INTO THE BREACH · PC / ADVANCED EDITION

Choosing weapons, Reactor Cores and upgrades

Covers starting damage and upgrade costs for Rift Walkers and Cataclysm, equipment classes, Buildings Immune, KO effects and uses. Explains what to check before buying and how to read Test Mech, including push destinations.

Scope: PC Advanced Edition (additional content ON; mechanics based on the official 1.2.88 update announcement) / Content checked: October 2, 2026

Checks before buying new equipment

  1. List specific targets your current three mechs cannot reach. Separate gaps such as distant enemies, adjacent enemies, enemies beside buildings or immovable enemies.
  2. Check equipment class and required power. Off-class equipment may need extra power.
  3. Look beyond damage to push direction, range, protection for allies and buildings, and uses. Consider whether you can save a limited-use weapon until the turn that needs it.
  4. Use Test Mech to check impact tiles, piercing paths, recoil, self-damage and push destinations. Decide the user and core allocation before leaving the shop.
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Rift Walkers: starting equipment values and upgrade costs

EquipmentStarting valueUpgradeRequired cores
Titan Fist2 damage; pushes the targetDash2
Titan FistSame as above+2 Damage3
Taurus Cannon1 damage; direct shot and push+1 Damage (first slot)2
Taurus CannonSame as above+1 Damage (second slot)Withheld because sources give different costs
Artemis Artillery1 damage at impact; pushes adjacent tilesBuildings Immune1
Artemis ArtillerySame as above+2 Damage3
  • Upgrade slots do not have to be used in sequence. You can allocate the required power to the slot you want first. You do not have to pay 2 cores for Dash before proceeding to +2 Damage.
  • The referenced in-game screen and another source disagree on the cost of Taurus Cannon's second slot. Check the equipment screen in your own PC version.
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Rift Walkers: examples of what upgrades change

SituationNormal actionChoice after upgrading
Unarmored 3-HP enemy with a collision target behind itCombine Titan Fist's 2 damage with a normal 1-damage collisionAnother mech can handle a different threat. Avoid this if the collision target is a building.
Unarmored 2-HP enemy with empty ground behind itTaurus's 1 damage alone cannot kill itWith +1 Damage active, it can kill directly. Also check required power and enemy support effects.
You want to aim at a building to push an adjacent enemyArtemis's impact damages the buildingWith Buildings Immune active, the building can be the impact tile.
You want to fire artillery beside an escort targetRead the preview, including the target's HPDo not assume Buildings Immune alone protects ordinary units.
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Cataclysm [AE]: terrain-creating equipment and costs

EquipmentStarting valueUpgradeRequired cores
Hydraulic Lifter1 damage; throws an adjacent target+2 Range1
Hydraulic LifterSame as above+2 DamageWithheld because sources give different costs
Tri-Rocket1 damage; attacks and pushes three tiles+1 Damage3
Tri-RocketSame as aboveBuildings Immune1
Seismic Capacitor1 damage, attack reversal and cracks around a KO+1 Damage (first slot)1
Seismic CapacitorSame as above+1 Damage (second slot)3
  • For KO-based terrain creation, check whether Capacitor's own attack removes the last HP, rather than only total damage. Pushing a flying enemy over a chasm does not kill it.
  • No fixed damage-upgrade cost is provided for Hydraulic Lifter because the referenced in-game screen and another source disagree.
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Choose secondary equipment by weapon effect

Tool neededEffect to checkWeak situation
Reach a distant positionArtillery, long range or remote pushingSome equipment cannot target adjacent units.
Move an enemy beside a buildingPulling, reversal or swappingFixed or immovable targets require another solution.
Stop several attacksWide pushes, smoke or freezingCheck whether allies or mission objectives are also affected.
Kill a high-HP enemyDamage, A.C.I.D. or friendly-fire supportEven enough damage leaves a defensive task unresolved if you cannot reach another enemy with an attack preview.
Absorb an attack you cannot preventShield or other defenseThe enemy remains, so prepare a solution for the next turn.
Extra effects on a KO [AE]Arachnoid generation, cracks and similar effectsNo KO effect occurs if that attack cannot kill the target.
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Reassess Reactor Core allocation

  1. Secure power for the weapons you need first. Some pilots' unique abilities also require power.
  2. Check whether a damage upgrade lets one mech kill more enemies. Compare it with current enemy HP, including A.C.I.D. and collisions.
  3. If building protection, range or movement lets you reach new tiles, consider that upgrade too.
  4. Between islands or before deployment, switch unnecessary upgrades OFF to free power for another use within the same mech. Recalculate HP for self-damaging weapons too.
  • This page is not an encyclopedia of every weapon. See the squad page for the starting roles of 39 mechs. A complete damage and cost list for other weapons awaits cross-checking and is planned for later.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).