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2 | Rank Tiers | Tiles and Effect | Grade | Importance of Temp Buff | ||||||||||||||
3 | S+ Auto Include Tiles (Changes the Game) | SCHOOL OF CUTS [5] β5% Crit Chance β10% Crit Damage | POWERED WEAPONS [5] β6 Melee Damage | DIMENSION SHIFT [10] -20% Shard Collect cooldown β6 Speed | FRESHMAN [10] β1 Max Elements 25% Vision Radius | LIGHTSPEED [20] -25% Melee Att cooldown -25% Ranged Att cooldown β1 Action per Turn | HASTE III [10] β5 Speed -20% Melee Att cooldown | AEGIS [10] β5 Armor | SHADOW OF THE MOON [10] β7% Crit Chance β5% Evasion | S+ Utile in All Phases or Premium Effect | SPACE | FORCE | ||||||
4 | S Cream of the Crop (Impacts the Game Heavily) | MUSE [5] β1 Impulse per turn | HASTE II [10] β5 Speed β5% Evasion | MOMENT [10] -20% Shard Collect cooldown β2 Actions this Phase | BREATH I [5] Regen 0.5 HP/s | WARDEN [20] β6 Armor β3 Melee Damage | REVELATION [20] β2 Impulse per turn 20% Ranged Att range | BEDLAM [10] β5% Crit Chance β5% Evasion | S Direct Advantage | SHIELD | HONOR | |||||||
5 | A High Quality Tiles (Great Value for Cost) | HASTE I [5] β5 Speed | GUARDIAN [10] β2 Armor β2 Melee Damage | SHADOW OF THE BAT [10] -20% Shard Collect cooldown β5% Evasion | ANARCHY [5] β5% Crit Chance | MADHOUSE [10] β7% Crit Chance | SENIOR [20] β2 Max Elements | INCINERATE [20] β7 Damage | HUNTER [20] β7 Damage | A Big Numbers Enhances Battle LMNTs | CHAOS | |||||||
6 | B Well Rounded Tiles (Foundation for a Great Agent) | ACCELERATE [20] β1 Action per Turn β1 Action this Phase | PANDEMONIUM [20] β7% Crit Chance β7% Evasion | BREATH III [10] Regen 0.5 HP/s β30 HP | UPGRADE AMMO [5] β4 Ranged Damage | Pulsar [10] β1 Impulse Per Turn -10% Shard Cooldown | JUNIOR [20] Draw 5 Elements 7% Crit chance | SHADOW OF DARKNESS [5] β5% Evasion | WHIRLWIND [10] β3 Melee Damage β15% Melee range | B Not Singularly Overpowered Smooths 'Draws' | BRAIN | |||||||
7 | C Decent Tiles (Lacklustre in Comparison) | HASTE IV [20] β5 Speed -20% Ranged Att cooldown | BREATH II [10] Regen 0.5 HP/s β15 HP | ORDER ARMOR [5] β2 Armor | STEEL TORNADO [20[ β5 Melee Damage β15% Melee range | BREATH IV [20] Regen 0.5 HP/s β45 HP | SHADOW OF THE DARK ONE [20] β4 Ranged Damage β5% Evasion | FLAME TONGUE [10] β2 Ranged Damage β20% Ranged Att range | C Indirect Advantage | DARK | ||||||||
8 | D Better Options (Usually Better Alternatives) | SOPHOMORE [10] Draw 3 Element 50% Vision 20% Ranged Att range | BEEF UP [10] β2 Armor β 25 Max HP β 25 HP | BLISTER [5] β2 Ranged Damage | SCORCH [10] β3 Ranged Damage | SHARDER MK II [10] β20% Shard Collection range -10% Shard Cooldown | Why is my favourite tile rated so low? Why is School of Cuts at the forefront? You questions are answered in my Analysis of Tiles segment. Navigate to 'Analysis of Tiles' above! | D Limited Standalone Value | TIME | |||||||||
9 | F Situational Tiles (Lacks Impact) | UPGRADE SCOPE [5] β15% Ranged Att Range | SHARDER MK I [5] β20% Shard Collection range | NANOMEDS [5] β25 Max HP β25 HP | ROOM TO GROW [20] β50 Max HP β50 HP | BEEF [10] β20 Max HP β20 HP | F Desperation or Throwaway Buff | LIFE | ||||||||||
10 | For any data nerds who want to see how we come to these conclusions on rankings... Check out the 'Raw Data' sheet above! | Overall scoring of elements gracially graded by the Wunderwizard Proton. If you wish to know how these boosts were graded and more on elements... Select 'Element Scorecard' at the top of this sheet! | ||||||||||||||||
11 | Colour Key: | Brain | Force | Shield | *All rankings are the subjective opinions of Wheeto and Proton so shouldn't be taken as absolute. | |||||||||||||
12 | Chaos | Honor | Space | *Tile rankings were calculated with 3 primary factors in mind. Impact, Cost and Synergy. | ||||||||||||||
13 | Dark | Life | Time | *As Chaos Agents updates and meta shifts so will the relatiive value of tiles and we will attempt to update as the game progresses. |
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2 | Analysis of Tiles in S+, S, D and F | ||||
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4 | S+ Auto Include Tiles (Changes the Game) | S Cream of the Crop (Impacts the Game Heavily) | |||
5 | SCHOOL OF CUTS [5] β5% Crit Chance β10% Crit Damage | Top of the top... for the time being. The insane amount of value SoC offers for 5 pips is wild. I feel this tile wouldn't be out of place costing 10, maybe even 20 as a Chaos Tile. On its own this is a great tile, but the synergy rises off the charts when combined with Chaos. Crit damage is completely unique too so if you want to push your crits to over 100, this tile is paramount. | MUSE [5] β1 Impulse per turn | Having muse as the only 5 cost brain tile means it'll only ever show in slot 1. Often gained within the first couple rounds, it can gain a player upwards of 6 extra actions. In a longer game, 1 extra action every four turns, will always aid in ramping and occasional KOs. | |
6 | POWERED WEAPONS [5] β6 Melee Damage | Awesome value for 5 pips. +6 melee damage every round makes agents so much more lethal. Regardless of cost, +6 melee damage in a vacuum is better than every other sub 20 cost tile in honor. | HASTE II [10] β5 Speed β5% Evasion | The addition of 5% evasion on top of the usual +5 speed puts this ahead of other Space tiles. Evasion is universally helpful, whatever you're gameplan, offense or defence. | |
7 | DIMENSION SHIFT [10] -20% Shard Collect cooldown β6 Speed | The best early Time tile. +6 speed is tremendous for offense when chasing KOs, defense when recovering and sharding. Versatility this tile offers for a mere 10 pips makes it a no brainer (Pun intended) for any build. | MOMENT [10] -20% Shard Collect cooldown β2 Actions this Phase | A great opportunity to 'pop off' with the two extra actions into a burst of temp buffs. Can lead to unexpected moments where one can gain some KOs or escape a risky situation. Personally this is my favourite tile as it allows for some very creative moments. | |
8 | FRESHMAN [10] β1 Max Elements 25% Vision Radius | Freshman in slot 1 or 2 is perhaps the best way to ramp and outlevel your opposition. Almost always a must have when running brain unless you've got another method of ramping. The vision radius is mildly helpful when being hyper aggressive early game or keeping a wide berth. | BREATH I [5] Regen 0.5 HP/s | The first breath... hopefully. Costing only 5 pips allows for one to get much quicker into the action and play slightly riskier. Whenever you see Breath I in your Life element its a breath of fresh air. (Sorry, not sorry) | |
9 | LIGHTSPEED [20] -25% Melee Att cooldown -25% Ranged Att cooldown β1 Action per Turn | Best lategame tile in the game. A 25% increase in attacking output and an extra action is phenomenal. A great tile to aim for when playing a scrappy long game and will usually turn the tides when eventually attained. | WARDEN [20] β6 Armor β3 Melee Damage | Largest armor increase of all the tiles, along with a sprinkling of spicy melee damage. If your Shield element consists of Warden and Aegis, you'll be extremely hard to KO until late game. Brawlers who only care for KOs love this, as its the ultimate offensive and defensive buff. | |
10 | HASTE III [10] β5 Speed -20% Melee Att cooldown | Haste III provides 20% increased melee output which has the most impact on the game generally. At the moment, Space only consists of the 4 Haste tiles, sometimes in slightly different orders. Each Haste tile has its own benefits and synergises well with different builds though. | REVELATION [20] β2 Impulse per turn 20% Ranged Att range | I like to think this runs parallel to Lightspeed in being one of the greatest late game tiles. An extra action every 2 rounds is so impactful when you are utilising temporary buffs. Revelation also works so well with any other tile that provides impulse, so Muse and Pulsar. Having all four will provide you with an extra action each round. | |
11 | AEGIS [10] β5 Armor | 10 Pips for +5 armor permanently, sign me up. Aegis has the best long term payoff and damage mitigation early to mid game, especially when found in slot 2. | BEDLAM [10] β5% Crit Chance β5% Evasion | All of the tiles in Chaos are pretty well rounded, all being pretty impactful. However Bedlam rises just above the rest due to its cheap 10 pip cost and facilitating Defence and Offense. | |
12 | SHADOW OF THE MOON [10] β7% Crit Chance β5% Evasion | Synergy galore at a cheap cost. Tiles in Dark have tremendous synergy but none to this extent at just 10 pips, making this the best for its value. Comparable tile to Pandemonium which offers +7% Crit and +7% Evasion at double the cost. | |||
13 | |||||
14 | D Better Options (Usually Better Alternatives) | F Situational Tiles (Lacks Impact) | |||
15 | SOPHOMORE [10] Draw 3 Element 50% Vision 20% Ranged Att range | When compared to every other Brain tile, Sophomore doesn't hold a candle. Although not particularlly expensive, it is too situational. Vision and Att range do not have enough impact. It is not useless but it is tough competition in the Brain element, especially when comparing to Freshman. | UPGRADE SCOPE [5] β15% Ranged Att Range | Lacks scope ironically enough. Ranged Attack Range is something very few agent look for. Although it only costs 5 pips, it takes away from every other Dark tile which are objectively better. | |
16 | BEEF UP [10] β2 Armor β 25 Max HP β 25 HP | Similar to Sophomore, the Shield element is full of top tier tiles. Beef Up falls to the bottom but is not inherently bad. +2 Armor and a HP buff is definitely useful. In comparison, Aegis gives +5 Armor and Guardian adds +2 Melee damage along with +2 Armor aswell. The other options in shield are just better alternatives. | SHARDER MK I [5] β20% Shard Collection range | Very similar to MK II, shard collection range is too niche and takes away from better tiles. | |
17 | BLISTER [5] β2 Ranged Damage | Blister and Scorch i shall talk about together since they both suffer from the lack of heat Force can offer. Force only consists of 5 tiles but 2 of them, School of Cuts and Incinerate burn much hotter. The puny +2 and +3 ranged damaged respectively do not come close to the impact of SoC and Incinerate. When looking into an agent with Force, 1 of these two will be there, but you should be hopeful both aren't. To simplify, having School of Cuts and Incinerate makes for a great tile layout in Force. | NANOMEDS [5] β25 Max HP β25 HP | Picking Shield and not gaining any Shield in one of the tiles seems... wrong, right? Nanomeds only costs 5 pips, so often comes in slot 1, which is abit of a saving grace. The rest of the tiles may often make up for the lacklustre impact of Nanomeds. | |
18 | SCORCH [10] β3 Ranged Damage | ROOM TO GROW [20] β50 Max HP β50 HP | Being only 5 options for tiles in life, means this will likely take up the final slot for alot of agents. For its 20 pip cost, you'd expect alot more, especially considering Breath IV gives +45 HP and extra regen. | ||
19 | SHARDER MK II [10] β20% Shard Collection range -10% Shard Cooldown | The only saving grace MK II has is the -10% shard cooldown. Shard collection range is very much situational and speed later into the game makes it even less so. It also takes a tile slot away from other top end tiles like Dimension Shift and Moment. | BEEF [10] β20 Max HP β20 HP | In all likeliness most builds will have Beef, being 1 of the 5 honor tiles unfortunately. Taking away from much better tiles and not adding much to the game gives Beef the bottom spot. It's not just that it adds nothing to what Honor wants in tiles (Damage)... it's that 20 HP feels so miniscule. |
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3 | Ideal Builds A guide to your playstyle | To preface this section I'd like to emphasize that these builds are just what I (Wheeto) have seen the most success with in my lengthy playtime. Many other builds have seen success and I would argue any build can see success in the right hands. Take these builds as simple guides. | ||||||
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6 | Pure Tanks "The radiation's mostly Gamma." | Pure tanks must be able to consistantly take damage and have some method of recovery and damage mitigation. Most Pure tank builds try for the Survivalist or/and Shardmaster win conditions, so it is extremely common for these builds to have very quick ramp (Brain or Time). Damage mitigation is a primary attribute for these builds so Shield, Dark and Chaos are all important elements. Late game, these builds must withstand massive damage from brawlers and get away or recover quickly, which is why extra actions granted from Time or Brain are important. | ||||||
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8 | 3 most important elements: | |||||||
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10 | Shield | |||||||
11 | Dark | |||||||
12 | Brain | |||||||
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14 | 5 most important tiles: | |||||||
15 | ||||||||
16 | Shield - Aegis | |||||||
17 | Shield - Warden | |||||||
18 | Dark - Shadow of the Dark Moon | |||||||
19 | Dark - Shadow of the Bat | |||||||
20 | Brain - Freshman | |||||||
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33 | Brawling Tanks "The first rule of Fight Club is:" | Able to dictate the field of play by dealing and taking massive damage whilst overpowering other agents and chasing sharders. Most brawlers opt for both Force and Honor to maximise damage output, however, Honor is likely preferable if you plan to get up close and personal with other agents. Brain is preferable as it allows for your builds to get into the fight much quicker and you should have little interest in gathering shards. One can choose Space for speed to chase down weak agents or Chaos to potentially take them down with massive critical damage. | ||||||
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35 | 3 most important elements: | |||||||
36 | ||||||||
37 | Honor | |||||||
38 | Shield | |||||||
39 | Brain | |||||||
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41 | 5 most important tiles: | |||||||
42 | ||||||||
43 | Honor - Powered Weapon | |||||||
44 | Honor - Hunter | |||||||
45 | Shield - Warden | |||||||
46 | Shield - Guardian | |||||||
47 | Brain - Freshman | |||||||
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59 | Dice Roll' Brawler "Float like a butterfly, sting like a bee." | Explosive in nature, these builds rely on taking opposition by surprise and dealing massive critical damage in a short span of time for KOs. Critical and evasion chance are the main attributes one should focus on, which various tiles from different Elements supply. Chaos, Dark and to a lesser extent Force (Due to School of Cuts) are all staples, with speed allowing for quick attacks or retreats. These builds have a tendancy to fall off in terms of damage output late game when against other brawlers, so one must pick their moment in the early/mid game to get KOs. | ||||||
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61 | 3 most important elements: | |||||||
62 | ||||||||
63 | Chaos | |||||||
64 | Dark | |||||||
65 | Space | |||||||
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67 | 5 most important tiles: | |||||||
68 | ||||||||
69 | Force - School of Cuts | |||||||
70 | Chaos - Bedlam | |||||||
71 | Chaos - Madhouse | |||||||
72 | Dark - Shadow of the Dark Moon | |||||||
73 | Space - Haste II | |||||||
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84 | All Rounder "Good! Adaptation. Improvisation." | Able to switch up the game plan in an instant and one must dictact their own playstyle depending on which other agents you are competing with. Looking for tiles with shard reduction cooldown and other buffs are arguably the most important. like 'Dimension Shift', 'Shadow of the Bat' and 'Pulsar'. Time is pretty much a must. You could argue the majority of agents fall into this category (which i would not disagree with), so asides from Time the rest of the build could include almost any Element. Pilots of these agents must remain attentive during games to observe which win conditions are likely out of reach and which are attainable. | ||||||
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86 | 3 most important elements: | |||||||
87 | ||||||||
88 | Time | |||||||
89 | Space | |||||||
90 | Life | |||||||
91 | ||||||||
92 | 5 most important tiles: | |||||||
93 | ||||||||
94 | Time - Lightspeed | |||||||
95 | Time - Dimension Shift | |||||||
96 | Space - Haste III | |||||||
97 | Life - Breath I | |||||||
98 | Shadow of the Bat | |||||||
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109 | Sharders "It's how hard you can get hit and keep moving forward." | Damage mitigation, shard reduction cooldown and recovery are the most important attributes to strive for when choosing an agent for purely sharding. It goes without saying that Time is paramount as it allows for most of the shard reduction tiles to be accessible, closely followed by the various forms of damage mitigation. Being left alone whilst sharding to try build a shard advantage is ideal, but that is often not the case so speed and life are important to escape and recover quickly to get back to work. Shield, Dark, Space are all forms of damage mitigation which one must looks out for to ensure you aren't suddenly bombarded by multiple hits and KO'ed. | ||||||
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111 | 3 most important elements: | |||||||
112 | ||||||||
113 | Time | |||||||
114 | Dark | |||||||
115 | Space | |||||||
116 | ||||||||
117 | 5 most important tiles: | |||||||
118 | ||||||||
119 | Time - Dimension Shift | |||||||
120 | Time - Moment | |||||||
121 | Dark - Shadow of the Bat | |||||||
122 | Time - Pulsar | |||||||
123 | Space - Haste II | |||||||
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1 | ELEMENT | deploy effect | deploy effect rating | general importance | skill tree value | combo potential | recovery/elasticity | putaway/lethality | endurance/resilience | composite | overall | |
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2 | (1 = weak, 5= strong) | (1 = weak, 5= strong) | (1 = weak, 5= strong) | (1 = linear, 5= flexible) | (1 = slow, 5= quick) | (1 = weak, 5= strong) | (1 = weak, 5= strong) | score | grade | |||
3 | SPACE | β4 Speed (Temp) | 5 | 4 | 5 | 4 | 4 | 5 | 5 | 4.57 | S+ | |
4 | The most versatile Element: enchances all 3 phases (Hunting, Escaping, Vacuuming). Early access to higher Speed is criminally advantageous. Diminished returns lategame as map shrinks and competitors level. I am Speed! | |||||||||||
5 | DARK | β4% Evasion (Temp) | 3 | 4 | 4 | 4 | 3 | 2 | 5 | 3.57 | S | |
6 | Avoiding damage intake altogether is next-level mitigation. Synergizes with seemingly every archetype. Least cost-inhibitve Element. Dodge, Duck, Dip, Dive, & Dodge! | |||||||||||
7 | BRAIN | Draw 1 Element | 3 | 3 | 5 | 5 | 5 | 1 | 2 | 3.43 | A+ | |
8 | The engine of the Primary Resource Machine: pips. Volume reigns, scale-up transforms ripples into tsunamis and the deploy effect inherently (albeit uncontrollably) advances strategy. Brain begets Brain! | |||||||||||
9 | LIFE | β12 HP | 1 | 5 | 2 | 3 | 4 | 2 | 5 | 3.14 | A | |
10 | If your HP is depleted, you are Knocked Out, so staying alive holds top priority. Accelerating recovery speed/Shortening recovery time provides greater operative freedom. The third and most-underrated resource. Life, uh, finds a way! | |||||||||||
11 | CHAOS | β5% Crit Chance (Temp) | 4 | 3 | 4 | 1 | 3 | 5 | 1 | 3.00 | B | |
12 | The Great Equalizer. Crits swing the momentum of battle; Crits strung together can wipe the battlefield. Chunk damage makes scoring KOs significantly less attritive. Bringer of destruction and doom! | |||||||||||
13 | TIME | Gain 2 Impulse | 2 | 1 | 5 | 4 | 4 | 2 | 3 | 3.00 | B | |
14 | Impulse drives the Secondary Resource Machine. Again capitalizing on volume but this time through extra Actions. Minimizes 'wasteful' deploys. Helps with catching up or pulling ahead. Time may change me, but I can't change time! | |||||||||||
15 | SHIELD | β3 Armor (Temp) | 4 | 2 | 3 | 3 | 1 | 2 | 5 | 2.86 | C | |
16 | Protection is never undesired. Incremental gains through damage mitigation/prevention. Allows Sharders more opportunity to Collect, Brawlers more opportunity to Brawl, and Survivores more opportunity to Survive. 'Tis but a scratch! | |||||||||||
17 | HONOR | β6 Melee (Temp) | 4 | 2 | 3 | 2 | 2 | 5 | 2 | 2.86 | C | |
18 | The heavier mode of damage output: close combat. Brutally effective lategame. Alternative method to separate from traditional Sharders, swatting them away while you Collect. Come here, I just wanna talk! | |||||||||||
19 | FORCE | β4 Damage (Temp) | 5 | 2 | 1 | 2 | 2 | 5 | 2 | 2.71 | D | |
20 | The more common and consistent mode of damage output: distance attacks. Excels in keeping opponents On Survive. Facilitates sniping. Generally effective through each stage of a match. Strike first, strike hard, no mercy! |
1 | BRAIN | CHAOS | DARK | FORCE | HONOR | LIFE | SHIELD | SPACE | TIME | ||||||||
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2 | Draw 1 Element | β5% Crit Chance (Temp) | β4% Evasion (Temp) | β4 Damage (Temp) | β6 Melee (Temp) | β12 HP | β3 Armor (Temp) | β4 Speed (Temp) | Gain 2 Impulse | ||||||||
3 | |||||||||||||||||
4 | MUSE | ANARCHY | SHADOW OF DARKNESS | BLISTER | POWERED WEAPONS | BREATH I | ORDER ARMOR | HASTE I | SHARDER MK I | ||||||||
5 | [5] | [5] | [5] | [5] | [5] | [5] | [5] | [5] | [5] | ||||||||
6 | β1 Impulse per turn | β5% Crit Chance | β5% Evasion | β2 Ranged Damage | β6 Melee Damage | Regen 0.5 HP/s | β2 Armor | β5 Speed | β20% Shard Collection range | ||||||||
7 | |||||||||||||||||
8 | FRESHMAN | UPGRADE AMMO | UPGRADE SCOPE | SCHOOL OF CUTS | BEEF | BREATH II | NANOMEDS | HASTE II | SHARDER MK II | ||||||||
9 | [10] | [5] | [5] | [5] | [10] | [10] | [5] | [10] | [10] | ||||||||
10 | β1 Max Elements | β4 Ranged Damage | β15% Ranged Att Range | β5% Crit Chance | β20 Max HP | Regen 0.5 HP/s | β25 Max HP | β5 Speed | β20% Shard Collection range | ||||||||
11 | 25% Vision Radius | β10% Crit Damage | β20 HP | β15 HP | β25 HP | β5% Evasion | -10% Shard Cooldown | ||||||||||
12 | BEDLAM | SHADOW OF THE DARK MOON | |||||||||||||||
13 | SOPHOMORE | [10] | [10] | FLAME TONGUE | WHIRLWIND | BREATH III | GUARDIAN | HASTE III | DIMENSION SHIFT | ||||||||
14 | [10] | β5% Crit Chance | β7% Crit Chance | [10] | [10] | [10] | [10] | [10] | [10] | ||||||||
15 | Draw 3 Element | β5% Evasion | β5% Evasion | β2 Ranged Damage | β3 Melee Damage | Regen 0.5 HP/s | β2 Armor | β5 Speed | -20% Shard Collect cooldown | ||||||||
16 | 50% Vision | β20% Ranged Att range | β15% Melee range | β30 HP | β2 Melee Damage | -20% Melee Att cooldown | β6 Speed | ||||||||||
17 | 20% Ranged Att range | MADHOUSE | SHADOW OF THE BAT | ||||||||||||||
18 | [10] | [10] | SCORCH | STEEL TORNADO | BREATH IV | AEGIS | HASTE IV | MOMENT | |||||||||
19 | JUNIOR | β7% Crit Chance | -20% Shard Collect cooldown | [10] | [20[ | [20] | [10] | [20] | [10] | ||||||||
20 | [20] | β5% Evasion | β3 Ranged Damage | β5 Melee Damage | Regen 0.5 HP/s | β5 Armor | β5 Speed | -20% Shard Collect cooldown | |||||||||
21 | Draw 5 Elements | PANDEMONIUM | β15% Melee range | β45 HP | -20% Ranged Att cooldown | β2 Actions this Phase | |||||||||||
22 | 7% Crit chance | [20] | SHADOW OF THE DARK ONE | INCINERATE | BEEF UP | ||||||||||||
23 | β7% Crit Chance | [20] | [20] | HUNTER | ROOM TO GROW | [10] | PULSAR | ||||||||||
24 | SENIOR | β7% Evasion | β4 Ranged Damage | β7 Damage | [20] | [20] | β2 Armor | [10] | |||||||||
25 | [20] | β5% Evasion | β7 Damage | β50 Max HP | β 25 Max HP | β1 Impulse Per Turn | |||||||||||
26 | β2 Max Elements | β50 HP | β 25 HP | -10% Shard Cooldown | |||||||||||||
27 | |||||||||||||||||
28 | REVELATION | WARDEN | ACCELERATE | ||||||||||||||
29 | [20] | [20] | [20] | ||||||||||||||
30 | β2 Impulse per turn | β6 Armor | β1 Action per Turn | ||||||||||||||
31 | 20% Ranged Att range | β3 Melee Damage | β1 Action this Phase | ||||||||||||||
32 | |||||||||||||||||
33 | LIGHTSPEED | ||||||||||||||||
34 | [20] | ||||||||||||||||
35 | -25% Melee Att cooldown | ||||||||||||||||
36 | -25% Ranged Att cooldown | ||||||||||||||||
37 | β1 Action per Turn |
1 | Element Tile | Wheeto (Value of Effect) 1-10 | Proton (Value of Effect) 1-10 | Cost of Tile (5=1, 10=2, 20=4) | Wheeto (Synergy 1-4) | Proton (Synergy 1-4) | Subjective Bonus/Penalty (-3 to 3) | Overall Value | Rank (1-10) | Grade | Column 1 |
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2 | SCHOOL OF CUTS | 6 | 8 | 1 | 3.5 | 3.75 | 0 | 25.375 | 9 | S+ | x |
3 | POWERED WEAPONS | 7 | 8 | 1 | 3 | 3.5 | 0 | 24.375 | 7 | S+ | x |
4 | DIMENSION SHIFT | 10 | 8 | 2 | 4 | 3 | 5 | 20.75 | 6 | S+ | x |
5 | FRESHMAN | 6 | 6 | 2 | 4 | 4 | 5 | 17 | 5 | S+ | x |
6 | LIGHTSPEED | 10 | 10 | 4 | 4 | 4 | 5 | 15 | 5 | S+ | x |
7 | FORCE | 7 | 8 | 2 | 4 | 4 | 0 | 15 | 5 | *S+ | x |
8 | HASTE III | 9 | 9 | 2 | 3.5 | 3.5 | -1 | 14.75 | 5 | S+ | x |
9 | AEGIS | 8.5 | 7 | 2 | 3 | 3 | 3 | 14.625 | 5 | S+ | x |
10 | SHADOW OF THE DARK MOON | 9 | 7.5 | 2 | 4 | 3 | 0 | 14.4375 | 5 | S+ | x |
11 | MUSE | 5 | 4 | 1 | 3.5 | 3.25 | -1 | 14.1875 | 5 | S | x |
12 | HASTE II | 8 | 8 | 2 | 4 | 4 | -2 | 14 | 5 | S | x |
13 | MOMENT | 8 | 8 | 2 | 4 | 3 | 0 | 14 | 5 | S | x |
14 | BREATH I | 5 | 3 | 1 | 3 | 4 | 0 | 14 | 5 | S | x |
15 | WARDEN | 10 | 9.5 | 4 | 4 | 4 | 4 | 13.75 | 5 | S | x |
16 | REVELATION | 10 | 8 | 4 | 4 | 3.75 | 5 | 13.71875 | 5 | S | X |
17 | BEDLAM | 7.5 | 8 | 2 | 3.5 | 3.5 | 0 | 13.5625 | 5 | S | x |
18 | HASTE I | 6.5 | 7 | 1 | 2 | 2 | 0 | 13.5 | 5 | A | x |
19 | GUARDIAN | 6 | 6 | 2 | 3.5 | 4 | 2 | 13.25 | 5 | A | x |
20 | SHADOW OF THE BAT | 7.5 | 7.5 | 2 | 3.5 | 3 | 1 | 13.1875 | 5 | A | x |
21 | HONOR | 7 | 8 | 2 | 3 | 3.5 | 1 | 13.1875 | 5 | *A | x |
22 | ANARCHY | 5 | 7 | 1 | 2.5 | 3 | -4 | 12.5 | 4 | A | x |
23 | MADHOUSE | 7 | 8.5 | 2 | 3 | 3 | 0 | 11.625 | 4 | S | X |
24 | SENIOR | 8 | 7 | 4 | 3.5 | 3.5 | 5 | 11.5625 | 4 | A | |
25 | INCINERATE | 10 | 10 | 4 | 4 | 4 | 1 | 11 | 4 | A | x |
26 | HUNTER | 10 | 10 | 4 | 4 | 4 | 1 | 11 | 4 | A | x |
27 | ACCELERATE | 9.5 | 9 | 4 | 4 | 4 | 1 | 10.25 | 4 | B | x |
28 | PANDEMONIUM | 10 | 9 | 4 | 4 | 3.75 | 1 | 10.203125 | 4 | B | x |
29 | BREATH III | 6.5 | 5 | 2 | 3 | 4 | 0 | 10.0625 | 4 | B | x |
30 | UPGRADE AMMO | 6 | 2.5 | 1 | 3 | 3 | -3 | 9.75 | 4 | B | x |
31 | PULSAR | 7 | 5.5 | 2 | 3.5 | 2 | 1 | 9.59375 | 4 | B | x |
32 | JUNIOR | 7.5 | 7 | 4 | 4 | 3 | 3 | 9.34375 | 4 | B | x |
33 | SHADOW OF DARKNESS | 4.25 | 4 | 1 | 2.5 | 2 | 0 | 9.28125 | 3 | B | |
34 | WHIRLWIND | 5 | 6 | 2 | 3.25 | 3 | 0 | 8.59375 | 3 | B | x |
35 | SHIELD | 6 | 5 | 2 | 3 | 3 | 0 | 8.25 | 3 | *C | x |
36 | HASTE IV | 9 | 9 | 4 | 3.5 | 3.5 | 0 | 7.875 | 3 | C | x |
37 | BREATH II | 6 | 4 | 2 | 3 | 4 | -1 | 7.75 | 3 | C | x |
38 | ORDER ARMOR | 4 | 2.5 | 1 | 3 | 3 | -2 | 7.75 | 3 | C | x |
39 | STEEL TORNADO | 7 | 7 | 4 | 3.5 | 3 | 2 | 7.6875 | 3 | C | x |
40 | BREATH IV | 7 | 6 | 4 | 3 | 4 | 2 | 7.6875 | 3 | C | x |
41 | SHADOW OF THE DARK ONE | 8 | 6.5 | 4 | 3.5 | 2.75 | 2 | 7.6640625 | 3 | C | x |
42 | FLAME TONGUE | 5 | 4 | 2 | 3.5 | 3.25 | 0 | 7.59375 | 3 | C | x |
43 | CHAOS | 5 | 7 | 2 | 2.5 | 3 | -1 | 7.25 | 3 | *C | x |
44 | SOPHOMORE | 5 | 5 | 2 | 3.25 | 3 | -1 | 6.8125 | 3 | D | x |
45 | BEEF UP | 5 | 3.25 | 2 | 3.25 | 3.25 | 0 | 6.703125 | 3 | D | x |
46 | BLISTER | 2.5 | 2.5 | 1 | 2 | 3 | 0 | 6.25 | 2 | D | x |
47 | TIME | 3 | 3 | 2 | 4 | 4 | 0 | 6 | 2 | *D | x |
48 | SPACE | 6 | 5 | 2 | 2 | 2 | 0 | 5.5 | 2 | *D | x |
49 | SCORCH | 4 | 3.5 | 2 | 2 | 3 | 0 | 4.6875 | 2 | D | x |
50 | DARK | 4 | 3 | 2 | 3 | 2 | 0 | 4.375 | 2 | *D | x |
51 | SHARDER MK II | 4 | 4 | 2 | 2 | 1.75 | 0 | 3.75 | 2 | D | x |
52 | BRAIN | 3 | 2 | 2 | 4 | 1.5 | 0 | 3.4375 | 1 | *F | x |
53 | UPGRADE SCOPE | 2 | 1.5 | 1 | 2 | 1 | 0 | 2.625 | 1 | F | x |
54 | SHARDER MK I | 2 | 2 | 1 | 1.25 | 1 | 0 | 2.25 | 1 | F | x |
55 | NANOMEDS | 3 | 1 | 1 | 1.5 | 1 | -1 | 1.5 | 1 | F | x |
56 | ROOM TO GROW | 5 | 2.5 | 4 | 1.5 | 1.5 | 0 | 1.40625 | 1 | F | x |
57 | BEEF | 2 | 1 | 2 | 1.5 | 1.5 | 0 | 1.125 | 1 | F | x |
58 | LIFE | 1 | 1.5 | 2 | 1 | 1.5 | 0 | 0.78125 | *F | x |