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

CriterionWhat to compare
Reach and movementWhich positions can melee, direct fire, artillery and swapping reach?
Threats solved in one actionCan it use kills, smoke, freezing, multiple pushes or enemy friendly fire?
Collateral effectsCan it hit buildings, allies or escort targets, or cause self-damage or recoil?
Upgrade conditionsAreas 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.
Back to contents ↑

Rift Walkers | Secure push directions

The starting squad, with displacement available on all three mechs. Melee, direct fire and artillery reach different positions.

  1. Find threats that only artillery can reach first, then assign Artillery's action to them.
  2. Position Combat and Cannon so they can approach enemies from different sides. Grouping them on the same side duplicates their push directions.
  3. 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.
  4. 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.
MechsStarting equipment rolePosition and action check
Combat MechTitan Fist: 2 damage and a push to an adjacent targetLeave an empty tile that lets you move beside the target.
Cannon MechTaurus Cannon: 1 damage and a push to a target in a straight lineCheck that no building or ally is in the line of fire.
Artillery MechArtemis Artillery: 1 damage at impact; pushes adjacent tiles outwardChoose 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.
Back to contents ↑

Rusting Hulks | Stop attacks with lingering smoke

Combines smoke's attack prevention with ongoing damage from Storm Generator.

  1. Place smoke on a dangerous enemy's tile and check that its attack preview is canceled.
  2. Separate enemies Rocket's artillery alone can handle from those Jet should disable.
  3. Move Pulse where it can redirect several attack lines. If it must enter smoke, check whether it can attack there.
  4. For enemies that next turn's ongoing damage will handle, avoid unnecessary follow-up hits and deal with other dangers.
MechsStarting equipment rolePosition and action check
Rocket MechPushes a target with artillery and places smoke behind the mechCheck that smoke behind you will not obstruct an ally's next action.
Jet MechAttacks while flying over enemies and leaves smokeKeep the landing tile beyond the enemy available.
Pulse MechPushes surrounding targetsCheck 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.
Back to contents ↑

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.

  1. First check which attacks Defense can redirect with a pull alone.
  2. For Laser, preview every target along the line, not just the nearest one.
  3. Aim Charge where it can survive its self-damage. If it cannot, choose another weapon, repair or a shield.
  4. Consider shielding against an immovable threat, and prepare a solution for the following turn with that enemy still alive.
MechsStarting equipment rolePosition and action check
Laser MechBurst Beam: pierces a straight line; damage varies with distanceChoose a firing line without a building or escort target beyond the enemy.
Charge MechRamming Engines: attacks with a charge and also damages itselfCalculate HP after the attack and the push destination.
Defense MechPulling and applying shieldsUse 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.
Back to contents ↑

Blitzkrieg | Check where the chain ends

Uses rocks and pulling to connect Electric Whip's chain. The chain can also reach allies.

  1. Count every target the electricity will hit, and move allies or escort targets away first.
  2. Use Hook to pull an enemy into the chain or an ally out of it.
  3. Decide whether you need a rock to extend the chain or artillery to stop another enemy.
  4. Consider another pushing weapon for isolated enemies the chain cannot handle.
MechsStarting equipment rolePosition and action check
Lightning MechChains electricity through adjacent targetsTrace connections between enemies, allies and rocks all the way to the end.
Hook MechPulls a target; starts with ArmoredCan also move allies, but check collision destinations.
Boulder MechThrows a rock and pushes tiles to either side of the impactFiring 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.
Back to contents ↑

Steel Judoka | Turn enemy attacks against other enemies

Uses throws, wide pushes and pulls, plus Vek Hormones to support enemy friendly fire.

  1. Display enemy attack order and distinguish earlier attackers from later ones.
  2. Find positions where an enemy blocks a shot or an earlier attacker kills a later one.
  3. Keep space behind Judo when using it. If that is impossible, solve the threat with Gravity or Siege's displacement.
  4. Finally recheck previews for buildings and escort targets. Moving an enemy alone can endanger a different building.
MechsStarting equipment rolePosition and action check
Judo MechThrows an adjacent target to the opposite side of the mech; ArmoredCheck that the landing tile behind it is empty.
Siege MechDamages and pushes tiles around the impactThe surrounding tiles are attacked, not the center itself.
Gravity MechPulls with an arcing shotCreate 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.
Back to contents ↑

Flame Behemoths | Buy time with fire and swaps

Spreads fire and pushes burning enemies. Swap Mech's swaps answer distant threats.

  1. Use Flame and Meteor to target unlit and burning enemies differently.
  2. For Swap, check reach and the mech's safety after swapping.
  3. If fire alone cannot stop the immediate attack, combine it with a push or swap.
  4. Use ongoing damage against enemies that will remain alive, while another mech handles threats to buildings still unresolved.
MechsStarting equipment rolePosition and action check
Flame MechFlame Thrower: fire and pushing; extra damage against burning targetsDo not assume ignition will kill immediately; redirect the current attack preview too.
Meteor MechFire at the impact and surrounding tilesLeave situations requiring a push to another mech.
Swap MechSwaps its own position with a targetUse 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.
Back to contents ↑

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.

  1. Choose which enemy Ice will disable and avoid unnecessary damage to the frozen target.
  2. If your mech freezes itself, include Repair or another source of damage to thaw it in the next actions.
  3. Move Mirror to a tile with safe firing lines both forward and backward. Do not fire after checking only one side.
  4. Check the attack of an enemy reversed by Aegis, and distinguish cases reversal alone cannot solve, such as attacks in both directions.
MechsStarting equipment rolePosition and action check
Aegis MechSpartan Shield: damage and attack reversalCheck that the reversed attack area does not overlap buildings.
Mirror MechJanus Cannon: fires and pushes forward and backwardCheck the opposite side as well as the intended enemy.
Ice MechCryo-Launcher: freezes the target and itselfPrepare 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.
Back to contents ↑

Hazardous Mechs | Calculate self-damage and healing together

Supports self-damaging attacks with Viscera Nanobots healing on kills.

  1. Estimate self-damage and post-kill healing separately before attacking. Do not rely on healing if the enemy will survive.
  2. Use Nano to weaken armored or high-HP enemies so Leap or Unstable can finish them.
  3. Check the area around Leap and Unstable's recoil destination to avoid collisions with buildings.
  4. On turns when you cannot kill, use other pushes or repairs rather than repeatedly forcing self-damaging attacks.
MechsStarting equipment rolePosition and action check
Leap MechAttacks around its landing tile and damages itselfCheck buildings and allies around the landing area.
Unstable MechStrong direct shot, recoil movement and self-damageCheck behind your mech as well as the target in front.
Nano MechApplies A.C.I.D. and pushes; carries healing equipmentWeaken 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.
Back to contents ↑

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.

  1. Find a target Exchange can move adjacent to. If needed, first use Bombling to prepare a bomb for swapping.
  2. When placing an ally or bomb in front of Pierce, check the push on the first target.
  3. Find swaps that redirect two threats at once. Swapping a ground unit into water also requires the other unit to be positioned there.
  4. Check how long bombs remain. Do not plan on the same anchor still existing next turn.
MechsStarting equipment rolePosition and action check
Pierce MechAP Cannon: pushes the first target and attacks behind itCheck both whether the first target can move and what is beyond it.
Bombling MechBomb Dispenser: places controllable bombsUse them to block fire or spawns and as swap anchors, as well as for explosions.
Exchange MechForce Swap: swaps an adjacent target with another targetIt 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.
Back to contents ↑

Arachnophiles [AE] | Turn kills into extra actions

Creates controllable small units from targets killed by Arachnoid Injector. Preparing a kill for generation is important.

  1. Check whether Injector can kill an enemy. If not, remove only the missing HP with Bulk or a collision.
  2. Use the generated Arachnoid to push a remaining threat to a building.
  3. If there is no immediate threat, saving the extra unit for next turn's defense is also an option.
  4. When gathering enemies with Area Shift, check for building collisions and escape routes for other allies.
MechsStarting equipment rolePosition and action check
Bulk MechRicochet Rocket: creates another sideways shot from the impactCheck the second firing line and push destination.
Arachnoid MechArachnoid Injector: generates an Arachnoid on a killReduce the enemy's HP with another attack before firing.
Slide MechArea Shift: moves surrounding units togetherAll 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.
Back to contents ↑

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.

  1. Check whether Control can move an enemy into friendly fire, a spawn point or dangerous terrain.
  2. Distinguish threats Smog should stop from those Thruster should attack while moving.
  3. 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.
  4. Check the order when applying smoke and fire to the same enemy. Placing smoke afterward can extinguish the fire.
MechsStarting equipment rolePosition and action check
Thruster MechReverse Thrusters: attack with movement, smoke and self-damageCheck for a safe landing tile after the attack.
Smog MechSmoldering Shells: damage and fire, with smoke around the impactAlso creates smoke allies can use to heal.
Control MechControl Shot: moves its targetMove 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.
Back to contents ↑

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.

  1. Distinguish mechs that need Boost from those whose normal damage already solves the threat.
  2. Use Napalm's fire to boost the required mech first, then attack.
  3. Move Quick-Fire where both firing lines are safe.
  4. Also consider retaining Boost without spending it, setting up next turn's attack.
MechsStarting equipment rolePosition and action check
Dispersal MechArea attack and sideways pushesCheck several enemies and buildings at once.
Quick-Fire MechQuick-Fire Rockets: attacks in two directionsCheck the other firing line even when aiming along only one.
Napalm MechCreates a line of fire and pushes the target at its tipChoose 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.
Back to contents ↑

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.

  1. Find an enemy Drill can kill and weaken it first if needed.
  2. Hit terrain cracked by the KO to create a chasm.
  3. Use Pitcher or Triptych to drop ground enemies into chasms. The same method cannot handle flying enemies.
  4. After a chasm forms, check that your own mechs still have a route to move, leaving a way to defend buildings next turn.
MechsStarting equipment rolePosition and action check
Pitcher MechHydraulic Lifter: throws a target and damages it on landingCheck the landing destination and uses for water, chasms or cracked terrain.
Triptych MechTri-Rocket: attacks and pushes three tilesConsider the combination of cracked tiles to break and push destinations.
Drill MechSeismic Capacitor: damage, attack reversal and cracks around a KOChoose 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.
Back to contents ↑

Random, Custom and Secret squads

CompositionHow to use itCaution
RandomPlay with three randomly selected unlocked mechsTheir effective push directions, firing lines and healing tools may differ from a fixed squad's.
CustomCombine unlocked mechs yourselfCheck whether the three tools cover each other's gaps. Dedicated achievements have separate conditions.
Secret SquadA composition unlike fixed squads with ordinary pilotsCurrent coin requirements for unlocking it and complete equipment costs are withheld. Do not apply the old requirement of all 55 achievements directly to AE.
Back to contents ↑
🔥Popular guides
  1. 1Brotato Character Tier Comparison: First Clear and Danger 5 Picks
  2. 2Dungeon Clawler Builds: 4 Early Choices and 6 Character Builds
  3. 3Brotato Build Guide: Weapons, Upgrades and Pitfalls for 8 Characters
  4. 4Everything is Crab Walkthrough — Early Decisions to Higher Pressure
  5. 5Mouthwashing Walkthrough and Collectibles Guide

Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).