at close range. Its Artemis Artillery cannon can hit enemies from across the map, which is useful for dealing with enemies that are out of range or behind obstacles such as mountains. It's a frail Mech to start, so it appreciates pilots with an ability that can bump its health up.

The pushing effect caused by its cannon can be used to push several enemies away and protect buildings; thus, it is recommended to unlock the **Buildings Immune** upgrade as early as possible, which allows the Artillery Mech to push all enemies adjacent to a building tile. The utility of pushing many enemies away often outweighs the damage done to enemies, particularly in higher difficulties. However, the additional **+2 damage** upgrade should be considered later in the run, especially if the next island has Diggers or the Shell Psion; the increased damage will allow the Artemis Cannon to dispatch these enemies more quickly.
Firefly Leader

### Special

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

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

## Description

The Firefly Leader attacks by firing two straight-shooting projectiles that damage for four each. It will prioritise targeting two units if possible.

## Strategy

The high damage and two-way attack makes it unfeasable to simply block the leader with a mech, meaning that it must be pushed; preferably to attack other enemies, as 4 damage is quite beneficial at taking down Alpha enemies. If your squad cannot pull it away from the map border or a wall of mountains, pummel it as hard as possible before it can attack.

## Trivia

* The Burning Thorax attack points at one direction to fire and creates the backward projectile as a side-effect. This means that its attack can be cancelled by pushing it to the map border if its true orientation faces it.

## References

1. ↑ https://www.reddit.com/r/IntoTheBreach/comments/wsptrf/into\_the\_breach\_mechanics\_cancel\_firefly\_leaders/
Pièces Jaunes

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Les **Pièces Jaunes** sont des types de Pièces gagnées en vendant différents Objets aux Maisons. Elles sont utilisées dans la construction de la plupart des Bâtiments, dans les modifications de terrains, dans les achats de terrain et dans le recrutement des Travailleurs. À la fin du jeu, les **Pièces Jaunes** sont surtout utilisées dans les Rechargeurs de Mana.
Cannon-Bot

## 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 or made into an ally where applicable. Body blocking is also effective against Cannon-Bots as their projectile fires straight and hits the first target that comes in contact, much like Firefiles; albeit this can be more risky to block with Mechs, since the Cannon-Bot 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.

## Trivia

* The Cannon-bot in some objectives counts as an ally for "shield ally" effects
Old Earth Dam

Found on some Archive, Inc. missions.

## Notes

* When destroyed, it fills the width of the level with water tiles. Any non-flying, non-frozen Vek will be killed. Any timepods will be destroyed.
* If one of your Mechs destroys the dam, (directly or indirectly) it gets credit any kills from the water (all XP is given to that Mech, and Viscera Nanobots triggers).
* The dam is considered a massive unit occupying two water tiles. As such, it cannot be lit on Fire (even though the unit itself is not listed as immune to fire, it is listed as "submerged").
Alpha Scarab

## Description

Alpha Scarabs are shaped like soft-shelled beetles. They attack similarly to artillery style Mech weapons. Alpha Scarabs will aim in a straight line at a tile and shoot over any tiles in between them and their target.

## Strategy

Much like the standard Scarab, the Alpha Scarab can usually be neutralized with one action due to its short range. They do have more health points however, so in higher difficulties they will require more actions to take out.

See Scarab#Strategy for more details on neutralizing them.
Charge Mech

## Team

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

## Strategy

The Charge Mech has strong damage and decent mobility, thanks to its Ramming Engines weapon; it essentially acts as a Combat Mech with the **Dash** upgrade by default. However, it also comes with the drawback of damaging itself after hitting a target.

The pilot Abe Isamu is a good choice for the Charge Mech, because his passive *Armored* ability protects the Mech from 1 self-damage of its Ramming Engines weapon. With this Mech, you will use his special ability defensively AND offensively.

The weapon Ramming Engines' self damage is also considered an attack against terrain and will cause terrain effect on the tile it ends the attack on; this notably includes lighting forest tiles on fire and breaking cracked tiles. The pilot Mafan can be used alternatively to absorb the self-damage with his shield, which prevents the terrain effect from activating as well.

The Charge Mech can be used with other pilots too, such as Ariadne with her additional boost to HP allowing the Mech to survive; or any pilot with the Technician ability as well. In a Custom Squad, the Charge Mech can also be paired with mechs such as the Nano Mech to provide it a way of repairing itself without the need of specific pilot abilities. As long as the self-damage is mitigated, the **+1 Damage Each** upgrade should be gotten as soon as it's reasonable, as it is a cheap upgrade for an important increase in damage to ensure that the Charge Mech kills its target.

Despite its good damage output, the Charge Mech lacks potential to resolve multiple targets; it is capable of neutralizing two enemies in one turn with bump damage or by pushing another enemy into another attack, but this requires some luck with enemies lining up. With this in mind, the Charge Mech will benefit from a secondary utility weapon that can let it resolve more targets at once, when Ramming Engines isn't sufficient.
Blob Leader

Blob Leader is both one of the Minor Vek and the Boss Vek from *Into The Breach*.

## Description

The Blob Boss is spawned by the Blobber Leader's Eruptive Growths system. On the Blob's turn, it explodes, dealing 2 damage to all tiles adjacent to it. **This attack does not kill the blob, and only does 1 damage to itself**, meaning it can be used twice. 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.

The double attack of the Blob Leader's attack can be extremely dangerous, as it creates large areas of bombardment. The 2 health should also not be underestimated, as push and fire can no longer insta-kill it