Time Warpers

Time Warpers

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A Comprehensive Guide to Time Warpers (WIP)
By Max and 1 collaborators
This guide is a work in progress, but once complete will feature a wide range information from playstyles and builds to tips and tricks, for all levels of gameplay.
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Guide Overview & How to Help Out
This is a very WIP guide. Content suggestions or questions you think should be answered in the guide are welcome in the comments, but please wait for the guide to be more complete because pointing out what you disagree with or what you think is wrong.

This guide has a few outdated sections since Update 17: Weapon Cubes. One of the big changes is that now that you can buy zone reduction for really cheap, Aces are now almost useless if you have access to WC to buy those upgrade. As we play more and experiment with weapon cubes, we will update this guide.

Thanks for reading!

~Max & KC



Planned future content:
  • Timeline modifiers
  • Convoy mechanics
Common Abbreviations & Terminology
Term
Meaning
AA
Active Abilities
DPC
Damage Per Click
DPS
Damage Per Second
GPH
Gold Per Hour
OP
Overpowered
ZPH
Zones Per Hour
TC
Time Cubes
BF
Butterfly(ies)
RBF
Rainbow Butterfly(ies)
x4 Run
A run with all the timeline modifiers activated to get as much TC/min as possible
Carrier
The player in a convoy that deals all the damage, helping the carries progress through the game at a breakneck pace.
Carry
The player(s) in a convoy that are being helped along by the carry.
WC
Weapon Cubes
Basics
Time Warpers is an incremental clicker game combined with the multiplayer looter-shooter genre. This means that the player progresses through an endless supply of enemies of increasing difficulty, eventually reaching a point where further progression is impractical. The player can then "Time Warp", which resets all of their progress in exchange for "Time Cubes", which can be used to purchase permanent upgrades that persist between resets. There are many other game mechanics that one should become familiar with while playing the game, all of which will be covered in this guide. For now, here is an overview of the basics of the game.



Gold is the basic currency of the game, and resets with time warps. It is used to purchase upgrades for your Soldier, Drone, and Turret, as well as unlocking Active Abilities.


When you hover over the Gold number on the bottom left of the HUD, you will see a popup with your current gold multiplier, your current GPH, and your best GPH.
The gold multiplier is based on:
  • Perks: The Gold Perk multiplies all gold gained by up to x1.9 gold per perk at Tier 5 Legendary. Therefore, the maximum multiplier you can get from all 12 gold perks is x2213.
  • Achievements: Gained by completing game achievements. The max you can get is x1.22
  • Research: Gained by buying gold research with TC. Maximum is x100.
  • Active abilities: You can activate the AA Gold Rush to get up to a x4 bonus (if upgraded fully via TC research).
  • Cards: Each 3 card the player has multiplies their gold gains by x4, maxing out at x16 gold with all four 3 cards.

Gold per hour is calculated every minute. Your "best GPH" is calculated by taking your best "gold per minute" and multiplying it by 60. GPH is used to calculate the amount of gold rainbow butterflies give you (see "Rainbow Butterflies" under section "Butterflies" for more information).




Overpowered (aka OP) is a direct comparison between how powerful a player is and how much health the enemies in the current zone have, represented with a progress bar ranging from 0% to 100%. The more excessive the gap is between the player's DPS and the zone's total health, the closer the progress bar gets to 100%. Once the player's overall DPS exceeds a number that is e7 (7 digits) greater than the total zone health, their OP progress bar will reach 100%, and they will be considered OP for that zone. If a player is OP, their OP progress bar will be replaced with a new, bright yellow bar to measure how overpowered they are, starting back at 0%. While a player is OP, their bike speed is doubled, enemy waves and bosses spawn immediately, and the player is automatically teleported to the next world if they defeat the world boss (instead of needing to enter the portal first). Additionally, each time a wave or boss spawns, your % of OP is immediately deducted from the total health of that wave by damaging them with lightning. This means that at 100% OP, enemies will spawn in, immediately lose 100% of their health, and spawn the next wave, allowing for rapid progression. Exceeding 100% OP has no additional benefits, but will last you longer until your OP drops below 100%. 100% OP is obtained when the player's overall DPS exceeds a number e17 (17 digits) greater than the total zone's health.

You can see your current DPS by hovering over your player icon in the convoy widget. There are a few tricks you can use to maximize that number to be OP for as long as possible:
  • Use Teamwork Boost builds on your drone and turret
  • Use Crit Boost builds on your Soldier's CW
  • Use the rocket launcher
  • Activate the AAs for Dual Wield (2), Critical Chance (4), and Critical Multiplier (5). So long as you don't click to fire your weapon, these AAs will not have their energy drained, so you can safely activate to boost your DPS if you are riding on 100% OP.


The Soldier's carry capacity is a game mechanic that may seem annoying, but it is necessary, and was implemented to stop players from joining long-term convoys as soon as they get the hover-bike, as it would essentially skip the "early game" segment. The Time Cube Carry Capacity is a set number that can be upgraded through Time Cube Research that, once exceeded, causes the Soldier and Hover Bike to move much more slowly, making any form of progression downright impractical, forcing the player to time warp.

Similar to OP, Carry Capacity has a percentage bar that appears on the top of the hud to give players an idea of how close they are to exceeding their carry capacity. This bar will only show up if the player is at least 75% of the way to reaching their carry capacity.
The Team (& Weapon Types)
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At many points in the game, you will see things that refer to your “Team”. This does NOT refer to the players in your convoy, but instead refers to the team members listed below. This means, for example, when you activate your Team Work AA, you are boosting the dps of all of your team members, not your convoy.


"Uses a powerful Click Weapon"

The soldier is the player, and weilds a Clicker Weapon (CW) that fires where the player is aiming whenever they click.

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"Instantly hits target at a medium fire rate"

Energy Per Shot: 4
Base Fire Rate: 1 / sec
Base Energy Recharge Rate: 4 / sec
Battery Capacity: 100 Energy
DPC Multiplier: x1

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"Slow moving exploding projectiles. Slow fire rate."

Energy Per Shot: 8
Base Fire Rate: 0.5 / sec
Base Energy Recharge Rate: 4 / sec
Battery Capacity: 100 Energy
DPC Multiplier: x2

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"Fast moving projectiles with a fast fire rate"

Energy Per Shot: 1
Base Fire Rate: 3 / sec
Base Energy Recharge Rate: 4 / sec
Battery Capacity: 100 Energy
DPC Multiplier: x0.33

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"A hovering drone that will follow you targeting enemies that get close to you."

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"A powerful stationary weapon that will teleport to follow you."

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"A self-driving vehicle."

While not necessarily a team member, the Hover Bike plays an integral role in gameplay.

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Active Abilities
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Active Abilities (AAs) are boosts activated by the player that provide buffs for various aspects of play, the details of which are listed below. The hotbar of AAs can be seen at the bottom of the HUD, which will show the player what AAs are unlocked, which are active, how much time is remaining per recharge, and how much energy each AA currently has. To activate AAs, the player must press the hotkeys associated with the appropriate AAs to toggle them on, and then may use the “Activate all Active Abilities” key.


Hotkey: 1
Cost: 250
Recharge time: 30 Sec.
Energy Cost: x / Shot (x = weapon energy cost)

"Click Weapon automatically fires when aiming at an enemy"

Activating this AA causes your soldier to automatically fire your CW when aiming at an enemy, which also works while in ghost mode and while riding your hover bike. This fires at a rate of 10 clicks per second (separate from your active clicks), and will deplete its energy instead of the CW's energy when it autofires, at a rate determined by your weapon's energy cost. Due to the low recharge time of this AA, you can have it active almost permanently in the late game, as by the time it gets depleted it will have almost fully recharged.


Hotkey: 2
Cost: 22.5e3
Recharge time: 1 Min.
Energy Cost: x / Shot (x = weapon energy cost)

"Wield two click weapons at the same time"

This AA simply doubles the amount of projectiles that are shot from your CW each time it is fired, whether that be from AAs or active clicking. Similar to the Autofire AA, this AA has a very low recharge time, so you can have it active a lot of the time in the late game.


Hotkey: 3
Cost: 2.02e6
Recharge time: 5 Min.
Energy Consumption: 1 / Sec

"Multiply the DPS of your entire Team"

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Hotkey: 4
Cost: 182e6
Recharge time: 15 Min.
Energy Cost: x / Shot (x = weapon energy cost)

"Critical Chance multiplier for your Click Weapon"

Despite what the description says, this AA does NOT multiply the crit chance of your CW: It ADDS to it. This means that if you maxed out this AA's TC research and it gives you 10% crit chance, this would be added to your base crit chance of 1% to give you a crit chance of 11%.


Hotkey: 5
Cost: 16.4e9
Recharge time: 15 Min.
Energy Cost: x / Shot (x = weapon energy cost)

"Critical Strength multiplier for your Click Weapon"

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Hotkey: 6
Cost: 1.47e12
Recharge time: 15 Min.
Energy Consumption: 1 / Sec

"Gold drop multiplier"

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Levels & Upgrades
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There are 4 types of upgrades that can be bought for your Team. They cycle on a loop every 1000 levels, so if an upgrade is stated to appear on certain levels, then it will also appear on the level 1000 levels after it. For example, Training appears on level 500, so it will also appear on levels 1500, 2500, 3500, etc.


Increasing the level of a teammate will slightly increase its DPS, with each level being more expensive than the last. At specific levels, upgrades must be purchased in order continue leveling. These upgrades do not increase the level of your teammate, but will benefit you greatly in other ways instead.


Perk upgrades are purchased after levels 10, 25, 50, and 75, cycling every 100 levels. Each perk upgrade activates the next perk for that teammate. Once all 4 perk upgrades have been purchased, the next upgrade you purchase will disable all 4 perks at once, and the upgrades will and cost a bit more than a level. ncrtraining, and Spec Ops upgrade. upgrades activate the next perk on that teammate. During training, upgrades are purchased every 100 levels.


Level(s): 100, 200, 300, 400

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Level(s): 500

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Level(s): 1000

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All in all, the upgrade loop is structured like this:

Lv.10
Upgrade (Perk 1)
Lv.210
Upgrade (Perk 1)
Lv.410
Upgrade (Perk 1)
Lv.25
Upgrade (Perk 2)
Lv.225
Upgrade (Perk 2)
Lv.425
Upgrade (Perk 2)
Lv.50
Upgrade (Perk 3)
Lv.250
Upgrade (Perk 3)
Lv.450
Upgrade (Perk 3)
Lv.75
Upgrade (Perk 4)
Lv.275
Upgrade (Perk 4)
Lv.475
Upgrade (Perk 4)
Lv.100
Promote
Lv.300
Promote
Lv.500
Training
Lv.110
Upgrade (Perk 1)
Lv.310
Upgrade (Perk 1)
Lv.600
Upgrade (Perk 1)
Lv.125
Upgrade (Perk 2)
Lv.325
Upgrade (Perk 2)
Lv.700
Upgrade (Perk 2)
Lv.150
Upgrade (Perk 3)
Lv.350
Upgrade (Perk 3)
Lv.800
Upgrade (Perk 3)
Lv.175
Upgrade (Perk 4)
Lv.375
Upgrade (Perk 4)
Lv.900
Upgrade (Perk 4)
Lv.200
Promote
Lv.400
Promote
Lv.1000
Spec. Ops.
Game Stages
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As players progress through the game, they will come to find that strategies that worked wonders for them previously have started to yield less favorable results. This section of the guide will serve to break down these different stages of the game, as well as provide reccomended strategies and builds for progressing through to the next stage in the most efficient way possible. This section also lists various milestones the player will reach when they hit certain amounts of TC, marking the point at which they are able to employ a new strategy (may be moved to a different section later). Use this part of the guide to determine your next move, as well as what would be most important to learn about next.

Tutorial
0 - 100 TC
This is the stage players will find themselves in when first starting a new save. It is reccomended to simply progress through this section at the player’s preferred pace, following along with the tutorial to learn the basics of the game. Once the player collects 100 total TC, they should be at the point where the game will no longer be holding their hand, and must begin to strategize on their own.

Milestone - All upgrades unlocked
170 TC
This milestone marks the point at which the player can afford to unlock all upgrades, allowing them to spend all other TC freely from this point on.

Early Game
100 - 10k TC

Milestone - Fully Carry-able
423k TC
This milestone marks the point at which the player can afford 6 bike speed and 13 carry capacity upgrades, which is the bare minimum required to be able to be carried all the way to zone 5000+.

Mid Game
10k - 20m TC


Late Game
20m - 55.5m TC


End Game
55.5m+ TC
At this point, the player can afford to max out nearly everything that affects gameplay.
Convoys
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Convoy Etiquette:

If you find yourself constantly being dropped from convoys, try improving your convoy etiquette. By following these rules, you will avoid being a nuisance to your carrier, and thus make the entire experience more pleasant for all parties.

Have lots of Aces.
Aces make progression a lot faster for everyone involved. If you are in a convoy with a carrier and a bunch of other players, chances are you know how it feels for everyone in your convoy to have 4 Aces, but there's that one player with a single ace that makes every zone take much longer than it needs to. A good rule of thumb if you plan on being carried is to reset your timeline until you can at least obtain 1 Ace per 3 cards you start the timeline with.
If you start with 3 cards, restart until you get at least 1 Ace. (~54.5% chance)
If you start with 6 cards, restart until you get at least 2 Aces. (~41.8% chance)
If you start with 9 cards, restart until you get at least 3 Aces. (~35.6% chance)

Disable convoy lock.
Convoy lock (the big lock button next to the convoy widget) exists for the sole purpose of carrying other players. When active, it causes your bike to stay in the current zone until all other players in that zone can progress. If left active by a carry, they will be likely dropped from the convoy, as their bike will wait for the player with the least aces to complete the zone before moving forward. Combining this with a slower bike speed, and the insane speeds at which OP can clear zones, carries that leave this lock active can be left in the dust very frequently

Upgrade Bike Speed and Carry Capacity
This one is fairly self-explanatory. A slower bike makes you more likely to be dropped, and even if you don't get dropped, it can slow the whole rest of the convoy down. Carry capacity helps you stay in much longer convoys.

Cluster perks are a big no-no. Use only gold perks.
You are already being carried, so dealing damage should be the least of your worries. Using cluster perks can lag your carry if they have not disabled friendly projectiles, so try to only equip gold perks instead.

Disable your autoclicker and all AA's (aside from Gold Rush)
Again, you are being carried, so you should not be worried about DPS. If you cease shooting projectiles, this will lag the carry a lot less, especially if they haven't disabled friendly projectiles.

Disable Ghost Mode
If your carry happens to be running off their own DPS, and is not clearing waves with 100% OP, chances are that they need to be shooting at the enemies to kill them. This can be a huge problem if they are carrying players in ghost mode, as ghost mode enables the player's drone to wander off and search for enemies. More often than not, this leads to some weak drones leading enemies over to a faraway corner where they can't be targeted, and thus the carry can no longer shoot at them.

Disable autospawn of waves & bosses.
Autospawn (the circular arrow button located to the right of the wave health at the top of the screen) should be disabled when being carried. This holds doubly true when carriers are not running on 100% OP. This is because such carriers will most likely be using their Auto Fire and Dual Weild perks to fire their CW. Spawning extra unnecessary waves of enemies will deplete a bit extra of their AA's energy as they shoot while leaving the zone. This adds up greatly over a long convoy, and ends up depleting their AA's a LOT faster in the process, making your convoy slower in the long run.
Perks
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Perks for your weapons are dropped when you beat hordes and big bosses for the first time ever. All subsequent times the player beats a horde or big boss, there is a random chance of getting a perk drop. This drop chance starts at 1%, but can be upgraded with TC research up to 10%.

Aside from the first 100 zones, all perk drops are randomized. There are also 5 rarities of perks, each one represented with a different color:
  • Common
  • Uncommon
  • Rare
  • Epic
  • Legendary
Having a higher rarity perk benefits the player more when equipping that perk. In order to obtain the next perk rarity, the player must progress 200 zones. Every 200 zones, the rarity of the perks dropped by big bosses and hordes increases. The player can also craft a perk of the next rarity by collecting 10 of the same perk of the same rarity, but this is far less time efficient than simply progressing 200 zones. If the player does choose to perk grind, it is recommended that they do so in the easiest boss zone of the highest perk rarity they can manage, with the exact same setup as described for the "1 Million Bosses Killed" Achievement in the Achievements section of this guide. Using that setup, the amount of time spent grinding to obtain higher perk rarities through crafting is as follows:

Note: These calculations are the average amount of time it would take the player to obtain all 14 perk types of a certain rarity higher than the rarity of the perk that is being grinded. This also assumes that the player is using the boss grinding setup mentioned in the Achievements section, and has a perk drop chance of 10%.

+1 Rarity = ~ 15 min.
+2 Rarity = ~ 2 hours, 29 min.
+3 Rarity = ~ 1 day, 49 min.
+4 Rarity = ~ 10 days, 8 hours, 14 min.
+5 Rarity = ~ 103 days, 10 hours, 16 min.

If the player progresses 1000 zones, perk rarity will reset back to common, but the tier of the perk will increase by 1. Perks of a higher tier are strictly better, meaning that a Tier 3 common will be better than a Tier 2 Legendary. Collecting 10 perks of legendary rarity will craft a common perk of the next tier. There is at this moment 7 tiers of perks:
  • T1 perks (zones 0-1000)
  • T2 perks (zones 1000-2000)
  • T3 perks (zones 2000-3000)
  • T4 perks (zones 3000-4000)
  • T5 perks (zones 4000-5000)
  • T6 perks (zones 5000-6000)
  • T7 perks (crafted from T6 perks)
When a perk's tier or rarity is increased, the perk becomes better by improving the multipliers that the perk provides. The multipliers provided, as well as how much they improve, depends on the perk.

Common
Uncommon
Rare
Epic
Legendary
T1
Base Stats
+DPS
+Perk
+DPS
+Perk
+DPS
+Perk
+DPS
+Perk
T2
+DPS *
+DPS
+DPS
+DPS
+DPS
T3
+DPS *
+Perk
+DPS
+DPS
+DPS
+DPS
T4
+DPS *
+Perk
+DPS
+DPS
+DPS
+DPS
T5
+DPS *
+Perk
+DPS
+DPS
+DPS
+DPS
T6
+DPS *
+Perk
+DPS
+DPS
+DPS
+DPS
T7
+DPS *
+DPS
+DPS
+DPS
+DPS


There are currently 14 different types of perks, each which provide their own benefits. The number in parenthesis is how much the boost increases. As shown on the table above, "Overall DPS" multipliers increase every rarity, while any other perk bonuses increase with each rarity in T1, and then at each common of a new tier starting at T3. For perks such as "Laser Guidance", "Damage", and "Slow", their perk bonuses never change, thus the "Overall DPS" multiplier is the only thing that increases. To compensate, these perks get double upgrades to their "Overall DPS" multipliers, but only at the parts of the table marked with an asterisk (*).








  • x2 Fire Rate (+0.1)
  • x2 Energy Recharge Rate (+0.1)
  • x2 Overall DPS (+0.1)







  • +4 Projectiles (+1)
  • x2 Overall DPS (+0.1)







  • Punch through +2 enemies and walls (+1)
  • x2 Overall DPS (+0.1)







  • +2 meter Explosion Radius (Rocket Launcher Only) (+0.5)
  • x2 Overall DPS (+0.1)







  • +4 Cluster projectiles on each impact. Each cluster has the same damage as the original shot. (Rocket Launcher & Plasma Rifle Only) (+1)
  • x1 Overall DPS (+0.1)







  • x2.5 Overall DPS (+0.1) or (+0.2)*







  • +2 Bounce off the world (+1)
  • x2 Overall DPS (+0.1)







  • Projectiles will be guided towards the current target (Rocket Launcher & Plasma Rifle Only)
  • x2 Overall DPS (+0.1) or (+0.2)*







  • x1.1 Overall DPS (+0.1)
  • x1.5 Overall DPS (Team) (+0.1)







  • x1.1 All gold found (Team) (+0.1)
  • x2 Overall DPS (+0.1)







  • +4% Critical Strike Chance (+1)
  • x2 Overall DPS (+0.1)







  • x2 Critical Strike Strength (+0.1)
  • x2 Overall DPS (+0.1)







  • x0.5 Slower Projectiles (Rocket Launcher & Plasma Rifle Only)
  • x0.75 Projectile Range
  • x2.75 Overall DPS (+0.1) or (+0.2)*







  • x2 Movement & Turning Speed (Robots Only)
  • x2 Overall DPS (+0.1)
Butterflies

Red butterflies are hidden in set locations, with one in each zone, and can be collected by the player by either touching them or flying through them while spectating. A list of their locations can be found in this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1650309207
You can see how many you have collected and their bonuses by hovering over the red BF icon at the bottom left of the HUD.
Red butterflies have 3 uses:
  • Unlocking Achievements.
  • If you collect 10 of them, you can exchange them for a gold butterfly at the end of the planet. In the grand scheme of things, this won't do you much.
  • Every red bf collected add 1 second to your rainbow bf gold. More on that in the rbf section.


Time butterflies (AKA blue butterflies) are also hidden in set locations, but are found in various zones, with one hidden somewhere in every 10 zones. These can also be collected by the player by either touching them or flying through them while spectating. A list of their locations can be found in this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1637224962
After being collected for a given set of 10 zones, the Time butterfly icon at the bottom left of the HUD will change from saying "FIND" to saying "DEPOSIT", at which point the player must visit the horde wave present in that set of 10 zones, and defeat it if they hadn't already. Once deposited, Time butterflies have 2 uses:
  • Unlocking Achievements.
  • Upon deposit, as well as every time the player clears that horde on future runs, the time butterfly will reward the player with a number of Time Cubes. This reward can only be given once per time butterfly, per run. The amount of TC rewarded increases based on how high the zone number is, and can be further increased with achievements.

Rainbow Butterflies appear every 7-10 minutes, and will always descend to hover around your turret when they appear. After hovering around your turret for (1 min?), the RBF will fly back into the sky. Before they fly away, they can be collected by the player by either touching them or flying through them while spectating. When collected, they will give the player an amount of gold calculated using their highest GPH that run. Their value can be further increased with achievements, and by collecting more red butterflies. The exact calculation details are as follows:
  1. The game starts with the "Base Rainbow Butterfly Gold", which is 5 minutes.
  2. The game checks how many Rainbow Butterfly Achievements you have unlocked, and adds their "values" to the 5 minutes accordingly. With all 5 achievements unlocked, you will get a total of +15 Minutes of Rainbow Butterfly Gold, totaling out to 20 min.
  3. The game adds 1 second to the timer for every Red Butterfly the player has collected. If, for example, the player has collected 5000 Red Butterflies, this would add 5000 seconds, or 83 minutes and 20 seconds, which, when added to the 20 minutes from having all achievements, would give the player a total of 103 min. 20 sec.
  4. The game takes the player's highest GPH this run, and rewards the player an amount of gold equal to if they were collecting gold at that GPH for the amount of time calculated above. In our above example, this would give the player 1 hour, 43 min, 20 sec. worth of gold, or about x1.72 the value of their highest GPH that run.

As you can see, accumulating red butterflies gives RBFs an insane boost in value, thus making RBF grinding a necessary part of progressing through zones as high as 5000, especially when playing solo.

Time Cubes
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The research screen is used to spend TC and get upgrades that will help you get more powerful and go more far and faster. At first most research will be locked. You can show everything by clicking the icon in the bottom left of the actions, the one with the 9 little squares.
I suggest always spending all of your TC as you still get the 10% bonus per TC, even if spent. You can sell research at any time, so if you are saving for something, you should still spend everything and then sell what you need a bit less, to finally buy a big upgrade.
You can also see at the bottom left of the page that you have 3 presets. What I recommend is to use them to have an active (for 3-4x runs) where pure dps is the focus and you don't need any bike upgrades and an idle preset where you focus on bike speed and carry cap.

Beginner guide

I suggest buying 1 of every research at the start of the game to unlock most upgrades, except maybe boss timer. Your next priority should be the TC carry capacity upgrades. You should spend a good portion of your TC on that skill because it will allow you to get helped and go further.
Most of the time I suggest active 4X runs to new players to get as much TC as they can. A good way is to buy start zone upgrades to let's say, zone 91, level up your click weapon damage and repeart 91-100. The boss at zone 100 always drops TC, so you can work on upgrading your research to do it as fast as possible and try to get 100% OP for the whole way.
You should then work on tc chance and drop. I don't have the exact math, but you should buy at least twice as much tc chance as tc drop.
What can then be useful to be able to do idle runs and to be in convoys is to get your bike speed to at least 3/10 and to keep upgrading your carry capacity.
Timeline Cards

Timeline Cards are redeemed one at a time through the cards tab found to the left of the enemy health bar at the top of the screen. When the player purchases a Training upgrade (see section "Levels & Upgrades"), they are allowed to choose one of the three displayed cards to obtain its benefits. for the rest of that run. The three cards to choose from are generated at random, but will never show duplicates of the same type of card, unless there are only two types of cards left to choose from. Logically, there are 52 cards in total, with 4 copies of each of 13 different card types.
Each card type provides the player with unique benefits, all of which are listed below. Obtaining a full deck of cards in a single run requires the player to purchase the training upgrades at level 17500, which is usually possible around zone 5200.

Cards will only affect the player and their team, not their convoy. Some effects are multiplicative, not additive, meaning that getting three cards that give "Gold x2" doesn't total out to giving the player "Gold x6", but rather totals to "Gold x8", with the next card totaling to "Gold x16". The only effects that are additive are those that apply percentages, namely the 2 and J cards.

Card Types:
Big Boss Heart Drop Chance 25%
When big bosses are defeated for the first time, they will have a chance to heal the player for 1 heart. Very important for x4 runs, useless for every other playstyle.


Gold Find x2
Multiplies all gold you gain. A very high priority for pretty much any playstyle.



All DPS x2
Flat out doubles all DPS. Should be a lower priority than other cards if you use a specific build, like prioritizing 5 and 9 cards if you use rockets on soldier as your main DPS source.


Soldier DPC x4
Multiplies your soldier's DPC. Should be a fairly high priority for all soldier-reliant playstyles.



Drone DPS x4
Multiplies your drone's DPS. If your playstyle is drone-centric, this should be a fairly high priority, although drone-centric playstyles are not reccomended during mid-to-late game. Otherwise, this should be very low priority.

Turret DPS x4
Multiplies your turret's DPS. If your playstyle is drone-centric, this should be a fairly high priority, although turret-centric playstyles are not reccomended during mid-to-late game. Otherwise, this should be very low priority.

Pulse Pistol DPS x3
Multiplies the DPS of any teammate utilizing the Pulse Pistol. Should be the same high-priority level as the card of your damage source if you use the Pulse Pistol as your weapon of choice.

Rocket Launcher x3
Multiplies the DPS of any teammate utilizing the Rocket Launcher. Should be the same high-priority level as the card of your damage source if you use the Rocket Launcher as your weapon of choice.

Plasma Rifle x3
Multiplies the DPS of any teammate utilizing the Plasma Rifle. Should be the same high-priority level as the card of your damage source if you use the Plasma Rifle as your weapon of choice.

Critical Chance +2%
Increases the chance of any teammate firing a critical hit by 2%. Since crits become your main damage source past zone 4000, this card should be a high priority only if you are intending to make it that far.

Critical Damage x2
Crits deal more damage. The priority of this card follows the same rules as Jacks, with this card being a slightly higher priority.


Collect all 4 Kings for All DPS x10,000
When the player obtains all 4 Kings, all DPS is multiplied by 1e4. It may not seem like much in the long run, but it helps keep you staying at your top speed for much longer, so it should almost always be your 2nd priority after Aces, except if you are a new player and know that you have very low chances to get the 4 kings you need.

Waves Per Zone -1
The golden standard. Less waves to kill in each zone greatly expedites progression, and makes other players far more likely to carry you. This card should inarguably be top priority, unless you can get and really need the 4th King.


A general rule of thumb that almost all players follow is to start every run by resetting repeatedly until you can at least draw 1 Ace for every 3 cards you start a timeline with:
If you start by drawing 3 cards, reset until you draw at least 1 Ace. (~54.5% chance)
If you start by drawing 6 cards, reset until you draw at least 2 Aces. (~41.8% chance)
If you start by drawing 9 cards, reset until you draw at least 3 Aces. (~35.6% chance)


Suggested Card Priorities (most to least important):

Note: These priority lists are examples that assume your main source of DPS is the soldier with the rocket launcher. If this is not the case, swap out the higher priority cards of 9 and 5 for lower priority cards that match your playstyle, like 6 and 8 if you use the drone with the pulse pistol as your main DPS source.


Carry Playstyle:





Bike Playstyle:





Active (x4) Playstyle:
Meta Perk Builds
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Boosting Builds
These are builds that are simple, effective, and generally good to have as a preset no matter what strategy you employ, as their sole purpose is to boost different aspects of your run while some other team member does the rest of the work.


DPS Boost
This build serves the sole purpose of buffing the DPS of your other team members. This build is usually equipped for both the Drone and Turret whenever the soldier is the player's main source of damage. Doing so drastically improves your overall DPS, and as such, this build is typically used by carriers and solo players, and is basically required if you plan on dealing any damage to enemies in the late game.


Gold Boost
Using this build instead of the DPS Boost build will give you the benefit of having greatly increased GPH, but will fail to provide any sort of DPS multiplier to other members of the team. This build goes hand-in-hand with the DPS Boost build; you will find yourself switching between only these two build presets for a large portion of the game, especially for the Drone and Turret. The GPH boost that is provided by switching to this preset is ridiculous in the late game, especially when combined with the Gold Rush AA, with 8 or 12 of these perks going so far as to allow the player to get upgrades about 150 levels higher than would otherwise be possible for their current zone. This can be utilized to great effect by quickly switching to Gold Boost builds every few dozen zones, activating the Gold Rush AA, and then buying the upgrades that are now affordable, before deactivating the AA and switching back to DPS Boost builds. It is also greatly recommended to equip this build on every team member if you are being carried.


Hybrid Boost
This build serves as hybrid of the "DPS Boost" and "Gold Boost" builds. Considering perk bonuses are multiplicative, not additive (meaning combining 4 different x2's doesn't give you x8, it gives you x16), this build should only ever be chosen over the other boost builds if you cannot yet afford the TC research that allows you to equip 4 of the same perk.


Crit Boost
Crit multiplier (x4)
OR
Crit chance, crit multiplier (x3)
Late game crit are a lifesaver, and you will end up relying on them to deal most of your damage past zone 4,000. This build helps your clicker weapon in particular do that for a lot longer.





Cluster Rocket Spam
This is the meta build if you plan on using rockets for your CW. With perks of tier 5 and above, using two splash perks all but garuntees that all enemies will be hit by the splash damage of your rockets. Combine that with a spread shot of multiple rockets, and you will be firing multiple rockets at once that hit every enemy at once, basically instakilling the wave more often than not. The addition of a cluster perk helps to clear out any enemies that may have survived the initial shot, and even if they don't survive, the cluster will add more delayed explosions to each shot, which will help to clear the next wave that spawns once the first one instantly dies. With this build, you will need to rely on utilizing either active clicking or AAs to have a decent rate of fire. When utilized correctly, this build can clear waves faster than 100% OP.


Bounce Rocket Spam
This build is a slight variation on the meta, replacing the cluster perk with a bounce perk. Since each time a rocket bounces, it releases an explosion, the increased explosion sizes are put to even greater use, with each shot hitting all enemies multiple times without the set delay of the cluster perk. The random intervals of the bounces also make damage more consistently applied, making this build even better than the meta. In addition, the DPS multiplier of the bounce perk is greater than that of the cluster perk, meaning your rockets will be doing more damage. The big downside, however, is that without consistent, nearby walls to bounce off of, this build will dip in utility, becoming far worse than the meta build. This is most evident when progressing through the moon zones.





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Achievements

Achievements show your overall game progression. They are accessible both in game, allowing you to see your progression and via steam where you can compare the achievements you unlock versus what the community has.

Most achievements are fairly self explanatory, but there are a few that are based more on skill than patience and a lot of hours played. This section of the guide will provide an in-depth description to each achievement type, along with helpful advice to obtaining some of the more challenging ones.


Defeat Zone
Defeat Zone 5000

This set of achievements is very straightforward: Defeat the zone number listed to unlock the achievement. The highest zone that unlocks an achievement is zone 5000, which can be achieved in the mid-game by being carried all the way there.


Zones Per Hour
4000 Zones Per Hour

The easiest way to get this is on the ship, at 200 or at 700 if you have enough wave reduction and are OP for the next 100 zones. This is not possible on the bike, so you have to start running. The reason the ship is the best is that it is one long corridor, but also because you can get speed without jumping thanks to the lower gravity. This takes a bit of practice, but you have to find the right timing to strafe after the bunny hops from running with shift. There is often lag and waves spawn problems in the public server, so doing this in a private game will give you better chances.


Enemies Defeated
50 M Enemies Defeated

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Bosses Defeated
1 M Bosses Defeated

Getting 1 million big boss kills is absurdly high, and without grinding you will most likely never get anywhere near that amount. It is recommended that the player grinds for boss kills in a zone where they can also effectively grind for perks, and in order to maximize the rate at which you kill bosses, use the following setup:
  • Choose the lowest graphics settings for the game
  • Play on a private server
  • Equip only teamwork perks on drone and turret
  • Equip Pulse Pistol on Soldier, with a selection of perks that maximizes your damage dealt in a single shot. (all crit chance or all teamwork perk are reccomended)
  • Stand in the boss zone, on top of your turret.
  • Point your crosshair to where the boss spawns.
  • Enable AAs 1 and 2.
  • Enter Ghost Mode.
  • Turn Auto-spawning on.
This setup kills bosses even faster than 100% OP, assuming you kill the boss in 1 hit. If done correctly, you should be getting about 94 boss kills per minute. Grinding for boss kills by using this setup would take the player 7 days, 9 hours, and 18 minutes of nonstop grinding to get the achievement. Yikes.


Defeat Horde Time
Defeat a Horde in 1 Second

This achievement set is one of the easiest in the game to complete, and will most likely be done without any conscious effort. If you are looking to complete these achievements quicker, simply play until you have enough DPS to get 100% OP on zone 5, then go visit zone 5 for an insta-kill.


Defeat Big Boss Time
Defeat a Big Boss in 1 Second

Once again, this achievement set is one of the easiest in the game to complete, and will most likely be done without any conscious effort. If you are looking to complete these achievements quicker, simply play until you have enough DPS to get 100% OP on zone 10, then go visit zone 10 for an insta-kill.


Time Cubes
Collected 10 M Time Cubes

You will get the achievements in this set passively as you play through the game, and probably won't even need to think about them until they pop up as unlocked in your feed.


Time Cubes Per Minute
10,000 Time Cubes Per Minute

This is the hardest achievement to get as it requires a lot of skill, time and maybe even help. The way some players achieved that number is by running from 700 and speeding up to almost 6000 ZPH up to at least 800, without jumping on a tree or anything. One player even got to 13k by doing this. I got a higher number by starting at 731 or 741 and reaching my peak at around 820 but you mileage may vary.

Another way that should be possible is to do a long 4x run with an escort. I'm not sure if it's possible if the escort is on bike and OP ony up to 5400. Maybe the helper needs to also run, or at least unlock between every zone to maximize speed. Of course you should start at 991 to even try this. Let me know if you or anyone succeeded this way and share with me how you did it.


Time Cubes Per Run
1 M Time Cubes in a Single Run

A full run from 0 to 5500 with maxed out research on TC Chance and TC Drop, as well as every blue butterfly, and even with all TC achievements (including this one), will only net the player around 960k Time Cubes. This means that in order to get 1 million time cubes in a single run, the player must do a long-term x4 run (or x3.25, if you want to play it safe). Before starting such a run, make sure that you have upgraded your carry capacity enough to even carry 1 million Time Cubes (this requires 14/15, costing 819.2k TC), and it is also highly recommended that you max out your research on TC Chance and TC Drop (costing 3m TC). Getting a carry can be difficult, as Convoy Lock doesn't work well for players not on the hoverbike, but you should try to find a dedicated carrier for your journey. Good luck!


Red Butterflies
Collected 5,000 Red Butterflies

This achievement is very self explanatory, but absurdly time consuming nonetheless. Just keep at it! Refer to the "Butterflies" section of this guide for more information on butterflies. Red butterflies do not need to be deposited at the end of the planet in order to count towards this achievement.


Blue Butterflies
Collected 500 Blue Butterflies

Again, this is self-explanatory, but time consuming. Refer to the "Butterflies" section of this guide for more information on butterflies. Blue butterflies do not need to be deposited at their respective horde zones in order to count towards this achievement, although it is recommended that you do so in order to reap the rewards of the extra Time Cubes.


Rainbow Butterflies
Collected 2,500 Rainbow Butterflies

When grinding for the 1 M Boss Kills achievement, you should be standing on your turret, which is where RBFs spawn, letting you passively collect them.


Research
100% Research Complete

This achievement set awards the player with an achievement for every 10% of all research upgrades that are purchased. To afford the 100% achievement, you will need to purchase every possible TC research upgrade, which costs about 85.3m TC. You can maximize the % you can afford by creating a research preset where you exclusively buy the cheapest upgrades possible until you spend all of your TC. Using this technique will allow you to achieve each research % achievement at the amounts listed below:

(Note that larger values are rounded by the game, so these numbers may not be completely accurate)

10% = 931 TC
20% = 6,280 TC
30% = 36,701 TC
40% = 216,511 TC
50% = 1,144,426 TC
60% = 3,618,807 TC
70% = 7,910,307 TC
80% = 14,837,507 TC
90% = 26,417,807 TC
100% = 85,400,000 TC


Full deck

You get the full deck of 52 cards when you start the training at weapon level 17500. This is possible from around zone 5180 to 5250 depending on your gold gains and what you gain per RBF.
15 Comments
Jellinatrix Apr 9 @ 3:57am 
50 million enemies in a 100% OP zone on autospawn in ghost, takes 14 days
Jellinatrix Apr 9 @ 3:54am 
Full research needs 92.9 million not 85.4
Jellinatrix May 25, 2024 @ 5:12pm 
T3 legendary perk now give +perk (like +1 bounce) over T3 epic
Binco Jun 16, 2021 @ 10:13am 
What does "Robots Only" mean in the Speed description of Perk?
Is it Drone that will have the effect?
tristantyler05 Dec 5, 2020 @ 4:17pm 
One Question: Why isn't their enemies in this guide
Max  [author] Jul 11, 2020 @ 6:45am 
It is probably very outdated by this point, but feel free to translate or do anything you want with it.
адун Jul 11, 2020 @ 4:01am 
Hey. I would like to translate this guide into Russian. What do you think about it?
Hero Aug 3, 2019 @ 2:07pm 
oh ok, didnt see that.
Max  [author] Aug 3, 2019 @ 2:03pm 
See 2nd paragraph. I stopped playing TW, so this guide isnt updated for WC meta. If anyone wants to keep maintaining the guide, let me know.
Hero Aug 3, 2019 @ 12:14am 
Well and by the time you can get to zone 3500 you have enough weapon cubes to up that number significantly.