INTO THE BREACH · PC / ADVANCED EDITION
13 squads and 39 mechs: roles and action order
Covers the eight original fixed squads and five added in Advanced Edition. Review the roles of each squad's three mechs, turn planning, collateral-damage mishaps and upgrade decisions. Compares tools and limitations rather than ranking strength.
Scope: PC Advanced Edition (additional content ON; mechanics based on the official 1.2.88 update announcement) / Content checked: October 2, 2026
Criteria for choosing a squad
| Criterion | What to compare |
|---|---|
| Reach and movement | Which positions can melee, direct fire, artillery and swapping reach? |
| Threats solved in one action | Can it use kills, smoke, freezing, multiple pushes or enemy friendly fire? |
| Collateral effects | Can it hit buildings, allies or escort targets, or cause self-damage or recoil? |
| Upgrade conditions | Areas or protection that are difficult to use without cores, and limitations a pilot can offset. |
- The count of 13 covers normal fixed squads. It excludes Random, Custom and Secret Squad. Coin prices differ between older articles and current AE, so check the squad selection screen.
Rift Walkers | Secure push directions
The starting squad, with displacement available on all three mechs. Melee, direct fire and artillery reach different positions.
- Find threats that only artillery can reach first, then assign Artillery's action to them.
- Position Combat and Cannon so they can approach enemies from different sides. Grouping them on the same side duplicates their push directions.
- Compare enemy HP with collision destinations. If a 2-damage punch plus a 1-damage collision handles a 3-HP enemy, other mechs can tackle different threats.
- Also check positions after the solution. A mech that pursues enemies too far toward the edge may be unable to return to protect buildings next turn.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Combat Mech | Titan Fist: 2 damage and a push to an adjacent target | Leave an empty tile that lets you move beside the target. |
| Cannon Mech | Taurus Cannon: 1 damage and a push to a target in a straight line | Check that no building or ally is in the line of fire. |
| Artillery Mech | Artemis Artillery: 1 damage at impact; pushes adjacent tiles outward | Choose whether to aim directly at the enemy or at an adjacent tile. |
- Artemis's Buildings Immune applies to buildings. It does not also make escort targets or allied mechs immune.
- Upgrade considerations: choose fist damage, Cannon damage, artillery building protection or movement based on current enemy HP and required reach.
Rusting Hulks | Stop attacks with lingering smoke
Combines smoke's attack prevention with ongoing damage from Storm Generator.
- Place smoke on a dangerous enemy's tile and check that its attack preview is canceled.
- Separate enemies Rocket's artillery alone can handle from those Jet should disable.
- Move Pulse where it can redirect several attack lines. If it must enter smoke, check whether it can attack there.
- For enemies that next turn's ongoing damage will handle, avoid unnecessary follow-up hits and deal with other dangers.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Rocket Mech | Pushes a target with artillery and places smoke behind the mech | Check that smoke behind you will not obstruct an ally's next action. |
| Jet Mech | Attacks while flying over enemies and leaves smoke | Keep the landing tile beyond the enemy available. |
| Pulse Mech | Pushes surrounding targets | Check destinations for allies and protected units as well as enemies. |
- Normal smoke alone deals no damage. Check that Storm Generator is powered. Some enemies are unaffected by smoke.
- Upgrade considerations: consider smoke damage, Rocket damage and Jet's attack area. Camila's smoke immunity adds actions on the front line.
Zenith Guard | Manage firing lines and self-damage
Combines lasers, charges and defensive support. It can deal high damage, but is prone to hitting buildings and allies.
- First check which attacks Defense can redirect with a pull alone.
- For Laser, preview every target along the line, not just the nearest one.
- Aim Charge where it can survive its self-damage. If it cannot, choose another weapon, repair or a shield.
- Consider shielding against an immovable threat, and prepare a solution for the following turn with that enemy still alive.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Laser Mech | Burst Beam: pierces a straight line; damage varies with distance | Choose a firing line without a building or escort target beyond the enemy. |
| Charge Mech | Ramming Engines: attacks with a charge and also damages itself | Calculate HP after the attack and the push destination. |
| Defense Mech | Pulling and applying shields | Use flight to create a useful pulling direction. |
- Laser's ally-protection upgrade and building protection are separate. In escort missions, always read which targets the protection affects.
- Upgrade considerations: Abe's Armored combined with Charge can reduce small amounts of self-damage. Recalculate self-damage after upgrading damage.
Blitzkrieg | Check where the chain ends
Uses rocks and pulling to connect Electric Whip's chain. The chain can also reach allies.
- Count every target the electricity will hit, and move allies or escort targets away first.
- Use Hook to pull an enemy into the chain or an ally out of it.
- Decide whether you need a rock to extend the chain or artillery to stop another enemy.
- Consider another pushing weapon for isolated enemies the chain cannot handle.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Lightning Mech | Chains electricity through adjacent targets | Trace connections between enemies, allies and rocks all the way to the end. |
| Hook Mech | Pulls a target; starts with Armored | Can also move allies, but check collision destinations. |
| Boulder Mech | Throws a rock and pushes tiles to either side of the impact | Firing at empty ground leaves a rock. Use it to block fire or spawns. |
- An upgrade that lets the chain pass through buildings does not treat escort targets with HP the same way. Check the preview before including trains, tanks or similar units in a chain.
- Upgrade considerations: increasing damage also makes chains into allies more severe. Consider durability, another weapon and repositioning together.
Steel Judoka | Turn enemy attacks against other enemies
Uses throws, wide pushes and pulls, plus Vek Hormones to support enemy friendly fire.
- Display enemy attack order and distinguish earlier attackers from later ones.
- Find positions where an enemy blocks a shot or an earlier attacker kills a later one.
- Keep space behind Judo when using it. If that is impossible, solve the threat with Gravity or Siege's displacement.
- Finally recheck previews for buildings and escort targets. Moving an enemy alone can endanger a different building.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Judo Mech | Throws an adjacent target to the opposite side of the mech; Armored | Check that the landing tile behind it is empty. |
| Siege Mech | Damages and pushes tiles around the impact | The surrounding tiles are attacked, not the center itself. |
| Gravity Mech | Pulls with an arcing shot | Create friendly-fire positions that direct-fire weapons cannot set up. |
- Friendly fire depends on order. If an enemy attacks a building before being killed later, it is not a defensive solution.
- Upgrade considerations: consider Siege's building protection, movement and friendly-fire support. A secondary weapon capable of direct kills also fills gaps.
Flame Behemoths | Buy time with fire and swaps
Spreads fire and pushes burning enemies. Swap Mech's swaps answer distant threats.
- Use Flame and Meteor to target unlit and burning enemies differently.
- For Swap, check reach and the mech's safety after swapping.
- If fire alone cannot stop the immediate attack, combine it with a push or swap.
- Use ongoing damage against enemies that will remain alive, while another mech handles threats to buildings still unresolved.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Flame Mech | Flame Thrower: fire and pushing; extra damage against burning targets | Do not assume ignition will kill immediately; redirect the current attack preview too. |
| Meteor Mech | Fire at the impact and surrounding tiles | Leave situations requiring a push to another mech. |
| Swap Mech | Swaps its own position with a target | Use flight to move above water or a chasm, then consider swapping with a ground unit. |
- The squad's fire protection does not extend to every ordinary unit you escort. Check that civilian and mission units will not catch fire.
- Upgrade considerations: prioritize Swap's reach and movement or Flame's range as candidates. Prepare direct attacks for enemies you cannot wait to burn down.
Frozen Titans | Freeze threats and leave a way to thaw
Defends through freezing, reversing attacks and firing in both directions. Freezing alone is insufficient for missions requiring enemy kills.
- Choose which enemy Ice will disable and avoid unnecessary damage to the frozen target.
- If your mech freezes itself, include Repair or another source of damage to thaw it in the next actions.
- Move Mirror to a tile with safe firing lines both forward and backward. Do not fire after checking only one side.
- Check the attack of an enemy reversed by Aegis, and distinguish cases reversal alone cannot solve, such as attacks in both directions.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Aegis Mech | Spartan Shield: damage and attack reversal | Check that the reversed attack area does not overlap buildings. |
| Mirror Mech | Janus Cannon: fires and pushes forward and backward | Check the opposite side as well as the intended enemy. |
| Ice Mech | Cryo-Launcher: freezes the target and itself | Prepare an action to thaw it next, or a shield. |
- Freezing is not killing. It suits Pacifist, but kill-count missions require kills with other weapons.
- Upgrade considerations: consider combining Bethany's or Mafan's shield with Ice. Once the shield is gone, self-freezing happens normally.
Hazardous Mechs | Calculate self-damage and healing together
Supports self-damaging attacks with Viscera Nanobots healing on kills.
- Estimate self-damage and post-kill healing separately before attacking. Do not rely on healing if the enemy will survive.
- Use Nano to weaken armored or high-HP enemies so Leap or Unstable can finish them.
- Check the area around Leap and Unstable's recoil destination to avoid collisions with buildings.
- On turns when you cannot kill, use other pushes or repairs rather than repeatedly forcing self-damaging attacks.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Leap Mech | Attacks around its landing tile and damages itself | Check buildings and allies around the landing area. |
| Unstable Mech | Strong direct shot, recoil movement and self-damage | Check behind your mech as well as the target in front. |
| Nano Mech | Applies A.C.I.D. and pushes; carries healing equipment | Weaken the target before the finishing mech acts. |
- Do not treat repairing as restoring eligibility for an undamaged achievement. Some achievements count any damage taken, so prioritize the condition text.
- Upgrade considerations: consider healing equipment, durability and Abe's armor. Always preview weapons whose damage upgrades also increase self-damage.
Bombermechs [AE] | Use bombs for swaps and firing lines
Combines a bomb-deploying mech, a cannon that pierces the first target and a mech that swaps two units.
- Find a target Exchange can move adjacent to. If needed, first use Bombling to prepare a bomb for swapping.
- When placing an ally or bomb in front of Pierce, check the push on the first target.
- Find swaps that redirect two threats at once. Swapping a ground unit into water also requires the other unit to be positioned there.
- Check how long bombs remain. Do not plan on the same anchor still existing next turn.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Pierce Mech | AP Cannon: pushes the first target and attacks behind it | Check both whether the first target can move and what is beyond it. |
| Bombling Mech | Bomb Dispenser: places controllable bombs | Use them to block fire or spawns and as swap anchors, as well as for explosions. |
| Exchange Mech | Force Swap: swaps an adjacent target with another target | It does not swap the mech itself. |
- You cannot place a normal bomb on water as a swap anchor. Fixed or immovable targets also cannot be swapped.
- Upgrade considerations: consider Pierce's and Exchange's reach, and secondary equipment that adds ways to use bombs.
Arachnophiles [AE] | Turn kills into extra actions
Creates controllable small units from targets killed by Arachnoid Injector. Preparing a kill for generation is important.
- Check whether Injector can kill an enemy. If not, remove only the missing HP with Bulk or a collision.
- Use the generated Arachnoid to push a remaining threat to a building.
- If there is no immediate threat, saving the extra unit for next turn's defense is also an option.
- When gathering enemies with Area Shift, check for building collisions and escape routes for other allies.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Bulk Mech | Ricochet Rocket: creates another sideways shot from the impact | Check the second firing line and push destination. |
| Arachnoid Mech | Arachnoid Injector: generates an Arachnoid on a kill | Reduce the enemy's HP with another attack before firing. |
| Slide Mech | Area Shift: moves surrounding units together | All targets move in the same direction, so check allied destinations too. |
- Injector's KO effect requires that attack to kill the target. Do not assume it always generates a unit when the target later dies from another enemy's attack or a similar source.
- Upgrade considerations: consider Injector's damage and A.C.I.D. for the generated unit. Prepare a weapon for weakening enemies as high-HP targets increase.
Mist Eaters [AE] | Healing and attack prevention through smoke
Uses Nanofilter Mending to heal by consuming smoke on entered tiles. In addition to normal smoke-based attack prevention, the squad can control enemies.
- Check whether Control can move an enemy into friendly fire, a spawn point or dangerous terrain.
- Distinguish threats Smog should stop from those Thruster should attack while moving.
- Check whether entering smoke can restore HP lost to self-damage. Consumed smoke disappears, so do not assume another mech or a later turn will have the same healing spot.
- Check the order when applying smoke and fire to the same enemy. Placing smoke afterward can extinguish the fire.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Thruster Mech | Reverse Thrusters: attack with movement, smoke and self-damage | Check for a safe landing tile after the attack. |
| Smog Mech | Smoldering Shells: damage and fire, with smoke around the impact | Also creates smoke allies can use to heal. |
| Control Mech | Control Shot: moves its target | Move the target onto terrain it can traverse. It does not let you freely walk enemies into water. |
- Control differs from pushing. Do not assume it can force a unit onto an unwalkable tile; check the selectable movement range.
- Upgrade considerations: consider Thruster's reach and durability, Smog's damage and other pushing tools suited to the mission.
Heat Sinkers [AE] | Use fire to replenish Boost
Uses Heat Engines to gain Boost from fire. Boost adds 1 damage to the next attack, making it useful against multiple targets.
- Distinguish mechs that need Boost from those whose normal damage already solves the threat.
- Use Napalm's fire to boost the required mech first, then attack.
- Move Quick-Fire where both firing lines are safe.
- Also consider retaining Boost without spending it, setting up next turn's attack.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Dispersal Mech | Area attack and sideways pushes | Check several enemies and buildings at once. |
| Quick-Fire Mech | Quick-Fire Rockets: attacks in two directions | Check the other firing line even when aiming along only one. |
| Napalm Mech | Creates a line of fire and pushes the target at its tip | Choose whether to ignite allies for Boost or push enemies. |
- Boost does not stack repeatedly to accumulate damage. Equipment with self-damage also requires checking its self-damage side.
- Upgrade considerations: add missing tools through Napalm's range, Quick-Fire's pushing, Dispersal's ignition or similar options.
Cataclysm [AE] | Crack terrain with kills, then drop enemies into chasms
Uses Seismic Capacitor's KO effect to crack surrounding terrain, then turns it into chasms with another attack.
- Find an enemy Drill can kill and weaken it first if needed.
- Hit terrain cracked by the KO to create a chasm.
- Use Pitcher or Triptych to drop ground enemies into chasms. The same method cannot handle flying enemies.
- After a chasm forms, check that your own mechs still have a route to move, leaving a way to defend buildings next turn.
| Mechs | Starting equipment role | Position and action check |
|---|---|---|
| Pitcher Mech | Hydraulic Lifter: throws a target and damages it on landing | Check the landing destination and uses for water, chasms or cracked terrain. |
| Triptych Mech | Tri-Rocket: attacks and pushes three tiles | Consider the combination of cracked tiles to break and push destinations. |
| Drill Mech | Seismic Capacitor: damage, attack reversal and cracks around a KO | Choose a target you can kill to start creating terrain. |
- Flying enemies survive above chasms. Distinguish enemies terrain destruction alone can solve from those requiring direct attacks or freezing.
- Upgrade considerations: Drill's +1 Damage and Pitcher's +2 Range each cost 1 core. Choose according to whether you can secure a KO or reach a throwing destination.
Random, Custom and Secret squads
| Composition | How to use it | Caution |
|---|---|---|
| Random | Play with three randomly selected unlocked mechs | Their effective push directions, firing lines and healing tools may differ from a fixed squad's. |
| Custom | Combine unlocked mechs yourself | Check whether the three tools cover each other's gaps. Dedicated achievements have separate conditions. |
| Secret Squad | A composition unlike fixed squads with ordinary pilots | Current coin requirements for unlocking it and complete equipment costs are withheld. Do not apply the old requirement of all 55 achievements directly to AE. |