Guide reviewed for the August 2026 ranked-combat build.
Burst is a reserve, not just a special shot
A fresh-account run begins with level-three Burst and 70 energy on the 100-point reference scale. The reserve can climb above 100%, which matters because stored energy strengthens charge-shot damage and the starting damage of the Burst laser. While you are neither charging nor boosting, Burst passively returns at 0.7 per second. Defeated enemies and Burst pickups add more; permanent Energy and Ordnance nodes cumulatively improve the reserve and its recovery.
Charge has three practical release points. The early stage costs little and is useful for opening a narrow path. The middle stage is a compromise between interruption and damage. The full stage reaches maximum charge at one second, spends more energy, pierces targets, and blocks enemy bullets. At Burst level three, the later charge also gains a one-hit guard. Holding maximum charge indefinitely is not free: the reserve continues to drain in small ticks.
When to release early
Release an early charge to remove a fragile lead target, interrupt your own tunnel vision, or keep normal fire active. A perfect full charge is not automatically the best shot. Damage that arrives before a dive begins can be safer than higher damage after it reaches you.
When to hold for maximum
Hold through the final stage when several targets share a lane, when enemy bullets need to be erased along the shot path, or when the boss weak point is about to open. Full charge also becomes more attractive when upgrades increase reserve, stage reliability, or automatic full-charge follow-ups.
ATK storage and temporary overdrive
Rapid and Spread pickups feed a shared ATK gauge. Stored ATK improves automatic-fire damage, while the pickup itself can also trigger a short overdrive independent of the displayed tier. That distinction explains why the ship may briefly fire at a stronger pattern before the long-term gauge appears dramatically different.
From wave 11 onward, staying at the base ATK tier starts a recovery counter. Within eight eligible kills, the game supplies a clearly marked RAPID or SPREAD drop, favoring the currently inactive overdrive. Boss-summoned minions do not advance this counter, and the rule switches off above the base tier or while Burst-to-ATK conversion is active, so it repairs a stalled build without feeding an already-developed one.
A completed Burst laser or a manually released stage-three Burst shot can grant a short maximum-ATK automatic-fire window. Burst-to-ATK conversion is a more deliberate mode: it applies the maximum ATK stage while draining real Burst and adding ATK. The visible aura and transfer sparks are a reminder that the damage increase is consuming another resource.
Use conversion when sustained contact is possible—for example, a boss is stationary or a wide formation is entering from one direction. Avoid conversion when movement pressure is about to force you away, because drained Burst also removes your ability to create a piercing escape lane.
Defense tools control different kinds of risk
Shield
A shield forgives a hit; it does not create space. It is strongest when you keep playing normally instead of using it as permission to collide with a dangerous formation.
Orbit items and the orbit wall
Orbit items stack up to six. Orbiters block bullets and rotate faster as the stack grows. Holding Charge immediately switches both counter-rotating rings to 5-times speed and surrounds every Orbiter with white, cyan, and violet sparks. During that charge, the narrow 18-pixel electric path swept between each Orbiter's previous and current position erases ordinary hostile bullets, so the faster rotation forms a practical moving defense instead of skipping contacts between frames. Charge and Orbit-wall flight are reinforced states: enemy, meteor, and projectile contacts keep their outgoing damage or blocking effect but cannot drain Orbit duration or consume a stack; beams keep their existing penetration rule. Orbit Wall still needs two Orbiters: with fewer than two, keep holding to charge one temporary Orbiter every 2 seconds. A forged Orbiter lasts 6 seconds instead of the pickup version's 10 seconds, but that remaining time pauses while it is launched and resumes after return. Both the wall nodes and the visible connector strip repeatedly damage enemies, so placing the line across a dive path is more effective than treating the nodes as isolated projectiles.
Autonomous support unit
Press Q, mobile SUP, or gamepad LB/L1+A/Cross to switch the support unit between Assault and Guard. Assault advances toward targets and fires automatically; when enough AUX energy is available, it spends 50 on a four-shot piercing Hunter Salvo. Guard takes point between the ship and its nearest threat, draws 70% of ordinary aimed fire, reduces incoming damage by 42%, spends 4 AUX to intercept ordinary bullets within its wider defensive radius, and spends 42 on a short Aegis field when several threats converge. After 3.5 seconds without taking damage, Guard slowly repairs 4 HP per second. Boss beams, missiles, spikes, EMP shots, and ricochet attacks ignore the threat draw and retain their normal targeting. The two HUD icons show its HP and AUX energy. Hostile fire and meteor contact can still deplete the unit; at zero HP it goes offline, repairs for 8 seconds, then returns at full HP with at least half energy. Mode changes made while it is offline are retained for its return.
PINBALL WING and bank shots
PINBALL WING is a second, always-on support craft that follows the opposite side of the player; it does not replace the Assault/Guard unit or use AUX energy. Its normal cyan shot does not pass through its first target: contact immediately reflects it from the enemy surface, while wall contacts continue the same five-bounce budget. RAPID or SPREAD item overdrive and the Time Slip firing window snapshot a temporary piercing version; a Just Counter also grants piercing to a reflected hostile ricochet. Remaining orbiting pips on the projectile show the shared bounce budget. From wave 14, two RICOCHET formation enemies announce BANK SHOT before firing the hostile pink version with three rebounds. These shots still use ordinary hostile rules: Guard and field defenses can intercept them, and Parry turns one into a friendly returning ricochet.
Tactical modules
Choose and lock either Pulse Bomb or Black Hole in PROG before the sortie; both use the single Tactical input: X, mobile TAC, or gamepad X/Square. Pulse Bomb is the widest immediate reset and answers a failed position, overlapping attack patterns, or a boss sequence that has closed every normal route. Black Hole instead deploys a gravity core that consumes ordinary bullets and non-boss enemies over time, but it does not erase moving beams or melee slashes. Tactical-charge pickups are intentionally limited, so spending the selected module to speed up a safe wave usually trades future survival for a small time gain.
Boost
Boost spends rechargeable movement energy. Short controlled bursts are safer than holding it until empty. Cross the dangerous lane, release, and let energy recover while normal movement handles the next adjustment. Input order matters: Boost first and then direction keeps ordinary boosted movement, while pressing Boost after a direction is already held attempts Evade.
Evade and Parry
Evade and Parry use separate dedicated inputs but share the RFX reserve; Evade can also be triggered by the direction-first Boost chord. Normal Evade covers 60% of the original travel distance, while a successful Just Evade retains the full distance. A normal Evade or successful Counter grants 0.5 seconds of player invulnerability. A normal Parry returns a projectile at its standard counter strength. Against an enemy that has already committed to a charge, Parry reverses the attack velocity: a basic charger is defeated immediately through the normal reward rules, an elite is knocked into at least 1.1 seconds of Groggy without forced damage, and a melee boss gains 65 points on a separate 100-point GROGGY gauge. Straight chase dives, elite charges, and boss rushes use faster minimum speeds and play a tackle-impact cue on their exact launch frame. The second boss rush Parry fills that gauge and opens a 1.8-second weak-point window. A Just Evade or Just Counter on the visible inner-orbit contact ring refunds twice its cost and extends invulnerability to 1 second, during which Orbit duration and stacks cannot be consumed. Every invulnerability window traces the ship with blue and violet outlines, then turns white and dissolves outward during its final 0.12 seconds. Just Evade runs the world at 8% speed for 0.78 seconds, immediately forces the maximum ATK pattern, and keeps that state for 0.5 seconds after Time Slip ends; throughout the empowered window, automatic shots render with a yellow body, white core, and long trail, retain real-time movement, and gain 1.65x damage, 1.5x fire rate, 1.2x speed, and one extra target of pierce. Just Counter runs the world at 16% speed for 0.5 seconds, feeds Burst, ATK, and Boost, and upgrades the returned shot: double damage, 135% speed, a larger body, and one extra target of pierce. In addition, a penetrating attack wave expands in every direction for 0.42 seconds, reaches 680 units, and deals 2.4 damage once to every enemy it crosses. If the incoming attack was guided, the reflected shot keeps the original living caster as its homing target instead of switching to a closer enemy. From wave 11, Lancers commit to a 0.36-second beat: a 0.12-second warning sound and ring, a deliberate 0.24-second silence, then a distinct launch effect and an ultra-fast 1900+ unit/second arrowless beam. Unless Parry counters it, the hostile beam passes through the player, meteors, Pulse Bombs, Black Holes, Burst Laser, charged shots, Orbit, and Orbit Wall without being consumed; it also survives caster death and wave transition, and disappears only after its complete body leaves the playfield. Parry catches the beam anywhere along its body, consumes the hostile original, locks its course toward the Lancer's position at that instant, and lets the reflected beam keep flying and piercing independently; ordinary bullet reflection keeps its existing rules.
Signature XP and chains
A named SWARM LINK outcome such as Burst Guard, Pierce Lance, Orbit Cut, Core Break, Time Slip, or Counter Pulse grants Signature XP for the current run. Complete another signature outcome before the top callout timer expires to reset the timer and increase the XP multiplier. The opening chain window is 4.5 seconds, but every higher chain tightens the next window until it reaches a 1.6-second floor, so long chains reward faster execution rather than passive waiting. Each Signature level needs more XP than the previous level and immediately applies one random weighted card from the same upgrade pool used by ordinary card rewards; it does not pause combat or open a choice screen. Levels 2–3 can receive only Normal cards. Rare cards enter the random pool at level 4, Unique at level 7, and Legend at level 11. The current Combat Rank receives one independent chance to promote each awarded Signature card by one tier; that chance is reset instead of accumulating into the next card. Signature XP, level, chain, and all cards earned from this loop last only for that run and do not become Career Points.
Maintain Combat Rank
The compact top Combat Rank panel is a live 0–100 gauge. Score gains and quick wave clears push it upward; after 2.4 seconds with no new score it drains and can cross back into a lower grade. Every wave is timed against a target that accounts for its number and whether it is an elite or boss wave, so slow clears can remove gauge even when the wave is otherwise safe. C requires 50 gauge and Wave 4; B requires 78, Wave 9, and 2 fast clears; A requires 94, Wave 15, 1 boss, 4 mastery actions, and 4 fast clears; S requires 100, Wave 25, 3 bosses, 12 mastery actions, and 8 fast clears. Mastery combines Just Evades, Just Counters, and Pattern Breaks. Drain pressure also scales by grade: D x1.0, C x1.2, B x1.45, A x1.8, and S x2.35, in addition to the base increase from holding a high gauge value.
While held, C through S adds progressively stronger player damage, fire rate, and movement speed, reaching +20%, +15%, and +10% at S. The current grade also improves the high-rarity odds of the next card reward, but the roll is local to that reward and resets afterward. Keep pressure on safe targets instead of waiting at the edge of the screen, but do not trade a life merely to delay decay.
Homing support
Homing missiles unlock from their pickup and scale with the current ATK tier. Picking up another can briefly push rate and damage to their maximum. Missiles do not pierce; impact consumes them. They are especially useful when dodging prevents direct alignment, but they do not replace the lane-clearing role of charge shots.
Read the warning, not the collision
Standard enemies build formation pressure, while elite enemies arrive every five waves and bosses every ten. A boost-diving enemy gives an advance warning before committing. Use that warning to move perpendicular to the projected lane. Moving too soon in the same direction can let the diver correct toward your new position; moving too late turns boost into a panic button.
RICOCHET enemies enter from wave 14 in two fixed formation slots. Read the BANK SHOT ring at the caster, then watch the wall angle rather than following only the projectile's current direction: every contact reverses one velocity axis, and the three visible pips count down the remaining rebounds. Parry is the cleanest way to turn a crowded bank path back through the formation.
Early waves reduce projectile density so movement and charge timing can be learned. Difficulty then scales every three waves. The useful mental model is “future space”: look at where formations, dives, and projectiles will overlap a moment from now. The safest current gap may be the worst destination if two warnings point into it.
Each cleared elite adds one Gauge Momentum point for the current run; each boss adds three. Every point gives +4% recovery, -2% spending, +4% soft gauge capacity, +12 Burst floor, +12 ATK floor above its 100 base, and +0.025 Boost capacity, with fixed caps. The first elite therefore raises the ATK floor to 112 and permanently secures at least spread tier one for that attempt. Milestone-card effects stack with Momentum.
Enemy bullets are prevented from traveling upward after an enemy has passed the player. That keeps pressure readable, but a passed enemy is still a collision threat. Do not follow it toward the lower edge just because its firing angle is limited.
Meteors are cover, hazard, and optional reward
Meteors now arrive less often but have a higher minimum fall speed. Each individual meteor can trigger Just Evade only once; after that success, its surrounding glow and fast-travel highlight switch off while the body changes to a pale, desaturated gray, making the spent opportunity read as inactive without an extra marker. Slow and fast variants still scale with the wave, block ordinary enemy bullets, and resist Pulse Bombs. Moving Lancer beams pass through meteors without being consumed, so they cannot be used as beam cover. Destroying one releases random item rewards. Those properties create a choice rather than a mandatory target.
- Use a meteor as temporary cover against ordinary bullets, but keep dodging any moving Lancer beam.
- Destroy it when the lane is already safe and the expected items can shape the run.
- Ignore it when chasing would pin the ship against an edge or hide a dive warning.
- Remember that a Pulse Bomb may clear surrounding pressure without instantly removing the meteor itself.
Before the first boss, automatic meteor generation is intentionally very low: waves 7–10 wait 52–72 seconds between single slow meteors. From wave 11 the cadence remains restrained even as rank raises their speed, so each appearance is a sharper movement check rather than constant large-object clutter.
The first boss sequence
The wave-ten boss combines regular barrages, aimed volleys, a laser charge, and minion summons. Regular fire has a minimum rearm period, while shots inside aimed volleys keep their own spacing. Do not react to every projectile as a separate surprise; identify the start of the sequence and move through the planned gap.
From wave 20, PINBALL joins the boss-role pool as the reinforced ricochet form. Its white-then-red PINBALL STORM windup can be pattern-broken before release. If it completes, five faster shots fan out with eight rebounds each and accelerate after every wall contact. Break the caster during the red window, or preserve Parry for the first converging rebound instead of committing to a corner that later bounces will revisit.
Before the laser, the boss exposes a weak point and takes amplified damage there. The charge warning is both a threat and an opportunity. Select a side that stays clear of the future beam, then spend stored Burst or ATK overdrive into the weak point. Once the laser commits, continue moving only as much as necessary. Large extra movements can carry the ship into minions or the next volley.
If a revive or rewarded continuation is available in a native build, treat it as recovery from a nearly completed attempt, not part of the base strategy. Web runs do not depend on an ad to reach the boss.
Three coherent build routes
Charge-control route
Prioritize Burst reserve, charge damage, charge-stage support, and safe firing windows. This route excels at aligned formations and boss weak points. Its weakness is lost automatic-fire time, so use early releases rather than forcing maximum charge on every wave.
Sustained-ATK route
Prioritize Rapid/Spread access, ATK storage, movement, and homing support. Keep enemies in front of the ship and use short charge shots only when a lane must be opened. This route is forgiving during constant movement but has fewer single-shot answers to a dense wall.
Orbit-control route
Prioritize orbit count, duration, formation opportunities, and defenses that let you position the wall aggressively. The route rewards prediction: launch the connector through the place an elite will occupy, then fight from the safer side. It loses value if the wall is launched after enemies have already crossed the intended line.
Hybrid builds are valid, but choose one question your build answers especially well: “How do I open a lane?”, “How do I maintain boss damage?”, or “How do I stop a dive?” If every card answers a different question, none may be strong enough at the next milestone.
Common mistakes and corrections
- Holding Charge through every safe target: release sooner and restore automatic fire.
- Boosting until empty: use one crossing burst and preserve a second correction.
- Launching orbiters at the current enemy position: place the wall across the enemy's warned future path.
- Chasing meteor drops immediately: clear the route first; pickups are not worth a life.
- Watching the ship during a boss warning: glance at the boss telegraph, choose the safe lane, then return attention to nearby bullets.
- Taking unrelated upgrades: build around a repeatable combat answer rather than the largest isolated number.
For controls and an opening-wave walkthrough, return to the Player Guide Hub. For account upgrades and ranking rules, continue to the Progression and Rankings Guide.
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