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
List specific targets your current three mechs cannot reach. Separate gaps such as distant enemies, adjacent enemies, enemies beside buildings or immovable enemies.
Check equipment class and required power. Off-class equipment may need extra power.
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.
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.
Rift Walkers: starting equipment values and upgrade costs
Equipment
Starting value
Upgrade
Required cores
Titan Fist
2 damage; pushes the target
Dash
2
Titan Fist
Same as above
+2 Damage
3
Taurus Cannon
1 damage; direct shot and push
+1 Damage (first slot)
2
Taurus Cannon
Same as above
+1 Damage (second slot)
Withheld because sources give different costs
Artemis Artillery
1 damage at impact; pushes adjacent tiles
Buildings Immune
1
Artemis Artillery
Same as above
+2 Damage
3
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.
Cataclysm [AE]: terrain-creating equipment and costs
Equipment
Starting value
Upgrade
Required cores
Hydraulic Lifter
1 damage; throws an adjacent target
+2 Range
1
Hydraulic Lifter
Same as above
+2 Damage
Withheld because sources give different costs
Tri-Rocket
1 damage; attacks and pushes three tiles
+1 Damage
3
Tri-Rocket
Same as above
Buildings Immune
1
Seismic Capacitor
1 damage, attack reversal and cracks around a KO
+1 Damage (first slot)
1
Seismic Capacitor
Same 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.
Secure power for the weapons you need first. Some pilots' unique abilities also require power.
Check whether a damage upgrade lets one mech kill more enemies. Compare it with current enemy HP, including A.C.I.D. and collisions.
If building protection, range or movement lets you reach new tiles, consider that upgrade too.
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.