Into the Breach Wiki
(→‎List of status effects: Removing duplicate description for acid.)
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==List of abilities==
 
==List of abilities==
 
* Energy Shield : Shields block damage and prevent new negative status effects (Fire, Freezing, A.C.I.D, etc.). Only direct damage will remove the Shield.
* +1 Mech Move : (Pilot Skill) Piloted Mech movement is increased by 1.
 
 
* Fire Immunity : This unit cannot be set on Fire.
* +3 Grid DEF : (Pilot Skill) Grid Defence increased by 3.
 
* Blocking Spawn : The new enemy unit will not spawn here, but this unit will take 1 damage.
 
* Double Shot : (Pilot Skill) This unit gets a bonus action because it did not move.
 
* Energy Shield : Shields block damage and any negative effects (Fire, Freezing, A.C.I.D, etc.). Only direct damage will remove the Shield.
 
* Fire-and-Forget : (Pilot Skill) This unit can move after shooting.
 
* Fire Immunity : This unit cannot be set on Fire
 
 
* Flying : Flying units can move over any terrain tile.
 
* Flying : Flying units can move over any terrain tile.
* Frenzied Repair : (Pilot Skill) Push adjacent tiles when repairing.
 
* Impulsive : This unit gains +3 Move on first turn of every mission.
 
 
* Kickoff Boosters : +2 Move this turn.
 
* Kickoff Boosters : +2 Move this turn.
 
* Natural Armor : Weapon damage to this unit is reduced by 1, including Psionic Tyrant's Hive Targeted ability. All other damage (Push, Blocking, Fire, etc.) is unaffected.
* Sidestep : (Pilot Skill) This unit gets one bonus Tile move after attacking.
 
* Smoke Immunity : This unit is unaffected by Smoke
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* Smoke Immunity : This unit is unaffected by Smoke.
* Zoltan Shield : Same as a normal Shield, but regenerates at the start of every turn
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* Zoltan Shield : Same as a normal Shield, but regenerates at the start of every turn.
   
 
==List of status effects==
 
==List of status effects==
* A.C.I.D. : Weapon damage against this unit is doubled. All other damage (Push, Blocking, Fire, etc.) is unaffected.
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* A.C.I.D. : Weapon damage against this unit is doubled and Natural Armor is disabled. All other damage (Push, Blocking, Fire, etc.) is unaffected. Repairing removes the effect.
* Fire : Units on Fire take 1 damage at the start of every turn.
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* Fire : Units on Fire take 1 damage at the start of every turn. Repairing removes the effect.
* Frozen : Invincible but unable to move or attack. Any damage will free the unit.
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* Frozen : Units that are frozen are unable to move or attack, but can free themselves by repairing. Any damage to a frozen unit is negated, but will free the unit.
* Not Powered : Units without power are inactive and cannot move or attack.
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* Not Powered : Units without power are inactive and cannot move or attack, but still block reinforcements on their tile.
* Webbed : Units Webbed by the Vek cannot move, but they can still attack.
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* Webbed : Units webbed by the Vek cannot move, but they can still attack.
   
 
==List of terrain effects==
 
==List of terrain effects==
 
* Electric Smoke : Units in Smoke cannot attack or repair. Electricity damages enemy units.
 
* Electric Smoke : Units in Smoke cannot attack or repair. Electricity damages enemy units.
* Forest Fire : Unit is inflicted with fire.
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* Forest Fire : Unit is inflicted with Fire.
 
* Smoke : Units in Smoke cannot attack or repair.
 
* Smoke : Units in Smoke cannot attack or repair.
 
* Submerged : Weapons do not work when submerged in Water.
 
* Submerged : Weapons do not work when submerged in Water.
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* Alpha Unit : Alpha units are more powerful than their standard counterparts
 
* Alpha Unit : Alpha units are more powerful than their standard counterparts
 
* Burrower : This Vek will hide underground after taking one or more damage.
 
* Burrower : This Vek will hide underground after taking one or more damage.
* Explosive Decay : Explodes on death, dealing 1 damage to adjacent tiles.
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* Explosive Decay : Explodes on death, dealing 1 damage to adjacent tiles. This damage ignores Armor!
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*Flying: Flying units can move over any terrain tile. Flying mechs cannot be waterlogged and are not affected by lava or A.C.I.D. tiles. Flying units are not immune to A.C.I.D. pools, fire, or emerging Vek.
* Explosive Decay : The Blast Psion will cause all Vek to explode on death, dealing 1 damage to adjacent tiles.
 
 
* Hardened Carapace : The Shell Psion is providing Armor to all Vek, reducing incoming weapon damage by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.
 
* Hardened Carapace : The Shell Psion is providing Armor to all Vek, reducing incoming weapon damage by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.
 
* Hive Leader : These are the most powerful Vek. Immune to water, they can be more challenging to kill.
 
* Hive Leader : These are the most powerful Vek. Immune to water, they can be more challenging to kill.
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* Invigorating Spores : The Soldier Psion is providing +1 HP to all Vek.
 
* Invigorating Spores : The Soldier Psion is providing +1 HP to all Vek.
 
* Massive : Massive units can walk in Water (but Water will prevent shooting).
 
* Massive : Massive units can walk in Water (but Water will prevent shooting).
* Natural Armor : Weapon damage to this unit is reduced by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.
 
 
* Overpowered : The Psion Abomination is enhancing all Vek. They gain +1 HP, regeneration, and explode on death.
 
* Overpowered : The Psion Abomination is enhancing all Vek. They gain +1 HP, regeneration, and explode on death.
 
* Regeneration : The Blood Psion is healing all Vek 1 point every turn.
 
* Regeneration : The Blood Psion is healing all Vek 1 point every turn.
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==Trivia==
 
==Trivia==
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* Interestingly, setting fire to [[Civilian Building]] tiles does not damage your Power Grid.
   
==Media==
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==Strategy==
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* Killing an opponent with Explosive Decay near a building will damage the building, but there is a chance based on [[Grid Power|Grid Defense]] that the building will resist damage. Therefore, the Reset Turn ability can be useful here to "try again" on exploding with a more favorable result.
[[File:Icon Auto Shields.png]] [[File:Icon Friendly Fire.png]]
 
   
 
[[Category:Abilities| ]]
 
[[Category:Abilities| ]]

Revision as of 17:47, 3 January 2021

This page covers abilities and status effects from Into The Breach.

Description

Abilities and status effects are conferred by equipment, pilot skills, or terrain. The below list contains all the possible effects that can affect a unit. Some are limited to Vek, others can only be used by mechs.

List of abilities

  • Energy Shield : Shields block damage and prevent new negative status effects (Fire, Freezing, A.C.I.D, etc.). Only direct damage will remove the Shield.
  • Fire Immunity : This unit cannot be set on Fire.
  • Flying : Flying units can move over any terrain tile.
  • Kickoff Boosters : +2 Move this turn.
  • Natural Armor : Weapon damage to this unit is reduced by 1, including Psionic Tyrant's Hive Targeted ability. All other damage (Push, Blocking, Fire, etc.) is unaffected.
  • Smoke Immunity : This unit is unaffected by Smoke.
  • Zoltan Shield : Same as a normal Shield, but regenerates at the start of every turn.

List of status effects

  • A.C.I.D. : Weapon damage against this unit is doubled and Natural Armor is disabled. All other damage (Push, Blocking, Fire, etc.) is unaffected. Repairing removes the effect.
  • Fire : Units on Fire take 1 damage at the start of every turn. Repairing removes the effect.
  • Frozen : Units that are frozen are unable to move or attack, but can free themselves by repairing. Any damage to a frozen unit is negated, but will free the unit.
  • Not Powered : Units without power are inactive and cannot move or attack, but still block reinforcements on their tile.
  • Webbed : Units webbed by the Vek cannot move, but they can still attack.

List of terrain effects

  • Electric Smoke : Units in Smoke cannot attack or repair. Electricity damages enemy units.
  • Forest Fire : Unit is inflicted with Fire.
  • Smoke : Units in Smoke cannot attack or repair.
  • Submerged : Weapons do not work when submerged in Water.
  • Submerged in A.C.I.D. : Weapons do not work and the submerged Mech is inflicted with A.C.I.D.
  • Submerged in Lava : Weapons do not work and the submerged Mech is inflicted with Fire.

List of Vek abilities

  • Alpha Unit : Alpha units are more powerful than their standard counterparts
  • Burrower : This Vek will hide underground after taking one or more damage.
  • Explosive Decay : Explodes on death, dealing 1 damage to adjacent tiles. This damage ignores Armor!
  • Flying: Flying units can move over any terrain tile. Flying mechs cannot be waterlogged and are not affected by lava or A.C.I.D. tiles. Flying units are not immune to A.C.I.D. pools, fire, or emerging Vek.
  • Hardened Carapace : The Shell Psion is providing Armor to all Vek, reducing incoming weapon damage by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.
  • Hive Leader : These are the most powerful Vek. Immune to water, they can be more challenging to kill.
  • Hive Targeted : The Psion Tyrant will do 1 damage all friendly units every turn.
  • Invigorating Spores : The Soldier Psion is providing +1 HP to all Vek.
  • Massive : Massive units can walk in Water (but Water will prevent shooting).
  • Overpowered : The Psion Abomination is enhancing all Vek. They gain +1 HP, regeneration, and explode on death.
  • Regeneration : The Blood Psion is healing all Vek 1 point every turn.
  • Self-Repairing : If damaged, this unit will Shield itself and prepare to heal.
  • Stable : Cannot be moved by any weapon effect (Push, Teleport, etc.).

Trivia

  • Interestingly, setting fire to Civilian Building tiles does not damage your Power Grid.

Strategy

  • Killing an opponent with Explosive Decay near a building will damage the building, but there is a chance based on Grid Defense that the building will resist damage. Therefore, the Reset Turn ability can be useful here to "try again" on exploding with a more favorable result.