Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Throw a buckler at the farthest enemy within 4 hexes, dealing 180/270/405/540 (
) magic damage to them and 0 (
) magic damage to enemies within 1 hex . Gain 375/450/525/600 (
) Shield.
Current



Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (
) magic damage to enemies within 3 hexes and Stun them for 2/2/8 seconds.
Active: Throw an EMP at the closest enemy that explodes after 2 seconds. It deals 120/180/1200 (
Current



Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 275/415/1200 (
) magic damage to enemies within 1 hex of the center and 100/150/450 (
) magic damage to enemies further away . If only one unit is hit, deal 100% more.
When to Play
Hero Augment
Strategy
Openers
Bastion Cyberboss





Strong Conditions
Items

Augments


Item Priority

Bloodthirster

Jeweled Gauntlet
Economy Strategy
- Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
- Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
- Do not level if you haven’t hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
- Ideally above 50g, level 5 at this point or level 6 with 3-stars.
- If you haven’t hit your 3-stars yet, roll to ~52g each turn. You don’t want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
- If you haven’t hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
- Level to 7 if you can stay above ~20g. Otherwise stay level 6.
- Level to 7.
- Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
- Level to 8 if you haven’t already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.