Into the Breach

Into the Breach

39 ratings
Squad Tier Rank
By Blastom
The squad choice of Into the Breach can be considered as a second layer of difficulty.
As the game itself is more about variety on different play styles instead of min/max for maximum power. Every squad could be fun and unique to play with.
   
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Introduce
The original idea was to rank the squads with stopping power and threat handle capability, like below.
Stopping Power: The capability of killing bugs. This counts pure damage output, ability to create friendly fire on bugs, instant kill like dropping bugs into water and permanent disable like freeze. Low on this factor will result in being swarmed by bugs eventually.

Threat Handle: The capability to prevent being attacked power grid or mech to be damaged. This counts position manipulation, temporary or permanent disable, one shot kill capability. Low on this factor will result in eventually power grid lose under "controllable" amount of bugs on field.

But generally, those meters are similar among the squads. The true point that make a squad easy to get perfect islands or required to choose from power grid or objective lose is the Usability of the mechs among the squad. An easy team can easily achieve its maximum stopping power and threat handle power in most of the circumstances. While a hard team would not likely to unleash its full strength most of the time, due to mechs cannot get to desired position, enemies not in desired formation or avoiding collateral damage.

Progress is a key factor for the squads as well. Some squad can be good by the start up but cannot keep up with the increase on health and count of the enemies or too expensive to upgrade.
Examples of Low Usability
Really really awkward situation, I blocked 2 of the 3 spawn points on the last turn. But the one hornet can still wreck havok on the citizens.
A pull, an artillery has building immune or something doesn't push the target can solve this easily.


Just one pull works. Also if Unstable Mech don't push itself back, the situation become a piece of cake. Note: the scorpion cannot be pushed up left, as it will attack the civilian building as well.


One common artillery strike between the Scarab and the Lerper, done! But Zenith just doesn't have it and they're too slow to reach the line.


Frozen Titans have no way move the 2 bugs blocking the train, even without anyone webbed by the Lerpers.


4 Threats, but each of the 3 mechs can only solve one.


Any squad except Blitzkreig can solve this. Lightning Mech's really not good on missions to protect friendly units.
Tier 1 - Good for Double Perfect (All Objectives and No Grid Damage)
Rift Walkers
The default squad with the basic mechs. Prime Mech is a basic melee mech that can deal 2 damage to while push an enemy in melee range; Cannon Mech is a basic cannon mech that can deal 1 damage to while push an enemy in cannon range(first object in a line); Artillery Mech is a basic artillery mech that can deal 1 damage to an enemy while push surrounding enemies in artillery range (any object in a line except the next tile).

Stopping Power: Good. The basic damage of the mechs is just mediocre, but as all the 3 can convert push into extra damage or water kill, so the practical damage is much higher than on paper stats. With the push damage, The Combat Mech can one shot tough minions, and tough alphas if with damage upgrade.

Threat Handle: Good. Both Combat Mech and Cannon Mech can push. Artillery Mech can push/pull multiple targets simultaneously within artillery range and can be upgraded with building immune. All of the mechs can handle multiple threats by pushing aliens to block projectile, to attack other aliens or block spawn point, while the Artillery Mech can easily push 2 or more target every turn.

Usability: Medium. Melee mech has move 4, which is decent; Cannon Mech is a little bit slow but on par with other Brute Class; Artillery Mesh has a good coverage on map. The only drawback is that the squad has more push and need a more pull capability.

Progress: Good. Everyone in them can get damage upgraded by 2 without any self damage. Though Cannon Mech costs many cores for this, both of the other 2 requires only 3. The dash upgrade on Combat Mech can convert it to cannon range like a Brute Class - it's like Cannon Mech gets 1 damage and 1 move or Charge Mech gets self damage removed and 1 move with only 2 cores, pretty solid. The building immune capability is invaluable for artillery as you will want to push the melee bugs away from building very often.

Strategy: Upgrade the building immune on Artillery Mech early is advices, it will become a super disruptor on alien attacks. Then it's ok to upgrade the 2 damage on Combat Mech or Artillery Mech, or just get a secondary weapon that can pull on Combat Mech or Cannon Mech.
Get a certain weapon for pull on Combat Mech or Cannon Mech can be good. The Cannon Mech is definely not worthy to upgrade among the 3, so you can delay upgrade on it or simply give it another weapon. It can even be equipped with a Prime Weapon or an Artillery. Generally, with solid initial weapons and no passive, the Rift Walkers are flexible on progress and choice of drivers.


Steel Juduka
The squad with least initial damage and focused on exploit on position manipulation. It's not the best on position manipulation, but exploits the most from it via its passive that gets +1 damage to alien friendly fire. It's harder to get started than Rift Walkers.
The Judo Mech deals only 1 damage but moves the target by 2 tiles instead of 1 (by throwing the target behind the mech itself), which can be considered as a 2-tile pull. The Siege Mech deal damage and push around instead of at the target cell, so you can directly target a friendly unit and deal damage and push multiple enemies around. The Grav Mech can pull a bug 1 tile at artillery range. It can deal damage by pulling a target against an obstacle in front.

Stopping Power: Good. The team has its own way to bypass the low initial damage, mainly by water kill, artillery push, spawn block with aliens and friendly fire. Note, the Siege Mech is the only artillery that can deal normal damage and push damage simultaneously besides Rocket Mech (which pushes only 1 target). Due to the increment on alien friendly fire, Judoka can do more aggressively on setting up aliens to attack each other, which is a huge advantage in practical. For example, if 2 hornets corners one building, you can just pull the quicker one of them to attack the other to solve both threats, while this is not a option without bonus damage on friendly fire.

Threat Handle: Good. Each of the mechs in the squad has the capability to move aliens around and is capable to solve multiple threats. You can distribute 1-tile pull(Gravity Mech) and 2-tile pull(Judo Mech) and push(Siege Mech) amounts the threats, which leaves very fewer unsolvable situations.

Usability: Great. Except the Siege Mech, which is an artillery mech, all other mech has move 4. The Gravity Mech is using artillery projectile and moves fast, though cannot fly. Siege Mech can probably be the best artillery as it can deal damage while pushing, the artillery mechs are mostly used for pushing in other squads. And it has building immune as well.

Progress: Great. Position manipulation is automatically progressed. +1 alien friendly damage is only 1 core away and enables all bugs one shot any kind of bug in the same rank(minion against minion or alpha against alpha). +2 damage for 3 cores on Judo Mech and +1 aoe damage for 2 core on Siege Mech are both highly cost-effient, though not necessary.

Strategy: It's also advised to upgrade building immune on Siege Mech early as its attack damaging more tiles than other artillery. Then a push weapon on Judo Mech or Gravity Mech can be vital. The passive, Vek Hormones, can be swapped on Siege Mech as it needs no secondary weapon. The damage upgrade on Judo Mech can be less important than a secondary weapon - it's better to invest on more damaging oriented weapons for damage.
Tier 2 - Great Beginning, but Falls Off
Fire Behemoth
The fire behemoth is oriented on damage per turn of fire. The Flame Mech and Meteor Mech are fire damage version of Combat Mech and Artillery Mech in Rift Walkers - they deal no damage initially but light the target with fire. It replaced the Cannon Mech, which is the worst one, with Swap Mech, who swaps position in artillery range (but no first tile restriction). It can be considered as a pull with a flexible range.

Stopping Power: Good to Medium. The fire of Flame Mech is easily considered as 2 damage - you push a 2-hp target out of place, so it will waste an action and won't have a chance to act a second time. It deals 2 damage on aliens already on fire as Combat Mech. The Meteor Mech can be considered as 1 damage - if someone on fire with 1 hp left, it won't have a chance to act. It won't push while burn up the bug, so the bug won't be out of place. The fire tiles will automatically set bugs on fire, which is bonus damage on them. Being a flyer and a puller for multiple tiles, the Swap Mech can drown tough aliens with ease. It can deal damage simply by swap the target to a tile on fire as well.

Threat Handle: Great. The best position manipulators here. Fire behemoth is balanced on push and pull with a pusher (Flame Mech), a puller (Swap Mech) and an artillery (push or pull on multiple targets).

Usability: Great. Meteor artillery starts with building immune as the buildings take no damage from fire. The Swap Mech can fly and have move 4. It's just too easy to set up attacks.

Progress: Medium. Fire damage won't progress. Flame Mech can upgrade only range, which allows 1 more fire tile created per attack for a fairly high price. Meteor Mech can get 2 damage upgrade, which is good, but will lose its building immune capability on the way. Swap Mech range upgrade are nice for sure, and its power automatically keep on the pace of vek as a manipulator.

Strategy: The initial tactics is simple for the Fire Behemoth - light as many enemies up as possible and keep disrupt them until they die of burning. The fire damage on the beginning is better than direct damage of Rift Walker as it's potentially go up to 3 or more and can get free damage when a alien stops on a tile on fire. You can burn the spawn points as well - the aliens immediately on fire before they accurately move. The only drawback early on is that the burnt enemy won't die on your turn, so it won't make space for your movement until the next turn. But due to its low progression on damage, its advised to swap the weapon of Flame Mech early. I know this breaks the concept of "Fire" Behemoth and probably breaks the fun at the same time, but it's just strategic. The Swap Mech is amazing and probably one of the best mechs in game. You may want to put the fire core on its range. It's a huge power lerp between range 1 to range 2. The Meteor Mech is a good artillery even without building immune, but if you acquire it by getting an Artemis Artillery or Cluster Artillery and selling the Flame Shielding. This will make the squad to T1 as Behemoths.
Tier 3 - Hard to Keep Power Grid Untouched
Zenith Guards
The best among the T3. Zenith Guards shine with the higher damage laser of Laser Mech. It deals 3 damage right off bat and piercing all units in line (but not the buildings), every tile the laser travels reduce its damage by 1 but not less than one. So it's a hybrid of range and melee - you can damage anyone in a line, but you will also want a point-blank shot for full damage. The Charge Mech is aweful - it has only 3 hp, 1 self damage on every attack and no heal, so he can only attack 2 times of the 4 turns without help of the shield. Without the self damage, it's a decent Brute with 2 damage and push. It can easily light itself on fire by charging into a forest as it attacks both the tile crashing into and the tile stopped on. The Defense Mech is a cannon range puller with shield generator as secondary.
You will want Abe Isamu (Armored) as the initial pilot on Charge Mech to remove the self damage or the squad falls to T4 as Charge Mech constantly requiring shield from Defense Mech. Even fully upgraded on health, without armor or shield, the Charge Mesh can only attack 3 times with upgraded weapon.

Stopping Power: Good to Medium. Laser Mech can zip one tough minion without requiring a obstacle to push into. If skilled on this squad, there can always be several chances to exploit the piercing damage per mission. The Charge Mech does the same damage as a common melee Prime Class and can push. While the Defense Mech is a flying puller. Though having one pusher and one puller, generally, this squad is more on direct damage than drowning, as it requires the Defense Mech on... well... defense work.

Threat Handle: Good to Medium. Early one shot from Laser Mech can be the best single target "control". Charge Mech can push and one shot light, or heavy minion with push. The Defense Mech, if freed from keeping shielding Charge Mech, can disrupt enemies pretty well or shield two building at the same time. It's not common for Laser Mech to zip 2 targets with one attack. Defense Mech shield has only 2 charges and not likely to get both attacked. So it's not very likely to expect any of them to deal multiple threats in one turn.

Usability: Bad. The Guards are slow. Laser Mech is a half melee with only move 3, practically, it hinders the positioning of it a lot. The Laser cannot piercing mountains and cause collateral damage on buildings. Charge Mech is slow as well. Defense Mech is faster and can drop shields at a long range, which is quite good. While slow, lack of artillery or equivalent makes the guards hard to fight on maps with lots of buildings or mountains at the middle part. If buildings are used as cover by aliens, the slow moving Guards will has trouble to crawl around them. Also Charge Mech light itself on fire after attack a target behind a forest tile is just awkward. It has really tight on health budget, you know.

Progress: Bad. Laser Mech has only a 1 damage upgrade, for 3 cores. It won't keep its zip power on alphas, it just misses the jumping point of power. Charge Mech upgrades aren't cost-efficient and bump up the self damage as well. The shield charge and range upgrade on Defense Mech are nice but not necessary.

Strategy: Repeat, you will want Abe Isamu (add armor to mech) as initial pilot on Charge Mech or the team would become far worse. You will have to drop shield on the Charge Mech twice a mission to keep it attacking.
Zenith Guards are not very flexible on swapping gears. If you remove the Burst Beam from Laser Mech, you just get a Prime Class with 1 less move. Though doing self damage, the damage output of the Ramming Engines is still needed. So Charge Mech cannot freely swap another Brute Weapon, as most of them has a lower damage. Also, the pull on Defense Mesh is the only pull among the team and the shield is crucial for a team without artillery. You can try to swap the pull with an artillery if core permits.
So in most of the time, investing on move upgrade of the Laser Mech and Charge Mech are a good starts. Ally immune will be on priority if you want to take missions like protect a train, but generally it's not necessary if you're skilled. Then it's all about buffing up the damage. Try to avoid the map with obstacles in middle.


Hazardous Mechs
The concept of this squad is based on self damage and healing from kill. So to keep everyone alive, it's mandatory for the squad to get constant kills and to distribute the kills among the mechs well. If during an attack, if the mech deal direct damage on a target and the target got killed - this includes killed by pushing into water or into an obstacle. Note: pushing A to crash B into death, while A survives won't heal as B doesn't take direct damage from the attack. The heal can revive the mechs, so you can accurately attack with the last hp, if the target will be killed. Lerp Mech is the artillery equivalent in this squad, it has less Usability rating than an artillery as it requires the target tile unoccupied and has no building immune. Unstable Mech is a Cannon Mech with 1 extra damage and 1 self damage. It pushes itself back for 1 tile when shooting, which can be handy when crashing into a Burrower or minion mantis, but most of time more awkward than useful. Nano Mech has a acid cannon with cannon range and carries the passive for the squad. Unlike the acid projector of an acid tank, this one can push the target for 1 tile.

Stopping Power: Good. Starts with a 2 damage, 1 damage like Cluster Artillery and 1 acid,which can be converted into 1 or 2 damage, the direct damage of the squad is solid. Plus all the 3 mesh pushes, extra damage can be expected.

Threat Handle: Medium. 2 cannon range push and 1 artillery push. The weakness is pretty clear - it has no pull. So there will be no way to deal a bug camping at a corner surrounded by buildings or objectives.

Usability: Medium. First, there will be consideration on kill distribution when the mechs are low on health. If someone cannot score a kill, it cannot make an attack. Lerp Mech isn't as good as an artillery piece - it requires an occupied landing point and likely causes collateral damage with a 4-tile area attack. Unstable Mech will push itself back, which limits its usability on maps with buildings scattered around.

Progress: Medium. Both Lerp Mech and Unstable Mech get 1 damage each upgrade with 1 core and require 4 cores to get full upgrade. They get solid damage outputs through the game. After the Nano Mech get +1 heal upgrade, the mech can even block a spawn point after a resurrection - hp 1 is not different from hp 2, the mech just dies and come back after an attack.

Strategy: Replace the acid with a pull weapon for the Nano Mech can be good - it mostly uses the acid beak for push instead of debuff in most of the time. It's not advised to remove weapons on the main battle mechs as they exploits a lot from the resurrection, unless you can get one of the top artillery (the Artemis Artillery, the Cluster Artillery or the Vulcan Artillery). Even with the extra core cost, an Artillery can progress as fast as the main weapons of them. Upgrade Lerp Mech with 1 damage first will be good. With the damage upgrade, Lerp Mech can easily exploit the pushing damage to make it 3 as it's an artillery equivalent and it's an aoe. Then Nano Mech can get +1 heal to make the resurrected mechs less vulnerable to spawn point and can be used as obstacle for push damage. The Self-Destruct gear can make the team T1 - your mech can directly kill everything around it without worrying about collateral damage on pushing and then gets revived.
Tier 3 - Secondary Part
Rusting Hulks
The smoking squad will drop smokes every where on the field to cancel alien attacks and its passive, the Storm Generator will make the smokes do 1 damage on the enemies - ally immune and building immune. The Jet Mech is like a flying melee Prime Class. It jump cross an enemy, does 1 damage directly and drops a smoke tile to cancel target attack and deal 1 storm damage at alien turn start. The Rocket Mech is like a melee Prime Class with artillery range. It does 2 damage and push the target, but no effect on the other tiles. It will drop a smoke tile behind when attack, which will do 1 storm damage on alien turn as well. The Pulse Mech can push all objects around it 1 tile away without any direct damage - it can be considered as melee range like Jet Mech.

Stopping Power: Medium to Good. Start with 2 damage from Jet Mech, 2 damage + push from Rocket Mech. The direct damage of the squad is not less than Rift Walker, but the Jet Mech cannot push. While as a slow artillery, Rocket Artillery isn't flexible enough to utilize the push damage. Pulse Mech generally does more purely push instead of doing push damage. A smoke storm tile won't accurately do damage more than once as the enemies have high priority to avoid the smoke.

Threat Handle: Medium. Each of 3 mechs can neutralized one threat with smoke and push, but barely two or more. Rocket Mech has the potential to push one while stop one with the backfire smoke, but it's not likely to happen for an artillery. Pulse Mech is just hard to move to a position for multiple push. Also this squad cannot pull and needs secondary weapon to balance out.

Usability: Bad. Just as stated above. Jet Mech requires a clear tile behind the target or it won't attack. It cannot attack a enemy backs against a friendly unit even with range upgrade - it has no building immune. Pulse Mech is a Leap Mech cannot jump and not flying, so it cannot get pass enemies and has very limited choice when attacking. And the squad doesn't immune to smoke, so the smokes they drop accurately hinder more themselves than the enemies as the enemy has lots of buildings to choose from as targets, so Carmila is required on Jet Mech as it suffers most from them.

Progress: Good. Both Jet Mech and Rocket can be upgraded with 2 damage (1 direct and 1 storm damage for Jet Mech). The range upgrade of Jet Mech makes it can attack 2 tiles simultaneously - a great leap on stopping power and threat handle. The storm generator give Jet Mech 1 damage directly and 1 backfire damage to Rocket Mech.

Strategy: You will want Camila (immune to smoke and web) on Jet Mech. The range upgrade on Jet Mech can be the first and then buff its damage to 3 to make it a minion mower. On field, the smoke can screen buildings from melee attackers. You can adjust the amount of smoke drop by choose Jet Mech to fly by 1 tile or 2 tiles. If more ranged enemies on field, it's better to drop less as the smoke isn't so good against them. Generally, it's not good to switch weapons on Jet Mech. If possible, switch Pulse Mech with a pull gear. The Repulse is just a lackluster. Rocket Mech can do pretty good with its initial weapon. You can choose to switch to one of the other artillery with multiple threat handle capability, but it's not necessary as the a 4 - 5 damage artillery strike is also solid.
Tier 4 - Very Hard to Keep Objectives
Frozen Titans
All of the mechs in this squad have some unique on mechanics. Aegis Mech doesn't 2 damage like a common melee mech but doesn't push or pull. It flips the direction of enemy attack. Mirror Mech shoots one cannon ball front and one behind. Ice Mech freeze one enemy in artillery range and freeze itself as well. You will need to use other mechs, alien attacks or spawn point to break it free if you don't want it to waste a turn on repair.

Stopping Power: Good to Medium. Ice Mech acts like a single target instant kill. Mirror Mech has superior damage dealing capability among the Brute Classes. The Aegis has no push damage, but this can be compensated by the other mechs.

Threat Handle: Medium. In real combat, each of the mechs can handle one threat in most of the time. Aegis Mech can only flip an enemy instead of pushing or pulling, so you cannot move an alien to block a projectile, attack another or block a spawn point. Mirror Mech has the potential to deal 2 targets at the same time, but not likely. Ice Mech can handle one threat a time mostly as well, even when you cannot shoot an enemy, you can shoot the building or friendly unit being attacked to protect it. Also due to lacking of measurements to move the enemies, while the frozen enemies still take a tile, you will find the mechs will have trouble to move around.

Usability: Bad. Ice Mech requires a lot of baby sit. You have to find a way for a free thaw after a shot or it just loses a turn. So the positioning of Ice Mech is not as flexible as a common artillery. Mirror Mech is limited both by possible collateral damage and requirement on helping Ice Mech. If no free thaw available, one of Aegis Mech and Mirror Mech will have to use its action on it, as Ice Mech has the most potential on stopping power.

Progress: Bad. The upgrades are decent for the Titans. Mirror Mech can get 1 damage upgrade with only 1 core. After that another 1 damage costs 3 cores. The damage upgrade on Aegis Mech is decent, while the shield upgrade is a redundancy. Ice Mech progress naturally without any investment. The true drawback on progress is that the mechs cannot gain exp as fast as the other squads. The frozen enemies provide no exp and the Ice Mech hardly get any exp during combat. Also due to low on killing power, it's generally hard for this squad to kill a boss or 7 aliens in a mission, so expecting less stars from missions as well.

Strategy: As the game suggests, the Cyro Launcher is better piloted with an experienced pilot as it gains nearly zero exp and you won't want to switch weapon for it. The first core goes to Mirror Mech 1 damage upgrade for sure. Then it's good to drop the Spartan Shield for another melee weapon with push or pull. Mirror Mech shall keep its weapon as well - it's the only weapon for Brute Class that can thaw Ice Mech while handle another threat. Also you will find you need to dump some cores on move upgrade of the mechs as well to move around the frozen bugs. Some side notes - don't freeze the satellite launchers or they won't launch and cause the objective to be failed.


Blitzkreig
The squad is built around one core unit - Lightning Mech. It's melee mech that release a chain lightning that deals 2 damage to the target and go through adjusted units one by one. Hook Mech can pull a target in cannon range to the adjusted tile, a very strong pull indeep. It can pull its self to an unmovable object as well, but it's only useful in rare situations where Hook Mech's webbed and gonna to be destroyed. It has armor, which mainly protects it from the chain lighting. Boulder Mech throw a rock dealing 2 damage on artillery range. The rock will push only in a horizontal line instead of a cross and can become an obstacle if not hitting an object.

Stopping Power: Medium. Lightning Mech doesn't powerful enough to be a certain "core" damage dealer. There's not many chances for it to damage more than 2 targets and it does no push and no instant kill on hp 3 minions. Hook Mech can instant kill on maps with many lakes. Boulder Mech is a single target damage dealer. It's not good at finishing injured swarm but a single tough unit. So generally, you will need 2 actions to stop a hp 3 minion. Hook Mech didn't do any damage directly, though it can connect the lightning link with itself and the pulled target.

Threat Handle: Medium. Lightning Mech cannot handle a hp 3 minion. It has no control nor enough damage to finish it. Boulder Mech does no damage if used as a pusher and most of the time, the damage from it is needed. Hook Mech is pretty good on deal threats.

Maneuver: Bad. Unlike what the name suggests, it's accurately the slowest squad. All mechs are 3-move walkers. Lightning Mech suffers from its low move speed without building chain upgrade. Also, the lightning can go through friendly units and ruin the objectives pretty easy. So the target choice of it is limited. Bounder Mech is a decent artillery with limited push, you can use the rock to connect the chain lightning, but not very handy as the rock will still push.

Progress: Bad. The same as Laser Mech, 1 damage upgrade is not enough for Lightning Mech, though it allows to zip all minions. Bounder Mech has only 1 upgrade for 1 damage. Shield ally upgrade is good if it can shield the unmovable friendly objectives, unfortunately, it's not. Movable allies can just be saved by pulling out of danger zone.

Strategy: Building chain upgrade of Lightning Mech is generally where first core goes to. After that you can try to swap weapon on it. As it starts with 2 cores to power up its glorified weapon, it can take an artillery weapon with ease. Then 1 damage upgrade for 2 cores on Bounder Mech is nice to have - 3 damage is a jumping point. The useful upgrades aren't cost much, so you can put the extra cores on secondary weapons and move upgrades. In most of the time, Blitzkreig will rely on purchased weapons instead of original ones in late game.
28 Comments
Blastom  [author] Mar 31, 2021 @ 6:23am 
Has to say, the guide was too old :steamfacepalm:
The Blitzkreig shall be higher as friendly unit fire could be solve with the shield.
The Rusting Husk shall be higher as well.
Clou D Jan 26, 2021 @ 10:04pm 
Blitzkrieg seems bad on paper, but is actually amazing. You say the maneuver and progress is bad when they literally have the most maneuverable brute class in the game and the 2 damage through buildings is massive, making it a great early and mid squad.
Why is Zenith so high? What you said about zenith having bad usability is correct but there's no way its usability is higher than the rusting hulks, who have 2 mechs with good usability and 1 mech with bad usability as opposed to the zenith's 2 bad usability and unupgradable science class
Judoka Tier 1 is a crime. They have no way of doing more than 1 damage early, have an absolutely worthless science mech (pull a vek off a buidling, yay! now there'll be 2 next turn and I can't use my shield move) and the ranged is mediocre until you get the buildings immune. Stopping power should be medium, usability should be bad and progress should be medium.
yoneda-emma Jan 22, 2021 @ 10:56am 
Rusting Hulks are absolutely the strongest squad by far
Shadowz Aug 14, 2019 @ 11:02am 
???! bladechild speaks for me. Seriously, steel judoka is better than Frozen titans? Like wat
stevo Jan 8, 2019 @ 11:44pm 
Frozen with Bethany is God tier. Rust is also top tier with Camilla and know what you're doing.

Judoka is just garbage. Like, wat
MoreBeer Dec 21, 2018 @ 3:28pm 
You're seriously downplaying the effectiveness of both the Rusting Hulks and the Flame Behemoths. Battlefield domination is easy with either, and they easily both get perfect islands. They also scale up extremely well, laying out more flame or more smoke rather than merely doing more damage per hit.
Vazzaroth Aug 15, 2018 @ 8:30pm 
Rusting Hulks is by far the most powerful run I've had, but that's with getting a smoke deployer (The + shape one, 1-2 times a game) after the first island. Upgrade the electric smoke module to do 2 damage, the jet to cover 2 tiles and holy crap they destroyed each map. Pairing the ability to just stop attacks on demand with doing 2 damage was great. Basically, every map ended with smoke on almost every tile adjacent to cities. The insects would just give up and sit there since they were locked down.

Blitzkrieg is pretty decent but you need to have an alternate for your prime mech to attack with. I found a rock thrower for him and that was great. I love the catapault rock guy, he can shut down an incoming spawn from range easily if he doesn't have anything else to do.
jasonfatdog64 Aug 9, 2018 @ 7:07pm 
What about Secret Squad?
SilverTorpedoRider Apr 6, 2018 @ 9:56am 
:srghexnuts:Frozen Titans are broken as hell if Bethany/Mafan is piloting the artillery unit. It has great scaling as it can protect any building/unit and freeze any enemy including bosses if you cant be bothered killing them (especially useful in last missions). They go through hard difficulty like hot knife through butter.
:srghexnuts:Dangerous mechs would also be tier 1 at least. These guys can continously resurrect and even ending up with full health after suing self destruct. As long as mech is not disabled at the end of battle the pilot always survives.
:srghexnuts:Fire behemoths are possibly one of the worst as their fire does not scale up well and after island 2 you will start running into problems, AKA regen psion. To balance them out they would need a tweek in one of the skills. Same is true for ...
:srghexnuts:Rusting Hulks - eventually you will end with no space to manouver unless you got the Turbine skill which will make them go up to top tier instantly.
Xardas Apr 6, 2018 @ 7:10am 
Considering Squads in a tier list without taking into account the pilots is hard to justify. For instance the Ice Mech of Frozen Titans with Mafan makes that squad the easiest in the game. Similarly adding Mafan to the Zenith Guards Charge Mech is an insane increase in power. Kazaaakpleth placed in nearly any mech lacking damage or knockback also completely alters the power level of the squads.