recursal/Fanatic-Fandom huggingface dataset:
Alpha Crab

## Description

Alpha Crabs fire a Scarab-like artillery attack that reaches up to five tiles in range. The projectile damages both the tile it lands on and one tile in front of it. Despite being named after an aquatic animal, it is capable of drowning.

Alpha Crabs cannot appear on the first island and are limited to two spawns per mission. Alpha Crabs also cannot appear with Scarabs or Moths.

## Strategy

Alpha Crabs are more durable than the Alpha Scarab, but the strategy remains the same; if you cannot kill it, you push it away. The extra area from the projectile means pushing it away from the target is unsafe, but pushing it towards or to the side will usually be fine.

Though it is not shown in game, keep in mind that Alpha Crabs have a maximum 5-tile range. If possible to do so safely, pushing them towards the edges is encouraged, as it will force them to move forwards to target buildings at the other end of the map. The player can use this knowledge to their advantage by walling them out and limiting the possible targets that Alpha Crabs can hit, making their movements more predictable.
Alpha Blobber

## Description

The Alpha Blobber maintains a safe distance from mechs, attempting to attack by spawning Alpha Blobs onto any tile across from them, in the row or columns they can move in. Alpha Blobs always explode last in the attack order during the enemy turn they were spawned, and damage all adjacent tiles for 2.

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

## Strategy

The strategy to deal with Alpha Blobbers is identical to dealing with Blobbers.
Into the Breach Wiki/Bottom section

**Into The Breach Wiki**
RegisterCommunity

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Networked Armor

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

 Upgrade 1 | +1 Health ( )

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

## Description

All Mechs gain +1 HP.

Costs 1 Reactor Core to power.

### Upgrades

* **+1 Health** ( ) - Increases health bonus to 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Networked Armor increases the HP of all Mechs in the squad by 1, for only 1 Reactor Core. This can be good value if found early on, particularly for Squads and strategies that rely on friendly fire (such as with the Blitzkrieg squad).

However, Networked Armor loses value with the **+1 Health** upgrade, as it costs 2 Reactor Cores for another additional health point to all Mechs; this is the same cost as spending 1 Reactor Core on each Mech (for a total of 3 Reactor Cores) to upgrade their health individually. It is much better to upgrade a Mechs health individually; for the same cost, Mech HP upgrades to all doesn't take up an equipment slot on one of the Mechs, which could be used equipping a better passive or more helpful secondary weapon.

It's possible to stack HP as well, both with Mech HP upgrades and Networked Armor. However, this is only necessary for specific contexts, such as using only self-damage weapons and with no way to mitigate the self-damage to the user. Outside of those situations, stacking HP becomes redundant after a certain point; and even for those contexts, it's only necessary to keep Networked Armor if there is no better equipment available to mitigate the self-damage (such as Repair Field or Viscera Nanobots).

## References

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

## Team

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

## Strategy

The Flame Mech's main purpose is to spread as much Fire as possible throughout the map, wearing down enemies and limiting their movement options. Since the Mech comes with the Flame Shielding passive, this can be done without harming the other Mechs in the Flame Behemoths, or even in a Custom Squad.

Lighting tiles on fire with Flame Thrower is generally useful in controlling enemy movement and spawn population. Some examples include:

* Vek will avoid ending their action on fire if they have other options and are not already on fire.
* Setting spawn points on fire can immediately wear enemies down before their first action, which also helps deal direct damage to them with Flame Thrower immediately on the turn they emerge.
* Flame Thrower also pushes the last enemy away; an enemy at 2HP that is pushed away from it's intended target will be burned and miss their attack. This enemy will be at 1HP for next turn, effectively dead before it can attack.
* Enemies on fire at 1HP still count towards the maximum amount of enemies present in battle, which limits the amount of incoming spawns on following turns (notably useful in Unfair difficulty).

In order to spread fire throughout enemies more easily, it is recommended to power the additional range upgrades. The first **+1 Range** upgrade is cheap at 1 core, so that one should be prioritized first. Note that buildings cannot be harmed even if they are lit on fire, so with at least 2 range, it will let the Flame Mech shoot through buildings and mountains while pushing the target on the other side.

Despite all the benefits of lighting tiles on fire, the Flame Mech will benefit from a secondary weapon, as it can help alleviate the Flame Thrower's inability to deal direct damage unless enemies are on fire. This is particularly helpful later in the timeline, when more Alpha enemies at high HP begin appearing, as well as for specific objectives such as **Destroy the Dam**. The Flame Shielding passive is free as of the Advanced Edition balance changes, and can be equipped on another mech to make room for another weapon.

## Trivia

* Before the Advanced Edition, the Flame Mech started with two power, enabling a risky strategy to reallocate the flame Shielding Passive reactor core and powering additional range immediately. This is no longer a possible strategy, since even with Advanced Edition content turned off, balance changes will still apply and make both its weapons free.
Fire

Units that are on fire take 1 damage near the start of their turn.

**Fire** is a status effect in Into the Breach.

## Description

Units can be lit on fire if they are attacked while on a Forest Tile, or by any weapon that burns the target. A damaged Forest Tile will turn into a burning Forest tile, and will remain on fire until put out by another status effect. A weapon that burns the target will additionally burn the tile they are standing on, turning it into a Fire Tile. Fire Tiles can be placed on top of any non-liquid tiles, including Conveyor Belts.

Units that are on fire take 1 damage near the start of their turn. Any unit standing on Fire or emerging from a tile set on Fire will remain on fire until put out (or dead), unless the unit has an immunity to Fire. If a Frozen unit is hit by Fire damage, it will both unfreeze and catch on fire at once. Units can be put out by standing in water or smoke, being frozen, or repairing.

Units immune to Fire will be labeled by a  **Fire Immune** icon, though Structures will not be. Any Unit that is  **Submerged** will also be immune to fire. Units and structures which are immune to Fire include:

* Civilian Buildings
* Mountains
* Some friendly units like the Supply Train
* Any Mech being piloted by Ariadne or the Thick Skin pilot ability
* Any unit with a Shield equipped
* Any unit affected by the Flame Shielding or Heat Engines passive, or the Smoldering Psion's presence.

Hitting a target with a weapon that ignites it will also set the tile on Fire. If present, the fire will remove Smoke, crack an Ice Tile immediately, and stack with A.C.I.D.. Note that a unit who 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. Repairing on a tile that is on Fire will also put the Fire out.

Fire damage occurs as part of the regular Attack Order, usually at first, before enemy attacks are processed; so burning units with 1HP will die before they have the chance to do anything. This includes Healing from Technician and passive Healing from Blood Psion. Units take damage in the Attack Order as listed.

Enemy Vek that aren't already burning won't deliberately stand in Fire, even if the Smoldering Psion is present.
Blobber Leader

### Special

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

The **Blobber** **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

Much like the standard Blobber the Blobber Leader maintains a safe distance from mechs, attempting to attack by spawning Blob Leaders onto any tile on the map. Blob Leaders have two points of health and explode during the enemy turn to damage itself by 1 and adjacent tiles by 2, meaning that they will detonate twice before they naturally die.

Blobber Leaders prevent the spawning of both normal and alpha variants of the **Blobber**, Spider and Plasmodia.

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

## Strategy

The strategy is identical to the standard and Alpha Blobbers; you can bait the Blobber Leader to shoot its blob in a space between your deployed Mechs and away from buildings. The only thing of note is that the Blob spawned can explode twice, so it can remain an obstacle for another turn, particularly in tight spaces with chokepoints. Additionally, since its blob has 2HP, it requires a stronger attack to destroy it.
Plasmodia Leader

The **Plasmodia Leader** is one of the Boss Vek from *Into The Breach* introduced in the Advanced Edition. It is only encountered when Advanced Enemies are active.

## Details

### Special

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

## Description

The Plasmodia Leader fires an artillery attack that spawns a Vicious Spore. The Vicious Spore has a 2-damage ranged projectile attack that deals 2 damage, pushes, and kills the spore.

## Strategy

The Plasmodia leader is an incredibly weak boss, the only benefit over an Alpha Plasmodia being that the spores have 1 more health, and actually being weaker in the regard that the spores deal 1 less damage. Unlike the Blobber Leader, the spores **do** kill themselves with their attack despite having 2 health. If you see a Plasmodia Leader, it should be a serious factor to take into consideration, as it makes the boss fight for the island much easier.
Mosquito

The **Mosquito** 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

Much like the Hornet, Mosquitoes are 2-health flying Vek that have a weak melee attack. Unlike the Hornet, however, Mosquitoes have one less point of movement and apply Smoke to the targeted tile at the end of their movement.

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

## Strategy

As Smoke does not inhibit movement, it's often manageable just by moving away. However, Smoke in a poor location can sometimes cause problems, and can be particularly dangerous in combination with webbing enemies. Overall, Mosquitoes should not be considered an especially high threat enemy, and their lower health makes them easy to kill. They do have high flying movement though, so it's important to neutralize them before they are capable of moving too far away from your Mechs.
Chasm Tile

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

Ground units pushed in will be destroyed.

**Chasm** is one of the Tiles in Into The Breach, most commonly found in the R.S.T. Corporation island.

## Notes

Any non-flying unit that is displaced here will be destroyed instantly. Blocks movement of ground units.

Grounded Mechs that fall into chasm tiles will not leave a disabled Mech behind, making it unable to revive them using other equipment and abilities.

Chasms can be created from Cracked tiles as of the Advanced Edition.

## Example

The tiles at F5 and G3 to G5 are Chasm Tiles.
Heavy Rocket

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

 Upgrade 2 | +2 Damage ( )

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

## Description

Fire a projectile that heavily damages a target and pushes adjacent tiles. Single-use.

Deals 3 damage to the target.

### Upgrades

* **+1 Use** (1 Reactor Core ())
* **+2 Damage** (2 Reactor Cores ( ))

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Heavy Rocket is the Brute class equivalent to the Prime class weapon Mercury Fist; it deals high damage to a single target, pushes adjacent targets around it, and has limited uses. The main difference is that Heavy Rocket, like many Brute weapons, can be fired as a projectile; but it does cost one more Reactor Core to fully upgrade by comparison.

Nevertheless, with the **+2 Damage** upgrade active, Heavy Rocket deals a total of 5 damage to one target, which is enough to take out any Alpha enemy in a single action; and with a Boosted Pilot, it can take out most Vek Leaders. Thus, it is a good pick for Brute Mechs that lack a strong weapon to quickly destroy high HP targets, such as the Jet Mech and Hook Mech.

## References

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

**Advanced Edition** is a free upgrade for *Into the Breach*, released on July 22, 2022.

## Major additions

* 5 new squads and 15 new squad achievements.
* 7 new Vek, 3 new Psions, and 10 new boss battles.
* 12 new mission types and 3 new bonus mission goals.
* 4 new pilots and 10 new random pilot abilities.
* 39 new weapons and equipment.
* 2 new music tracks from composer Ben Prunty!
* Even more challenging difficulty mode, Unfair Mode!
* 7 New Languages! (Arabic, Thai, Swedish, Korean, Traditional Chinese, Turkish, and Latin American Spanish)

## Other changes

* Optional Content Toggles - All of the new content (enemies, pilot skills, etc) other than balance changes are possible to turn off if you would like the base-game content experience.
* Weapon reactor usage reduced for most weapons - To allow for more experimenting.
* Store Changes - Since you can now instantly equip most weapons without needing an additional reactor core, the reputation cost to purchase weapons has increased by 1 and the store options are limited in the first 2 islands.
* New weapon mechanic: KO effects - Certain weapons will trigger an additional effect if the primary target is killed by the attack.
* New tile mechanic: Cracking - Certain weapons will cause the ground to crack. If the tile is damaged again, it will shatter, destroying the tile and anything standing on it!
* New status effect: Boost - This will increase the next attack’s damage by 1. Highly effective for AoE attacks!
* Coins change - The cost of unlocking squads with coins has been reduced to account for the extra squads.
Alpha Burrower

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

## Description

Alpha Burrowers move underground to arrive at their destination and bypass any obstacles, much like a Leaper minus the jumping. When emerging they attack a 3-tile wide area in front of them perpendicular to where they are facing. Upon taking any damage, they will cancel their attack and retreat underground, re-emerging elsewhere (within 4 tiles of where they retreated from) on their next turn.

Alpha Burrowers are **Stable** and thus cannot be pushed or moved with physical force, however they can still be relocated by the Control Mech's Control Shot weapon.

As rare enemies, Alpha Burrowers cannot appear on the first island and are limited to two spawns per mission.

## Strategy

Use the same strategy as for fighting Burrowers, though Alpha Burrowers having 5HP does make them a lot sturdier. Try to bump other enemies into them if you cannot take them down with one strong hit, as they will still retreat from any kind of damage, and block enemy spawns to prevent being overwhelmed the next turn by the Alpha Burrower emerging back.
Jet Mech

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

## Team

The mech is available as part of the Rusting Hulks squad.

## Strategy

Remember that Smoke cancels enemy attacks, so even if the Jet Mech can't kill a Vek, it can stop it from doing any damage. In the Rusting Hulks squad, keep in mind that electric smoke will also passively damage and eventually kill worn down enemy Vek.

Due to the leaping nature of the Jet Mech's attack requiring an empty tile to land on, it is easy to get stuck in Smoke itself. Therefore, Camilla Vera can be an excellent choice for a pilot.

Utilizing the Jet Mech’s ability to launch itself over Vek can be invaluable for both damaging enemies and improving its position for subsequent turns, particularly with **+1 Range** upgraded. By attacking from different angles and at different distances, it can quickly gain the advantage using the smoke to cancel enemy attacks and restrict their movement, as enemies will avoid moving into Smoke if they have other options.

The Jet Mech does well staying close to Vek spawns thanks to its direct attack utility and high starting movement, but it can also be quite frail at 2 HP to start. Consider increasing it as soon as it is feasible, as this will also allow it to land on spawn points more freely after it attacks.

Under a Custom Squad, the Jet Mech can be used alongside the Smog Mech as well; the smoke it leaves behind can be used with Nanofilter Mending to repair it and other mechs, including repairing disabled mechs to revive them.
Fire Beam

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

 Upgrade 1 | +1 Use ()

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

Fire a beam that applies Fire in a line.

Single-use.

## Strategy

Fire Beam offers no displacement, does not prevent enemies from performing their action, and has no direct damage; so its potential to resolve targets is very limited. Fire itself can be useful at killing enemies who are at 1 HP, examples including Leapers and Sentient Weapons. It can also be used to immediately melt ice tiles, which will drown grounded enemies. Outside of that, fire can limit enemy movement and light spawn points on fire; although this matters more if the player is carrying an advantage already with no threats to the grid remaining.

Fire Beam can also be a situationally useful weapon for Boosting ally Mechs, if playing with the Heat Engines passive. However, the Napalm Mech comes with this passive by default, and also comes with Firestorm Generator; a weapon that already lights tiles on fire, with no limited uses, and additionally provides push on one target. So even considering the Heat Sinkers, Fire Beam can still be hard to fit into an equipment slot.

## Trivia

* Fire Beam also appears in *Faster Than Light* as a beam weapon.

## References

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

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

This page covers the various **Environments** from *Into The Breach*.

## Description

Each map can and will have several special tiles that can affect both Vek and Mechs.

## Trivia

Evacuating was something planned, but ultimately not implemented.

* Evacuating : This building will be evacuated next turn.(?)
Mirror Mech

## Team

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

## Strategy

In the Frozen Titans, the intended synergy of this Mech's **Janus Cannon** is to shatter the Ice Mech's self-imposed freeze while attacking another enemy with the opposite shot. Though once a pilot with a shield is acquired (such as Mafan or Bethany Jones) and are piloting the Ice Mech, this strategy usually falls to the wayside.

Since the Janus Cannon is forced to shoot in the opposite direction as the one chosen, it is preferrable to deploy the Mirror Mech in a tile with an open column or row, that have no buildings or objectives. This is particularly important if there are any webbing enemies, as otherwise getting the Mirror Mech webbed could force a situation where firing at them would also damage the grid. The pilots Gana and Lily Reed can be particularly useful in the Mirror Mech for this reason, as their ability allows the mech to either be deployed in enemy territory instantly or get into position in turn 1 respectively.
Allied Units

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

Some Missions have additional units available, and successful completion of those missions often involve protecting those units.

* "Active" allied units behave the same as units in the squad; each turn the player can choose their movement and/or attack.
* "Passive" allied units also exist but can't be directly interacted with. Some Passive Allied units must be destroyed to fulfill the mission bonus objective; an example being the Old Earth Dam.

Both the above allow passing-through movement of squad/allied units.
Leaper

The **Leaper** is a Vek from *Into The Breach*.

## Description

Leapers jump to their destination and avoid all obstacles in the way. After they move they will web an adjacent target and prepare to stab it during the enemy turn for 3 damage.

Leapers cannot spawn alongside the Scorpion.

## Strategy

Leapers are dangerous due to their webbing, high damage, and high mobility, but their low health makes them trivial for most starting Mechs to kill. Try to stay out of their movement range whenever possible, as it will force them to waste their web ability on grid buildings. Eliminate them as soon as you are able.
Combat Mech

## Team

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

## Strategy

The Combat Mech is the Rift Walkers main damage dealer and tank, designed to reliably fight and block Vek in the front lines while being given support by artillery. It's damage output is overall high as it can deal 2-4 points of damage, depending how much it has been upgraded, along with an additional point of bump damage. The push can help other mechs get in range to hit the Vek again if it was not downed.

In the Rift Walkers squad, it is wise to invest in increased movement and the **Dash** upgrade for Titan Fist first, due to the squads overall low starting mobility. However, in a custom squad, damage might be more important to prioritize first depending on the other mech. Longterm the dash ability is expendable; it can be kept if lacking another (ranged) weapon, but otherwise the two power cores can be reallocated later.

Most pilots will work, but a notable pilot recommendation is Gana to let it immediately deploy near enemy Vek.
Distant Friends

## Description

Encounter a familiar face

**Distant Friends** is one of the achievements in Into the Breach.

The achievement is unlocked by rescuing a special Pilot from a Strange Pod. The pod must be summoned using a "strange object" which rarely spawns inside glowing marked Mountain or Ice Tiles.

## Notes

* This achievement might require a lot of patience, as the glowing tiles appear very rarely and are not easy to notice during normal gameplay.
* If you're specifically looking for the Object, it is recommended to set the difficulty to Easy, which will give the player more freedom to break open many Mountain or Ice Tile
	+ It might take between 5 to 15 timelines to find the Object using this method.
* The marked tiles never appear on the first visited Island, nor during Boss battles.

## Trivia

* The achievement, as well as the Pilots, are a reference to Subset Games's earlier title, *FTL: Faster than Light*.

## References

1. ↑ 1.0 1.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1318159933
Mine-Mech

Reason: "*unused enemy in-game, only the sprite exists*"

**This page is a candidate for deletion.**
Reason: "*unused enemy in-game, only the sprite exists*"

### Special

 **Mine Immunity**: This unit avoids mines. **Smoke Immunity**: This unit is unaffected by Smoke.

**Mine-Mech** is one of the Alpha Sentient Weapons from *Into The Breach*.
Ice Tile

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

Turns into Water when destroyed. Must be hit twice.

Turns into Water when destroyed. Must be hit once.

The **Ice** is one of the Tiles in Into The Breach.

## Notes

If this tile takes any amount of damage, it turns into a Damaged Ice Tile. When a Damaged Ice Tile takes any amount of damage, it turns into a Water Tile.

Note that if an Ice Tile is hit with a fire effect, it will instantly turn into a Water Tile, skipping the intermediate stage.

If Damaged Ice is hit with a frozen effect, it will turn back into solid Ice. Similarly, a Water Tile that is hit with a frozen effect will turn it into an Ice Tile.
Bot Leader

(3rd/4th island)

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

The **Bot Leader** is the boss of the Sentient Weapons from *Into The Breach*. They are only encounterable on Pinnacle Robotics.

## Description

The Bot Leader is a silver-coloured version of the Artillery-Bot and shares the same base attack. Its stats and weapon damage varies based on whether Pinnacle Island is done as one of the 1st/2nd island or 3rd/4th island in a given timeline; in the latter case, it will have +1 health and deal +2 damage per tile.

The Bot-Leader will always spawn with 2 other hostile Sentient Weapons alongside it, both which start Frozen.

If the Bot Leader is not at full health, it will activate a Shield after it moves and prepares to heal back to full health instead of firing its rockets. This repair removes fire and A.C.I.D, though it does not remove fire on tiles. Since the repair itself is queued as an action in the attack order, it can be canceled out by smoke or by freezing the Bot Leader.

Despite also being classified as a **Hive Leader** by the game, the Bot Leader is still treated as a Sentient Weapon, giving it the distinction of being the only Boss enemy in the game that is not affected by Vek Psion bonuses.

## Strategy

Only appearing on Pinnacle Robotics, this rare boss can be difficult to take down early in the game due to its mix of defensive abilities it activates the following turn after taking damage. Notable squads that can take out the Bot Leader easily include Cataclysm, which can create a chasm to instantly destroy it; and Rusting Hulks, which can use Electric Smoke to whittle it down while cancelling its repair action until it can be taken out. Do note that, for Cataclysm, damaging a shielded Bot Leader on top of a cracked tile will not crack it, as its shield will absorb the damage to the terrain as well.

If lacking any of these or similar options, it's best to save Pinnacle Robotics for later in the timeline if the Bot-Leader is listed as the boss. Attempt the island once more damage upgrades are unlocked to take it down in one turn, before it has a chance to shield and repair itself.
Mechs

The various **Mechs** from Into The Breach.

## Description

Each mech is characterized by the following stats:

* **Move**: How many tiles this Mech can move each turn.
* **Health**: How much damage this Mech can take before being disabled. A disabled Mech cannot act for the rest of the battle, unless it is repaired by another ally or external source.
* **Class**: The Mech's Class determines which weapons it can use without a power penalty.
* **Special**: determines an attribute that the Mech has by default;
	+ **Flying**: Flying units can move over any terrain tile.
	+ **Armored**: Weapon damage to this unit is reduced by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.

## Trivia

Of all the mechs, there are a few that are debatably the best standard stat-wise

* The thruster mech and the drill mech both have 3 health, 4 move, and flying, making them the best flying mechs
* The judo mech has 3 health, 4 move, and armored; better than the hook mech with 3 move. This is the best armored mech
* The pitcher mech has 4 health and 4 move, giving it the highest health value of any mech
Bulk Mech

## Team

The mech is available as part of the Arachnophiles squad.

## Strategy

The Bulk Mech is designed to spread damage and displace multiple targets with its weapon, both from pushing them away and from bumping enemies into each other. Getting kills with Ricochet Rocket is less important in the Arachnophiles squad, as the Arachnoid Mech and its spawned arachnoids are well-suited to finishing off low health enemies. However, the Bulk Mech is also prone to committing friendly fire – particularly in tight spaces – as the ricochet can potentially prevent it from pushing enemies safely without damaging a nearby building.

Ricochet Rocket can target two units or structures; the first target is pushed directly away from the Bulk Mech, while the second target must be perpendicular to the first target, and will be pushed laterally. Lateral pushes or shots that hit two targets at once can be hard to set up; in the Arachnophiles squad, the Slide Mech can help position Vek targets to let the Bulk Mech accomplish this. Mountains can also be used as the first target, which is recommended to do so in congested maps with little room to move through tight spaces.

Since the Bulk Mech must bounce the rocket projectile after hitting one target, it needs clear lines of fire in order to avoid damaging Grid Buildings. Upgrading the mobility of the Bulk Mech early on can help it here, as it increases its potential lines of fire and reduces the likelihood of the ricochet buildings. Other player Mechs can be used for the necessary bounce trajectory; thus, the **Ally Immune** upgrade is also a good early unlock, so ally Mechs, spawned Arachnoids, and other mission objective units (for e.g. the Supply Train) can be used freely as bounce targets.

If using the Bulk Mech under a Custom Squad, it pairs best with Mechs that can set up ricochets for it to maximize its potential targets; as an example, the Judo Mech and can throw an enemy in between buildings away from them, a situation in which the Bulk Mech could struggle to do so safely without hitting one of the buildings with the bounced projectile. The Judo Mech also has armor, which enables the Ricochet Rocket from bouncing freely from the Judo Mech without damaging it, and depending less on the Ally Immune upgrade.
Into The Breach Wiki

Welcome to the Into the Breach Wiki
The **Into the Breach** reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,960 pages (429 articles).

**About The Game**
Time travel has allowed those with advanced technology to return to the past. Will you save the world this time?

The remnants of human civilization are threatened by the Vek, gigantic creatures breeding beneath the earth. You must control a Squad of powerful Mechs from the future to hold off this alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game. more...

**Timeline-Preservation Protocols**

Breach-Jumper's Arsenal

Squads

Mechs

Pilots

Weapons

Passives

Abilities
Defending Humanity...

Vek

Sentient Weapons

Islands

Tiles

Environments
...Long Term

Missions

Resources

Allied Units

Achievements

Tips and tricks

**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**
mw.loader.load('ext.slideboxlightshow');*

**Handy Links**
Official pagePublisherThe developersAboutThe game

**Into The Breach Wiki**
RegisterCommunity

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Push Beam

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

 Upgrade 1 | Unlimited Use ()

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

Pushes all units in a line.

Single-use.

## Strategy

Push Beam will pierce and push all units in its path, until it hits a structure or the end of the map. It can be a helpful secondary weapon for Mechs that lack displacement, as it gives them the option of pushing multiple units and redirect their attacks in the process.

Push Beam is most helpful against enemies such as Diggers and Tumblebugs, since it can pierce through their protective rock obstacles and push all of them away from their intended target. It's also possible to get a lot of bump damage with it, specially if multiple enemies are adjacent with the last one next to a Mountain Tile; the first units will be pushed into each other, while the last one will be pushed into the mountain.

## References

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

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

## Location

Detritus Pilots work for Detritus Disposal in the current timeline. They may appear in any unoccupied mechs upon starting a new game.

## Personality

Detritus pilots are cautious and careful (both due to their profession), as well as polite - they, like their CEO, believe in safety first and "disposing" of hazardous material (including Vek) safely vs. swiftly. They are more matter-of-fact than other generic pilots, and focus on metrics and results. "Haste makes waste" is a good Old Earth expression for explaining their slow, methodical approach.

## Possible Names

Detritus Pilots' names are made up of a given name (male or female) as well as a surname, both of which are randomly selected from the list below:

## Strategy

Detritus Pilots come without special skills, and only get randomized passive abilities. Due to this limitation, they can easily be outclassed by Time Travelers you encounter during your playthrough. Regardless, in most situations, having a CorPilot is still better than having no pilot at all. If they're not necessary anymore, Detritus Pilots can be traded in for a Corporate Reputation point after clearing any of the islands.
Pulse Mech

## Team

The mech is available as part of the Rusting Hulks squad.

## Strategy

The Pulse Mech's main purpose in the Rusting Hulks is to support its teammates with displacement and protection with shields.

The **Shield Self** upgrade is a good early unlock, as the Pulse Mech starts with good durability and movement to not require upgrades on those immediately. With Shield Self, this allows the Pulse Mech to activate a shield whenever it uses Repulse, even if there's no targets adjacent to push. The shield can be used to block enemy spawn points without taking damage throughout an entire battle, or to let it survive an otherwise fatal attack from an Alpha enemy.

Shields are also useful in conjunction with a freezing weapon (such as Ice Generator) to avoid being frozen; this can become more advantageous for the entire squad when the **Shield Friendly** upgrade is unlocked. The Shield Friendly upgrade will also protect adjacent buildings with a shield, so this upgrade can also allow the Pulse Mech to neutralize enemy attacks that would otherwise be out of its range to push.

To get the most out of the multi-push, pilots that offer mobility and positioning benefits are recommended for the Pulse Mech.
Passives

**Passives** are pieces of Mech equipment in Into the Breach.

## Description

Passives confer a constant benefit to all Mechs in the squad, without the need of activating them during an encounter. Since an action does not need to be used to activate passives, their effects will persist even when the Mech equipped with a passive is submerged into Water, a Lava Tile, an A.C.I.D. Tile, affected by Smoke, or even if the Mech is downed and disabled.

Some Mechs come equipped with Passives by default. All Passives are treated as **Any Class** equipment, and can be equipped without penalty by any Mech Class (except Cyborg).

Some Passives come with an upgrade or two, at the cost of additional Reactor Core usage. Upgrades are not purchased separately, they are included.

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

The Electric Whip is one of the weapons in the game Into The Breach, it is the starting weapon of Lightning Mech.

## Description

Chain damage through adjacent targets.

Deals 2 damage to the targets. Costs () if it didn't start on the mech.

### Upgrades

* Building Chain ()
* +1 Damage (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Electric Whip relies on other displacement or utility weapons from other Mechs to cluster enemies together, and maximize its potential damage output. The **Building Chain** upgrade is particularly recommended to get as early as possible. It is particularly powerful against enemies like Diggers, Large Goo and the Spider Leader. It also works extremely well in low difficulty games.

In higher difficulty games, however, where the presence of high HP Alpha Vek is more common, Electric Whip's weakness is its maximum single target damage, capping at 3. This is 1 damage less than typical Prime-class damage dealing weapons, leaving most of the frailer Alpha Veks (Alpha Hornet, Alpha Scarab and Alpha Digger) out of one hit kill range without help from Pilot abilities. It also lacks displacement, so any Vek that is not killed can remain a threat to player. Not mentioning the friendly fire potential that can also hurt friendly units, including destroying the Supply Train even when the train is under Shield.

If not pairing Electric Whip with a pilot such as Silica (who can let it deal 2 or 3 damage twice with his ability active), it is recommended to get another weapon that can provide greater utility for when Electric Whip can't neutralize enemies.

## References

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

## Description

Bullet Hives (also known as "Machine Gun Nests", MGN for short, or "Turrets") are the most basic form of static defense. The nests shoot out a constant stream of bullets every tenth of a second, making it very efficient in killing enemies and then switching targets to prevent overkill.

## Strategy

The Bullet Hive is a cheap but effective way of deterring most form of aggression. Bullet Hives favor high ground to give them a first strike/vision advantage, and are more effective when placed somewhere your opponent is forced to walk through. Their high building speed makes them good defense measures to build when the enemy's army is already assembled.

## Playing with Bullet Hive

Bullet Hives are immobile, but have a lot of stats for only 1 meal (i.e. 60 food). Use them at choke points or close to structures that need defending. Alternatively, they make for good barricades to prevent backdoors and similar. Keep your units close to your bullet hive to prevent your opponent from taking it down too easily but be also wary of their efforts to fight you outside of the bullet hive's range.

## Playing against Bullet Hives

Bullet Hives excel in direct combat; Unless your army is vastly superior to your opponent's, it's suggested not to enter combat with a well defended Bullet Hive. Instead, use their immobility to walk around them or to destroy them with Ferrets. Using pigeons or other fliers can also prevent any first strike advantages the turret might have had otherwise. While they are building, they are harmless but their building time is very short, thus it might be worth considering to destroy the turret while they are building, as the completion might gives the enemy the edge in the current battle. If a path to the enemy is guarded by machine gun nests, scout around to see if there are other way into the enemy's base.

## Trivia

* Bullet Hives used to be actual bee hives during the early phases of the alpha.
* Bullet Hives used to fire significantly slower. This was changed when the developers stated that the Bullet Hive is supposed to be the unit with the highest firing rate, upon which they doubled it.
* In an early alpha version, there was a version of this unit with the ability to be built outside of the own territory. It was removed after it was deemed too powerful to use.
* Bullet Hives were the driving factor behind the mutually exclusive territory. Before, all players could the same land. A tactic of building a Gristmill near the enemy's first base and building a lot of machine gun nests early in the game to destroy the starting base of the enemy has resulted in the change.
Backup Batteries

## Description

Earn or buy 10 Grid Power on a single Corporate Island

**Backup Batteries** is one of the achievements in Into the Breach.

## Notes

This achievement can be done in conjunction with the Rusting Hulks squad, as they have a similar Overpowered achievement.

It's possible to get this achievement by completing objectives that reward Grid Power, accepting +2 Grid Power as the bonus reward (or +4 in Unfair difficulty), and then spending the remaining difference of reputation on Grid Power.

Additionally, it's possible to spend 10 reputation (or less pending the difference needed) on Grid Power to get the achievement, and then undo the reputation spent; since the achievement is awarded as soon as 10 Grid Power is earned in a single island, the player will still keep the achievement after selecting "undo all."
Engineering Dropout

## Description

Finish 3 Corporate Islands without powering a Weapon Modification

**Engineering Dropout** is one of the achievements in Into the Breach.

## Notes

To complete this achievement, the player is not allowed to upgrade any weapons or Passives, and must complete 3 islands. It is not necessary to clear the game either, only to finish the 3rd corporate island without powering any weapon upgrades, meaning weapons can be upgraded after the achievement is earned for the 4th Island or Volcanic Hive. Squads that can easily neutralize targets and block enemy spawns are best suited for this achievement; notable examples include Frozen Titans, Bombermechs and Mist Eaters.

The player is still allowed to equip other pilots, spend reactor cores to upgrade Mech Health Points and Move, power pilot abilities, and equip other weapons or passives. For secondary weapons and passives, the player is allowed to spend power cores to activate them if they require them (such as deployable tanks), but they can not be upgraded further either.
Micro-Artillery

The **Micro-Artillery** is one of the weapons in the game Into the Breach.

Artillery with potential to launch multiple small projectiles (with push).

Deals 1 damage to the target and pushes.

* +2 Tiles (1 Reactor Core ()) - Add additional missiles to hit adjacent tiles.
* +1 Damage (2 Reactor Cores ( )) - Increases damage to all tiles by 1.

## Strategy

Micro-Artillery requires a single core to power **+2 tiles**, so that it can shoot 3 tiles in a wide line similar to the attack of the Artillery-Bot, with push on all three targets. The additional tiles pushed can be useful for pushing multiple melee Vek away from buildings and objectives, notably the 2-tile wide Supply Train.

Without additional range though, Micro-Artillery is a very underwhelming weapon lacking in resolution potential. Thus, if planning to use it, spare it a core for additional targeting range.

## References

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

## Description

Beat the game with 3 of the same Mech in a Custom squad

**Mech Specialist** is one of the achievements in Into the Breach.

## Description

Beat the game with 3 of the same Mech in a Custom Squad.

## Notes

Note that choosing multiple Mechs which have Passives equipped by default will only have 1 of that passive on one of the Mechs; the other two Mechs will have it removed.

In other words, choosing multiple Mechs of the following will only result on one of them having the indicated passive equipped in the Custom Squad:

* Flame Mech - only one Flame Mech will have Flame Shielding equipped.
* Rocket Mech - only one Rocket Mech will have Storm Generator equipped.
* Gravity Mech - only one Gravity Mech will have Vek Hormones equipped.
* Nano Mech - only one Nano Mech will have Viscera Nanobots equipped.
* Smog Mech - only one Smog Mech will have Nanofilter Mending equipped.
* Napalm Mech - only one Napalm Mech will have Heat Engines equipped.

It is possible to get both Mech Specialist and Flight Specialist achievements in one playthrough, if three of the chosen Mechs also have flight by default.

## Example Squads

### Fast Mech Specialist

In easier difficulties (Easy or Normal), three Laser Mechs are very fast at getting the Mech Specialist achievement, as they have one of the fastest attack animations in the game. Combined with 3 damage that they deal to the first tile, they are capable of completely downing any early-game enemy without needing any displacement, which makes for very quick enemy turns as a result. For starting pilots, Harold Schmidt is a good choice to let one of the Mechs push its targets. Another good choice is Kai Miller, to let one of the Laser Mechs deal 4 damage right away.

That said, this squad is only recommended in easier difficulties, as the lack of displacement becomes more problematic the higher the difficulty. This is due to the earlier presence of Alpha enemies, some of which it can't take down in one hit for the early-game, and the larger amount of enemies potentially constraining Burst Beam's firing angles.

### Flight Specialist and Mech Specialist

See the Flight Specialist page for a description of this squad.