Quick Tips

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Basic Tips

  • Draft efficient cards. As with most deck builders, some cards are just flat out more efficient than others. Check the tips sections for card recommendations/analysis, and the sample builds section gives you an idea of what a winning hand looks like for a given weapon combination.
  • Use your crew powers. These function very similar to potions in Slay the Spire, allowing you to mitigate the effects of RNG and bad card draws. At 3 morale regen per node, you can afford to play one morale power per combat. Damage powers like +50% to the next shot or -3R cost allow you to cheat and break an enemy weapons system or kill an enemy one turn early. Spending your morale will consistently will significantly reduce the amount of hull damage taken.
  • Do not overdraft cards. Taking too many cards results in the following problems
    • You are constrained by resource production per turn + your consumables / upgrades. Putting an excessive amount of attack cards in your deck that exceeds your resource generation won’t actually improve your damage per turn, as you won’t be able to play them all.
    • Cards that can’t be played do not help you block. You’re more likely to bleed to RNG when you draw into a full hand of attacks and no blocks.
    • Drafting an excessive amount of additional shield cards is bad, because for most combats, you do not need more than 1 shield card per turn. Any additional shield cards drawn are often dead cards. If you’re forced to discard an excess shield card, it wasted one draw and did nothing to help you. If you’re forced to hold it, now it’s consuming an additional draw per turn you hold it and further reduces the consistency of your deck.
  • Do not be greedy about holding cards, especially to setup 3+ card combos. Holding one card in a 5 card hand is fine. Think very carefully before holding 2 or more cards. Drawing through your entire deck is very important for consistency.
  • Besides drafting good cards, the other biggest increase in power comes from upgrading your Ship’s reactor, which allows you to play more cards per turn.
    • As of the current patch, fighting enemy ships and particularly Elites is the best source of credits. Elites in particular offer a very high amount of potential credits if you sell the guaranteed augment (150+ per Elite fight).
    • Most Elites are built around a particular gimmick. Following the correct strategy will often significantly reduce the amount of damage taken from Elites. As killing an Elite spikes your power level, every additional Elite killed often takes less effort, until you’re so far ahead of the curve killing them is just free lunch.