Multiply
Generates a new piece in the arena. This new piece will have no powers of its own, but by adding pieces, you gain more coverage and control of the battle arena and limit your opponent's movement.
Strategy: Use it to confront an opponent and entice them to jump your newly formed piece. Then jump them back, and you come out of the confrontation ahead.
Cancel Multiply
If you changed your mind about multiplying this piece, or realized you can't move this new piece because it is surrounded by off-limit tiles, you can cancel your choice and choose another strategy.
Strategy: This is not a power acquired from the Orbs, but rather a way to change your mind. Use it to choose a different, last minute decision.
Orbic Rehash
Removes all the existing Power Orbs in the arena and replaces them with newly positioned ones. Useful when the current layout is benefiting your opponent, whereas a rehashed layout of orbs may benefit you more.
Strategy: Wait to use it when there are many Orbs in the arena, and your opponent is one move away from landing on an Orb. Let them waste there time positioning their pieces to gain Orbs, then hit them when they are about to cash in on their goal. Also good if there are Orbs out of reach, such as too high, landlocked, or behind your opponents defenses.
Grow Quadradius
Extends the effective range of row, column, and radial type powers. Row and column powers are widened, while radial powers extend farther outward. Each time it's used, the Quadradius is extended even farther.
Strategy: A Grow Quadradius is only good if that piece has, or will have, range like powers. So if you don't have any range like powers (radial, row, column), make it your priority to acquire some with that piece. A normal radial power reaches 8 surrounding tiles, but when increased with a Grow Quadradius, it reaches 24 tiles! That's triple the amount. Same goes for row and column range powers. And if used a second time on the same piece, you can reach 48 surrounding tiles, that's almost 6 times stronger with just two Grow Quadradius powers activated. You can Grow Quadradius up to 3 times per piece. While extremely rare and difficult, a single piece can activate enough Grow Quadradiuses to reach almost the entire arena!
Powers enhanced by Grow Quadradius: Plateau, Moat, Trenches, Walls, Inverts, Teaches, Learns, Pilfers, Parasites, Scrambles, Swaps, Spywares, Orb Spys, Purifys, Tripwires, Inhibits, Kamikazes, Destroys, Acidics, Recruits, Bombs, Smart Bombs, and Snake Tunneling.
Bombs
Unleashes a round of bombs into the entire arena. They not only devastate any piece they impact but they also compress tiles down deeper, eventually leaving a hole in the arena floor.
Strategy: Only use when you are losing and have less squadron pieces in the arena. The basic probability of Bombs is that it will even out the amount of pieces in the playing field. If there are more pieces in the arena from one player, they are more likely to be hit. These Bombs will also lower a tile on impact. If the tile can not go any lower, the stress of the impact will cause the tile to be penetrated, and a hole will be left in its wake. The arena landscape will drastically change when Bombs are dropped. The amount of Bombs dropped can be estimated by watching a gauge that appears next to the power window. The amount of Bombs dropped is determined by what size arena you are playing in. Also, keep in mind that the amount of Bombs can be doubled, tripled, etc, when used in combination with Grow Quadradius.
Smart Bombs
Unleashes a round of smart bombs that will avoid your own squadron. They not only devastate any piece they impact but they also compress tiles down deeper, eventually leaving a hole in the arena floor.
Strategy: These are more intelligent than there weaker cousin, Bombs. While they will still appear to be randomly dropped on the arena, they will never strike your own squadron. This causes the Smart Bombs not only to be safely activated, but the probability of hitting your opponent is increased. These Smart Bombs will also lower a tile on impact. If the tile can not go any lower, the stress of the impact will cause the tile to be penetrated, and a hole will be left in its wake. The arena landscape will drastically change when Smart Bombs are dropped. The amount of Smart Bombs dropped can be estimated by watching a gauge that appears next to the power window. The amount of Smart Bombs dropped is determined by what size arena you are playing in. Also, keep in mind that the amount of Bombs can be doubled, tripled, etc, when combined with Grow Quadradius.
Snake Tunneling
Energy tunnels below your piece, blindly seeking out opponents to destroy. This energy burrows thru the arena, randomly exploring, backtracking, and criss-crossing, forcing upwards any tile it encounters.
Strategy: This power has two main aspects to it. First, it is a great way to elevate tiles. It can be used to build you out of a hole, or form snake like, elevated walk ways. Second, this power will destroy any opponent it comes in contact with. Since this power will snake out from the piece that activated it, it's best if used when your opponent is nearby. Sometimes, the power will back track over tiles it already contacted. This is unfortunate. The power has a slightly higher chance of covering new ground when it does not run into the edges of the arena. So it is best if used when towards the center of the arena. Also, the snaking range of this power can be doubled, tripled, etc, when combined with Grow Quadradius.
Raise Tile
Some tiles may be too high to step up to. By raising a tile high enough, you can climb out of holes or step onto higher platforms. You can also raise your tile high enough to help avoid an attacking opponent.
Strategy: A single raise will generally not protect you from approaching opponents, for a single step is easily climbed. However two used together can raise your tile high enough to avoid weak opponents. Of course, if the arena landscape is already in disarray, a Raise can be quite beneficial. They can be used to form steps leading up to elevated tiles.
Lower Tile
You can lower a tile to form strategically placed stepping stones. If you have pieces trapped in a pit, a higher up piece can lower tiles to carve out steps. Other pieces can then move to higher platforms.
Strategy: Usually lowering a tile is not a good idea, so this power is harder to use properly. One good technique is to use it right before you use an Invert power. A lowered tile, when Inverted, will become an elevated tile.
Climb Tile
Able to move to a tile no matter how high it is. Great for scaling walls, reaching platforms, or getting out of pits. Eliminates the need for steps. Does not affect tile elevation and will leave others trapped.
Strategy: Once this power is activated, consider the arena flat for this piece. No height is off limits. Not as effective in a flat, neutral arena, but once the landscape is disrupted, this piece can become quite valuable.
Plateau
Takes your tile and the surrounding tiles and raises them to their maximum elevation. Gives you the upper ground, protects you from approaching attackers and helps control more territory.
Strategy: Upper ground is always better, and this power makes it easy to become king of the mountain. Try to use it when your opponent is not within range, so you will have complete control of the square plateau. This gives you first dibs at new Power Orbs that happen to appear up on the plateau. Also, this power is enhanced when combined with Grow Quadradius.
Moat
Raises your piece up on a pedestal while lowering all the surrounding tiles. Great defense when being approached on multiple sides or as a way to leave your opponents trapped in a sunken pit below.
Strategy: In a sense, you are imprisoning your own piece when you use this power, but you are not completely restricted. Best if used when you can trap one or more pieces from your opponent's squadron in the moat below. Also, this power is enhanced when combined with Grow Quadradius.
Trench Row
Digs a horizontal trench across the arena. Can be used to trap pieces in a trench or to separate the top area from the bottom area and gain more control. Also, a good technique to keep attackers at bay.
Strategy: This power is best if used when you have a way out, such as a Relocate, Hotspot, Climb, etc. If you get this power early on in the game, you can quickly restrict most, if not all, of your opponents pieces to a smaller portion of the arena (top half or bottom half).
Trench Column
Digs a vertical trench across the arena. Can be used to trap pieces in a trench or to separate the left area from the right area and gain more control. Also, a good technique to keep attackers at bay.
Strategy: This power is best if used when you have a way out, such as a Relocate, Hotspot, Climb, etc. This power is not as effective as its Row counterpart in the beginning of the game, for it will form a trench from top to bottom, separating the right side of the arena from the left. But later on in the game this power becomes as effective.
Wall Row
Builds a horizontal wall across the arena. Can be used to reach higher platforms or to separate the top area from the bottom area and gain more control. Also, a good technique to keep attackers at bay.
Strategy: If you get this power early on in the game, you can quickly restrict most, if not all of your opponents pieces to a smaller portion of the arena (top half or bottom half). One overlooked technique is the use of Wall not for the piece executing it, but for another piece on the other side of the arena. That piece may have been trying to move to an adjacent, elevated tile, and now with the help of a distant piece, it can be elevated, and then forge ahead. Also, Walls used on the outskirts of the arena help block opponents trying to use Flat To Sphere. If a tile is too high to be reached if it was normally adjacent, then Flat To Sphere is equally useless when trying to flip to another side.
Wall Column
Builds a vertical wall across the arena. Can be used to reach higher platforms or to separate the left area from the right area and gain more control. Also, a good technique to keep attackers at bay.
Strategy: One overlooked technique is the use of Wall not for the piece executing it, but for another piece on the other side of the arena. That piece may have been trying to move to an adjacent, elevated tile, and now with the help of a distant piece, it can be elevated, and then forge ahead. Also, Walls used on the outskirts of the arena help block opponents trying to use Flat To Sphere. If a tile is too high to be reached if it was normally adjacent, then Flat To Sphere is equally useless when trying to flip to another side.
Invert Radial
All the surrounding tiles will have their elevations inverted. Raised tiles will become lowered, and vice versa. Can be used to defend against opponents by upsetting the arena landscape.
Strategy: This power has little value in the beginning of a battle, when the arena is mostly flat and in its neutral elevation position. However, after the arena landscape has been altered, Invert can be useful. Tricky to use, for it will alter the elevations of tiles, and if not pre calculated could have unexpected results. Consider the neutral position of the arena to be at a ground floor of zero. Tiles can be elevated to the 1 or 2 floor, or lowered to the -1 or -2 floor. An Invert will not affect any 0 positioned tiles, but will flip -1's and 1's, along with -2's and 2's. So the more complex the arena tiles have been previously raised and lowered, the more you should calculate the new positions of each tile if you were to use this power. Then it can have some extremely satisfying results.
Invert Row
All tiles in the row will have their elevations inverted. Raised tiles will become lowered, and vice versa. Can be used to defend against opponents by upsetting the arena landscape.
Strategy: This power has little value in the beginning of a battle, when the arena is mostly flat and in its neutral elevation position. However, after the arena landscape has been altered, Invert can be useful. Tricky to use, for it will alter the elevations of tiles, and if not pre calculated could have unexpected results. Consider the neutral position of the arena to be at a ground floor of zero. Tiles can be elevated to the 1 or 2 floor, or lowered to the -1 or -2 floor. An Invert will not affect any 0 positioned tiles, but will flip -1's and 1's, along with -2's and 2's. So the more complex the arena tiles have been previously raised and lowered, the more you should calculate the new positions of each tile if you were to use this power. Then it can have some extremely satisfying results.
Invert Column
All tiles in the column will have their elevations inverted. Raised tiles will become lowered, and vice versa. Can be used to defend against opponents by upsetting the arena landscape.
Strategy: This power has little value in the beginning of a battle, when the arena is mostly flat and in its neutral elevation position. However, after the arena landscape has been altered, Invert can be useful. Tricky to use, for it will alter the elevations of tiles, and if not pre calculated could have unexpected results. Consider the neutral position of the arena to be at a ground floor of zero. Tiles can be elevated to the 1 or 2 floor, or lowered to the -1 or -2 floor. An Invert will not affect any 0 positioned tiles, but will flip -1's and 1's, along with -2's and 2's. So the more complex the arena tiles have been previously raised and lowered, the more you should calculate the new positions of each tile if you were to use this power. Then it can have some extremely satisfying results.
Dredge Radial (member battles only)
All of your surrounding pieces are raised to their max height while your opponent's are lowered to their deepest. Gives you the higher ground, while trapping and burying your opponent in a deep hole.
Strategy: Unlike Walls, Trenches, Plateaus, Moats and Inverts, it leaves uninhabited tiles untouched. This can quickly trap an opponent in a hole, protect your own pieces from surrounding opponents, or both. This power can stop an advancing army in its tracks. Best if used on a minimally adjusted arena for maximum effect.
Dredge Row (member battles only)
All of the pieces in your row are raised to their max height while your opponent's are lowered to their deepest. Gives you the higher ground, while trapping and burying your opponent in a deep hole.
Strategy: Unlike Walls, Trenches, Plateaus, Moats and Inverts, it leaves uninhabited tiles untouched. This can quickly trap an opponent in a hole, protect your own pieces from surrounding opponents, or both. This power can stop an advancing army in its tracks. Best if used on a minimally adjusted arena for maximum effect.
Dredge Column (member battles only)
All of the pieces in your column are raised to their max height while your opponent's are lowered to their deepest. Gives you the higher ground, while trapping and burying your opponent in a deep hole.
Strategy: Unlike Walls, Trenches, Plateaus, Moats and Inverts, it leaves uninhabited tiles untouched. This can quickly trap an opponent in a hole, protect your own pieces from surrounding opponents, or both. This power can stop an advancing army in its tracks. Best if used on a minimally adjusted arena for maximum effect.
Teach Radial
A piece will teach the powers that it possesses to your surrounding pieces. Great way to quickly produce more powers. It will only work on your own pieces, even if your opponent is within range.
Strategy: Keep in mind, a Teach is only useful if you have other powers in that piece's inventory. So try to acquire many other powers with that piece before you activate the Teach power. This way you can reproduce many more powers among your squadron. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Teach Row
A piece will teach the powers that it possesses to your pieces in the same row. Great way to quickly produce more powers. It will only work on your own pieces, even if your opponent is within range.
Strategy: Keep in mind, a Teach is only useful if you have other powers in that piece's inventory. So try to acquire many other powers with that piece before you activate the Teach power. This way you can reproduce many more powers among your squadron. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Teach Column
A piece will teach the powers that it possesses to your pieces in the same column. Great way to quickly produce more powers. It will only work on your own pieces, even if your opponent is within range.
Strategy: Keep in mind, a Teach is only useful if you have other powers in that piece's inventory. So try to acquire many other powers with that piece before you activate the Teach power. This way you can reproduce many more powers among your squadron. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Learn Radial
A piece will learn all the powers of your surrounding pieces. Great way to obtain more powers and create a highly skilled piece. However, you can not learn from any opponents within range.
Strategy: Keep in mind, a Learn is only useful if you have other pieces with powers within range. So try to acquire many other powers with other pieces before you activate the Learn power. This way you can reproduce many more powers for that piece. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Learn Row
A piece will learn all the powers of your pieces in the same row. Great way to obtain more powers and create a highly skilled piece. However, you can not learn from any opponents within range.
Strategy: Keep in mind, a Learn is only useful if you have other pieces with powers within range. So try to acquire many other powers with other pieces before you activate the Learn power. This way you can reproduce many more powers for that piece. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Learn Column
A piece will learn all the powers of your pieces in the same column. Great way to obtain more powers and create a highly skilled piece. However, you can not learn from any opponents within range.
Strategy: Keep in mind, a Learn is only useful if you have other pieces with powers within range. So try to acquire many other powers with other pieces before you activate the Learn power. This way you can reproduce many more powers for that piece. Also, if more than one of your pieces have Learns or Teaches, and they are in within range of each other, take note to the order you activate the powers in. In some instances, you can produce much better results by activating one before the other and duplicating many more powers.
Pilfer Radial
A piece will steal all the powers from your opponents that are surrounding you. Great way to quickly obtain more powers and create a highly skilled piece, while leaving your opponent with no powers.
Strategy: Similar to Learn, except it is a way to learn powers from your opponent, while at the same time removing their powers. Also, if you have a Teach Power on the same piece with a Pilfer, always try to Pilfer first so you get their powers, then Teach, so you have more powers to Teach to your squadron.
Pilfer Row
A piece will steal all the powers from your opponents that are in the same row. Great way to quickly obtain more powers and create a highly skilled piece, while leaving your opponent with no powers.
Strategy: Similar to Learn, except it is a way to learn powers from your opponent, while at the same time removing their powers. Also, if you have a Teach Power on the same piece with a Pilfer, always try to Pilfer first so you get their powers, then Teach, so you have more powers to Teach to your squadron.
Pilfer Column
A piece will steal all the powers from your opponents that are in the same column. Great way to quickly obtain more powers and create a highly skilled piece, while leaving your opponent with no powers.
Strategy: Similar to Learn, except it is a way to learn powers from your opponent, while at the same time removing their powers. Also, if you have a Teach Power on the same piece with a Pilfer, always try to Pilfer first so you get their powers, then Teach, so you have more powers to Teach to your squadron.
Parasite Radial
Leeches onto the power absorbing mechanism of opponents surrounding you. Any forthcoming powers they acquire, so do you. Also shares leeched powers with your whole network of parasitic pieces.
Strategy: A good player will try to avoid getting Power Orbs when they are infected with Parasite, but sometimes they have little choice. Even if you infect your opponent with different pieces from your squadron, they are all in the same parasitic sharing network. So even if an opponent is infected, infect them again with another one of your pieces. Or Infect another opponent's piece with another one of yours. Whenever any one infected piece lands on an Orb and acquires the power, all of your pieces that have unleashed a parasite, will now absorb this single power.
Parasite Row
Leeches onto the power absorbing mechanism of opponents in your row. Any forthcoming powers they acquire, so do you. Also shares leeched powers with your whole network of parasitic pieces.
Strategy: A good player will try to avoid getting Power Orbs when they are infected with Parasite, but sometimes they have little choice. Even if you infect your opponent with different pieces from your squadron, they are all in the same parasitic sharing network. So even if an opponent is infected, infect them again with another one of your pieces. Or Infect another opponent's piece with another one of yours. Whenever any one infected piece lands on an Orb and acquires the power, all of your pieces that have unleashed a parasite, will now absorb this single power.
Parasite Column
Leeches onto the power absorbing mechanism of opponents in your column. Any forthcoming powers they acquire, so do you. Also shares leeched powers with your whole network of parasitic pieces.
Strategy: A good player will try to avoid getting Power Orbs when they are infected with Parasite, but sometimes they have little choice. Even if you infect your opponent with different pieces from your squadron, they are all in the same parasitic sharing network. So even if an opponent is infected, infect them again with another one of your pieces. Or Infect another opponent's piece with another one of yours. Whenever any one infected piece lands on an Orb and acquires the power, all of your pieces that have unleashed a parasite, will now absorb this single power.
2x
Doubles the amount of powers your piece currently possesses. Best strategy is to wait until you acquire as many powers as possible before using it. This way you can maximize your gain.
Strategy: While you can acquire more than one 2x Power, you can not self-double a 2x Power (if you could, you could create an infinite amount of powers). Try to hold onto this power until you build up your piece's inventory. You'll gain much more. Also, great to use in conjunction with Learn or Teach Powers. If this is done correctly, your squadron can quickly become a super force that is near impossible to defeat.
Beneficiary
All the other pieces in your squadron sacrifice their powers to this one piece, possibly creating a super piece with an impressive inventory. This piece will have many strategic, combinational attacks at its disposal.
Strategy: While this one piece can quickly become well equipped, it is now a strong target if you are playing a decent opponent. Many pieces will be out to Pilfer or eradicate this piece. This power is like putting all your eggs in one basket, so protect this piece like it is the commander of your fleet. If that piece goes down, so do all the powers you gained.
Scavenger (member battles only)
Your piece will be equipped to scavenge through a defeated opponent after jumping on it, sharing its powers among your network. If activated a second time, you can jump onto your own squadron.
Strategy: Once you have a piece with Scavenger, you should focus your attention on trying to jump on pieces harboring unused powers with your Scavenger equipped piece. Not only does your Scavenger piece gain all the powers from your opponent, but so do all of the Scavenger pieces in your network. They all communicate and share the powers among themselves when an opponent has been fallen by a Scavenger. This is a great way to quickly build up an arsenal of like-minded pieces. You can keep many of your Scavenger pieces safely in your back rows, away from danger, while a single Scavenger piece goes out hunting. This method of foraging for powers can allow you to build up strong forces at a safe distance. If this power is activated again, the second-phased piece can now jump onto its own squadron. This tactic can be used to clear the way of weak pieces that are hindering your movement. More importantly, you can sacrifice a piece with powers and fuse the inventories from two separate pieces onto one stronger piece. You can continue to gobble up your own pieces for the benefit of the squadrons' survival. Keep in mind, if this piece gets captured or killed after acquiring the powers of other sacrificed pieces, you could end up powerless and with less pieces.
Power Plant (member battles only)
Plants a power distribution device on the tile below the piece. Any Power Orb that spawns on this distribution block will be automatically absorbed by all pieces in the aligned Power Plant grid.
Strategy: Locations of these do not matter much, for the Orb Spawning is random, but if placed in an opponent's territory, you lesson the coverage of Orb spawns they are anticipating. An Orb will never spawn long enough on that tile to actually be picked up by anyone. Also, keep in mind the Power Plant grid is networked, so the more devices you lay, the more tori on your team that can absorb Power Orbs during the spawn cycle. These are great to teach and learn. Never camp out on your own Power Plant tiles. It just lessons their effectiveness. But loitering on your opponent's activated Power Plant tile is a great way to muffle the power of their Power Plant grid.
Network Bridge (member battles only)
This piece will tap into all the networked powers activated by others in your squadron. Any power that is normally absorbed through the squadron-wide network, is now absorbed by this piece also.
Strategy: Once you activate this power, the piece behaves as an additional recipient to Parasite, Scavenger, and Power Plant. It cannot actually be used to infect others like Parasite, absorb powers directly from a jumped opponent like Scavenger, or install Power Plant cores across the arena. Instead, it will absorb any powers that are sent out over the network when these powers are triggered. It is a nice boost to any network powers currently in play or any future ones in the arena. Keeping this in mind, you can activate a Network Bridge even if no other network powers are in play yet. Also, it can absorb powers from Parasite infected opponents, even if you don't have any Parasite receivers left.
Since this power is tapped into the network, it is also a network power itself. If you have multiple Network Bridges turned on, along with a handful of other regular network powers, your Network Bridges can quickly become super pieces within a very few turns, with little or no action taken by you. While you may not be able to anticipate receiving a new power from the Power Plant network (since that is random), you can anticipate receiving a power from the Parasite network by watching when your infected opponent is moving in for an Orb. You can more accurately control the Scavenger network the most. You can set up a Network Bridge piece in one position, get ready to receive a power from another source, and then unleash that power from an entirely different angle of attack through the Network Bridge piece. When combined with second phase Scavenger, you can cannibalize your own squadron and have nearly complete control of the distribution of powers to your Network Bridge.
Move Again
It's still your turn after moving the piece. Great for moving a piece into position and following up with an attack. Using 2 or more of these allows for multiple moves in a single round.
Strategy: While you can activate this power at anytime, you don't need to use it right a way. You also don't need to move that single piece two times. You can activate Move Again, move one tile, then move a completely different piece. Very effective for dual advancements on an opponent. You can also simulate moving on an angle, since two moves can be used to get to a corner tile. Another great trick to perform, if you have multiple powers on a piece, is to first use one of your powers effectively on one tile. Then, activate Move Again, and move to another tile. Finally, you can use another power from this new tile position. All that without ever giving your opponent a chance to respond.
Move Diagonal
This piece can now also move on a diagonal. Can be used as a way to move more quickly, slip between diagonal walls or over diagonal pits, or can be used to take an opponent by surprise and attack them.
Strategy: It is very easy to chase down an opponent if you have Move Diagonal activated. Whenever they try to change direction, you can close in faster, since your movements cover more ground. In fact, most players are very accustomed to the up-down-left-right movement in the game that they fail to catch all possible choices when using or defending against a Move Diagonal piece. Be aware of this, and use it to your advantage.
Flat To Sphere
This piece can now move from one side of the arena to the other. It treats the playing field as if the flat arena is now a sphere with no physical edges. Can cover ground quickly and prevents being walled in.
Strategy: This is power is like sailing around the globe. The arena is no longer a bounding square to this piece, but rather a sphere. Keep in mind that you still can't move to tiles that are too high, so if you try to move to the other side of the board, the new tile you are attempting to move to needs to be within the elevation of what this piece is capable of climbing. The Flat To Sphere Power has great potential when combined with Move Diagonal. You can move to the other side of the board, and choose to land on one of the adjacent tiles. Also, if you have Move Diagonal and Flat To Sphere activated on a single piece, and you are in the corner of the arena, you can move to any of the four corners with ease. A mediocre player will not be expecting that rare trick.
Relocate
This piece will be randomly moved to a new, unoccupied area in the arena. Useful when your position could not be worsened, such as being backed against the wall, or having no Power Orbs close to this piece.
Strategy: This is great to use on a piece that is still back with originating ally lines, and you wish to quickly move it into the battle zone. Don't use it if you are in the center of the board and feel you already have a good position. It is best if used when along the edges. After all, the odds of getting a better position are greater. A Relocated piece will never land you on your own piece, an opponent's piece, a Power Orb, or a tile with a hole in it. Keep these factors in mind when deciding to activate the power. Also keep in mind that after you use the power, it is still your turn. So if it places you next to your opponent, you can safely jump on them with little to no chance of retaliation.
Hotspot
Changes an ordinary tile into a hotspot where any piece in your squadron can move to, regardless of how far away it is or its elevation. You can even jump on Power Orbs that appear or opponents who wander into it.
Strategy: Try to place Hotspots more in the center of the arena. That is the better location to plant these in, for it helps when fleeing or chasing. If you have the ability to plant two or more Hotspots, place them apart from one another. With two or more Hotspots, it makes it very hard for your opponent to chase you down when you can easily transport. Leaving the Hotspots unoccupied makes traveling to them at a moments notice easier. However, sitting on them is a great way to protect your piece, for if someone tries to jump on it, you can move another piece in to the Hotspot and jump them back.
Switcheroo (member battles only)
This piece will be able to switch positions with any other piece in your squadron, regardless of distance or height. If activated again, you can switch with your opponent also, but can no longer jump on them.
Strategy: The downside is, your turn is over after switching the two pieces. So you are technically not covering any ground using this movement technique. However, you can focus your efforts on a piece that has Switcheroo, and move it onto a better position for orb absorption, beefing up its inventory and abilities. Also, don't always think of your Switcheroo piece as the one to build up. Sometimes it is best used to reposition an already stronger piece next to an orb. If you are strategic enough to activate Switcheroo twice on a single piece, you can now switch with an opponent's piece also. This technique can be used to pull their piece into danger or entrapment, or to reposition yourself into your opponent's area.
Centerpult (member battles only)
Your piece can catapult itself into the vacant center of any four, symmetric pieces, as long as occupying the empty, center tile will complete either a plus sign or an 'x' shaped pattern.
Strategy: Once this piece has an activated Centerpult, it could move into the middle of four other tori anywhere in the arena, as long as the tile is empty, and either the four corners surrounding the tile are occupied, or the four adjacent tiles surrounding the tile are occupied. The surrounding tori can consist of your own squadron, your opponent's squadron, or a mixture of the two. Elevation is not a restriction with this power, and you can move to a center of any height, from any height. You can not use this power to move to the edge of an arena, or a corner, even if the empty tile is surrounded on all sides by two or three tori since the combined force of four is required to physically pull in your torus from across the Arena. Also, it does count as a controlled move, so your turn will be over after you are Centerpulted. Another note; you can not move to an occupied center and jump on a piece. It must be vacant.
You can now form impromptu Hotspots, simply by moving some of your pieces into position and completing the proper formations. Then you can sling your Centerpult piece into the middle. This technique can be used to build up a super Torus, filled with a handful of combinatorial and strategically applied powers by creating the formations around Power Orbs and allowing one specifc piece to absorb all the powers. Also, keep an eye out for your opponent's squadron. They may be unknowingly setting up one of the two proper formations also, allowing you to sneak into their protective space and attack. When moving to a cross formation, this power is best used in combination with Jump Proof, Move Again, and Invisible. When moving to a X formation that is under adjacent attack, you may have an extra round to unleash an attack on the surrounding pieces. This way, many powers work well with Centerpult. As the defender to this tactic, don't leave minimal, X formations open to attack. Keep a Torus poised on an adjacent tile, ready for a counter strike or simply as a deterrent.
Invisible (member battles only)
Your piece becomes completely invisible to your opponent but still visible to you. Great way to lie and wait, or creep up stealthily on your opponent. You still can be attacked though.
Strategy: Your piece will flicker to help remind you that it is invisible and show you where it is located, but be assured that your opponent will not see any of that. You can move around the arena, completely undetected. The only time your opponent knows where you are located is if you land on a Power Orb, jump your opponent, or use a power. Even then, these are only brief hints, for when you move again, they won't know where. There are some great powers that come in handy when you are invisible. Jump Proof is a good power to have so you are slightly safer when roaming the arena. Another is Move Diagonal so your opponent has little to no chance of guessing where your possible movements are. Finally, Scramble and Relocate, for any inkling of your position your opponent may have had is now washed away after you activate either of them.
Jump Proof
Your piece is shielded from jump attacks. You can easily and safely chase down an opponent. Can also be used as a road block. You're still vulnerable to power attacks.
Strategy: After using this power, opponents with powerless pieces will flee from your armored piece if you approach. Try to chase down pieces in a group, so you will be able to jump some when they try to run. Stay within that group, devouring as many pieces as you can. Remember, this piece can still be killed with many types of powers, and even taking over with a Swap or Recruit Power. Stay focused and don't waste all your moves chasing pieces on the run, for they may be gathering powers, or setting you up for a trap as they flee.
Scramble Radial
Scrambles the positions of your piece and the surrounding pieces. Chaotic in nature, so should be used when your position could not be worsened. Also helpful when surrounded or to foil an opponents plans.
Strategy: All the pieces that fall within range of this power's effect are swept up. Then, they are randomly deposited back down onto any of tiles, again within range of the Scramble Power. If there are no pieces within range, this power can still be used to slightly change your position. This power really shines when there are many pieces, whether they are your own or your opponents, within range. When they all get planted back down, it is still you turn, so you can now initiate jumps or activate powers from the new tile locations. It can even be used to get to higher elevations, or unstuck other pieces. Since it is random, your strategy could fail, but give it doesn't hurt to try.
Scramble Row
All pieces in the row will have their positions randomly scrambled. Chaotic in nature, so should be used when your position could not be worsened. Also helpful when surrounded or to foil an opponents plans.
Strategy: All the pieces that fall within range of this power's effect are swept up. Then, they are randomly deposited back down onto any of tiles, again within range of the Scramble Power. If there are no pieces within range, this power can still be used to slightly change your position. This power really shines when there are many pieces, whether they are your own or your opponents, within range. When they all get planted back down, it is still you turn, so you can now initiate jumps or activate powers from the new tile locations. It can even be used to get to higher elevations, or unstuck other pieces. Since it is random, your strategy could fail, but give it doesn't hurt to try.
Scramble Column
All pieces in the column will have their positions randomly scrambled. Chaotic in nature, so should be used when your position could not be worsened. Also helpful when surrounded or to foil an opponents plans.
Strategy: All the pieces that fall within range of this power's effect are swept up. Then, they are randomly deposited back down onto any of tiles, again within range of the Scramble Power. If there are no pieces within range, this power can still be used to slightly change your position. This power really shines when there are many pieces, whether they are your own or your opponents, within range. When they all get planted back down, it is still you turn, so you can now initiate jumps or activate powers from the new tile locations. It can even be used to get to higher elevations, or unstuck other pieces. Since it is random, your strategy could fail, but give it doesn't hurt to try.
Swap Radial
Your piece and all the surrounding pieces swap ownership. Can be used to swap positions, plan attacks, gain more pieces, or even gain more powers. Best used when you stand to gain more than you lose.
Strategy: Keep in mind that a Swap always gives the piece you are using to your opponent, so don't use it if you have many powers on that piece. In fact, they will get all of your pieces within range, and likewise, you will gain all of their pieces. Three things to consider when you are about to use this power; Will you profit from the amount of pieces received, will you profit from the powers received, and do you stand to have a better position in the arena after the swap? Swap can also be used to gain ownership of their pieces deep inside a well protected area. As with any powers, it is still your turn after the Swap, so you will have the first movement after you changed pieces. Now is the time to eradicate any piece that you felt was your strongest before you swapped. Try to remember what powers you had on the pieces before the Swap. It helps to predict how your opponent might use their next turn.
Swap Row
Your piece and all the pieces on the row swap ownership. Can be used to swap positions, plan attacks, gain more pieces, or even gain more powers. Best used when you stand to gain more than you lose.
Strategy: Keep in mind that a Swap always gives the piece you are using to your opponent, so don't use it if you have many powers on that piece. In fact, they will get all of your pieces within range, and likewise, you will gain all of their pieces. Three things to consider when you are about to use this power; Will you profit from the amount of pieces received, will you profit from the powers received, and do you stand to have a better position in the arena after the swap? Swap can also be used to gain ownership of their pieces deep inside a well protected area. As with any powers, it is still your turn after the Swap, so you will have the first movement after you changed pieces. Now is the time to eradicate any piece that you felt was your strongest before you swapped. Try to remember what powers you had on the pieces before the Swap. It helps to predict how your opponent might use their next turn.
Swap Column
Your piece and all the pieces on the column swap ownership. Can be used to swap positions, plan attacks, gain more pieces, or even gain more powers. Best used when you stand to gain more than you lose.
Strategy: Keep in mind that a Swap always gives the piece you are using to your opponent, so don't use it if you have many powers on that piece. In fact, they will get all of your pieces within range, and likewise, you will gain all of their pieces. Three things to consider when you are about to use this power; Will you profit from the amount of pieces received, will you profit from the powers received, and do you stand to have a better position in the arena after the swap? Swap can also be used to gain ownership of their pieces deep inside a well protected area. As with any powers, it is still your turn after the Swap, so you will have the first movement after you changed pieces. Now is the time to eradicate any piece that you felt was your strongest before you swapped. Try to remember what powers you had on the pieces before the Swap. It helps to predict how your opponent might use their next turn.
Spyware Radial
Attaches a visible bugging device to any opponent's pieces surrounding you. You can then view their power inventory. Can be used to keep tabs on what new powers they get and predict their plans.
Strategy: While you can view any powers on your opponent's pieces that are bugged with Spyware, (or any powers they later receive) they are aware of the bugging device. This may cause them to not act rationally, knowing you are scrutinizing that piece with more detail. However, you can now decide if it is safe to be on the same row, column, or radial range of that piece. You can save yourself senseless losses of your pieces with that information.
Spyware Row
Attaches a visible bugging device to any opponent's piece on that row. You can then view their power inventory. Can be used to keep tabs on what new powers they get and predict their plans.
Strategy: While you can view any powers on your opponent's pieces that are bugged with Spyware, (or any powers they later receive) they are aware of the bugging device. This may cause them to not act rationally, knowing you are scrutinizing that piece with more detail. However, you can now decide if it is safe to be on the same row, column, or radial range of that piece. You can save yourself senseless losses of your pieces with that information.
Spyware Column
Attaches a visible bugging device to any opponent's piece on that column. You can then view their power inventory. Can be used to keep tabs on what new powers they get and predict their plans.
Strategy: While you can view any powers on your opponent's pieces that are bugged with Spyware, (or any powers they later receive) they are aware of the bugging device. This may cause them to not act rationally, knowing you are scrutinizing that piece with more detail. However, you can now decide if it is safe to be on the same row, column, or radial range of that piece. You can save yourself senseless losses of your pieces with that information.
Orb Spy Radial (member battles only)
Attaches a visible bugging device to all the tiles surrounding you. You can view the power of any Orb that spawns there. Can be used to decide what Orbs are worth getting or predict your opponent's powers.
Strategy: Can be used to predict your opponents moves, even before they know what they will do, based on the power they are about to acquire. If you have activated Spy Orb tiles, stay off of them, hoping new Orbs may appear there. If your opponent has activated Spy Orbs, try to cyber squat on those tiles, cutting down the chance of new Orbs appearing there.
Orb Spy Row (member battles only)
Attaches a visible bugging device to all the tiles in your row. You can view the power of any Orb that spawns there. Can be used to decide what Orbs are worth getting or predict your opponent's powers.
Strategy: Can be used to predict your opponents moves, even before they know what they will do, based on the power they are about to acquire. If you have activated Spy Orb tiles, stay off of them, hoping new Orbs may appear there. If your opponent has activated Spy Orbs, try to cyber squat on those tiles, cutting down the chance of new Orbs appearing there.
Orb Spy Column (member battles only)
Attaches a visible bugging device to all the tiles in your column. You can view the power of any Orb that spawns there. Can be used to decide what Orbs are worth getting or predict your opponent's powers.
Strategy: Can be used to predict your opponents moves, even before they know what they will do, based on the power they are about to acquire. If you have activated Spy Orb tiles, stay off of them, hoping new Orbs may appear there. If your opponent has activated Spy Orbs, try to cyber squat on those tiles, cutting down the chance of new Orbs appearing there.
Refurb Radial (member battles only)
All of the surrounding tiles that have either been damaged or modified in some way will be replaced with newly installed ones.
Strategy: Can be used to predict your opponents moves, even before they know what they will do, based on the power they are about to acquire. If you have activated Spy Orb tiles, stay off of them, hoping new Orbs may appear there. If your opponent has activated Spy Orbs, try to cyber squat on those tiles, cutting down the chance of new Orbs appearing there.
Refurb Row (member battles only)
All of the tiles in your row that have either been damaged or modified in some way will be replaced with newly installed ones.
Strategy: Can be used to remove Power Orbs, holes from either bombs or acid, Hotspots, Orb Spys, Bankrupts, and even trigger tripwires by severing the fuse mechanism. Keep in mind that all modifications are refurbished, not just your opponents. However, it will not place the tile height back to neutral elevation. Great way to tread past obstacles and reach an opponent where they felt safe. Also, after heavy carnage from both Bombs and Smart Bombs, this is a great way to gain more usable ground back.
Refurb Column (member battles only)
All of the tiles in your column that have either been damaged or modified in some way will be replaced with newly installed ones.
Strategy: Can be used to remove Power Orbs, holes from either bombs or acid, Hotspots, Orb Spys, Bankrupts, and even trigger tripwires by severing the fuse mechanism. Keep in mind that all modifications are refurbished, not just your opponents. However, it will not place the tile height back to neutral elevation. Great way to tread past obstacles and reach an opponent where they felt safe. Also, after heavy carnage from both Bombs and Smart Bombs, this is a great way to gain more usable ground back.
Bankrupt Radial (member battles only)
All of the surrounding, vacant tiles will be programmed to deplete all powers and remove any positive modifications from any opponent's torus that finds itself coming in contact with one of these tiles.
Strategy: This power can be used to keep a strengthened or heavily modified piece at bay. Such things as Jump Proofs and Move Diagonals can not chase you down without sacrificing their advantage over you. These charged tiles do not effect weak, powerless pieces for they have nothing to lose. They can now be thought of as your attacking piece. You can more safely step right up next to the most dangerous of foes, being sure to stay on your own Bankrupt tile, forcing their most powerful piece to retreat. The elephant scared of the mouse tactic. You can still get Power Orbs that spawn on any opposing Bankrupt tile, for you acquire it after you lose all your current powers and modifications. If you had Move Again activated, you will lose your turn if you step onto an opponent's Bankrupt tile.
Bankrupt Row (member battles only)
All of the vacant tiles in the row will be programmed to deplete all powers and remove any positive modifications from any opponent's torus that finds itself coming in contact with one of these tiles.
Strategy: This power can be used to keep a strengthened or heavily modified piece at bay. Such things as Jump Proofs and Move Diagonals can not chase you down without sacrificing their advantage over you. These charged tiles do not effect weak, powerless pieces for they have nothing to lose. They can now be thought of as your attacking piece. You can more safely step right up next to the most dangerous of foes, being sure to stay on your own Bankrupt tile, forcing their most powerful piece to retreat. The elephant scared of the mouse tactic. You can still get Power Orbs that spawn on any opposing Bankrupt tile, for you acquire it after you lose all your current powers and modifications. If you had Move Again activated, you will lose your turn if you step onto an opponent's Bankrupt tile.
Bankrupt Column (member battles only)
All of the vacant tiles in the column will be programmed to deplete all powers and remove any positive modifications from any opponent's torus that finds itself coming in contact with one of these tiles.
Strategy: This power can be used to keep a strengthened or heavily modified piece at bay. Such things as Jump Proofs and Move Diagonals can not chase you down without sacrificing their advantage over you. These charged tiles do not effect weak, powerless pieces for they have nothing to lose. They can now be thought of as your attacking piece. You can more safely step right up next to the most dangerous of foes, being sure to stay on your own Bankrupt tile, forcing their most powerful piece to retreat. The elephant scared of the mouse tactic. You can still get Power Orbs that spawn on any opposing Bankrupt tile, for you acquire it after you lose all your current powers and modifications. If you had Move Again activated, you will lose your turn if you step onto an opponent's Bankrupt tile.
Purify Radial
Intelligently purifies all your surrounding pieces. Removes all disabilities inflicted upon your squadron, while removing the beneficial abilities your opponent has installed on its pieces.
Strategy: While you may have felt your piece will always be inflicted with a disability, or enhanced with a modification, that is not the case. This power can change a pieces state back to a more neutral state. It is intelligent and it will never remove good enhancements from your own squadron, or bad ones from your opponent. If you activate it, it will only remove negative traits from your own squadron within range, such as Spyware bugging devices, infected Parasites, Inhibitors, and Tripwires. It will also remove good traits from your opponent's pieces within range, such as Grow Quadradius antennas, Climb Tile jet packs, Move Diagonal navigating arrows, Jump Proof armor, Move Again counters, hosted Parasites, Flat To Sphere holograms, Invisible cloaking devices, and Scavenger bands.
Purify Row
Intelligently purifies all the pieces in your row. Removes all disabilities inflicted upon your squadron, while removing the beneficial abilities your opponent has installed on its pieces.
Strategy: While you may have felt your piece will always be inflicted with a disability, or enhanced with a modification, that is not the case. This power can change a pieces state back to a more neutral state. It is intelligent and it will never remove good enhancements from your own squadron, or bad ones from your opponent. If you activate it, it will only remove negative traits from your own squadron within range, such as Spyware bugging devices, infected Parasites, Inhibitors, and Tripwires. It will also remove good traits from your opponent's pieces within range, such as Grow Quadradius antennas, Climb Tile jet packs, Move Diagonal navigating arrows, Jump Proof armor, Move Again counters, hosted Parasites, Flat To Sphere holograms, Invisible cloaking devices, and Scavenger bands.
Purify Column
Intelligently purifies all the pieces in your column. Removes all disabilities inflicted upon your squadron, while removing the beneficial abilities your opponent has installed on its pieces.
Strategy: While you may have felt your piece will always be inflicted with a disability, or enhanced with a modification, that is not the case. This power can change a pieces state back to a more neutral state. It is intelligent and it will never remove good enhancements from your own squadron, or bad ones from your opponent. If you activate it, it will only remove negative traits from your own squadron within range, such as Spyware bugging devices, infected Parasites, Inhibitors, and Tripwires. It will also remove good traits from your opponent's pieces within range, such as Grow Quadradius antennas, Climb Tile jet packs, Move Diagonal navigating arrows, Jump Proof armor, Move Again counters, hosted Parasites, Flat To Sphere holograms, Invisible cloaking devices, and Scavenger bands.
Tripwire Radial
Tethers a tripwire to your opponent's pieces surrounding you. While they can still safely use powers, following any successful movement off of the tile will trigger the mechanism and destroy the piece.
Strategy: Pieces that have been tied to a tile with Tripwire are not paralyzed and anchored to that tile. They simply have a bomb like device tethered to them. While any movement off of the tile will kill that piece, it can make single, self destructive move. So it can make one final move and jump on a piece, then it will self destruct. It also can use powers while it has a Tripwire attached, or gain other powers through Learning or Pilfering, so don't count that piece out yet. If that piece is moved from its tile in anyway, it will destruct after it completes it move, whether by Relocate, Scramble, or Hotspot.
Tripwire Row
Tethers a tripwire to your opponent's pieces in the row. While they can still safely use powers, following any successful movement off of the tile will trigger the mechanism and destroy the piece.
Strategy: Pieces that have been tied to a tile with Tripwire are not paralyzed and anchored to that tile. They simply have a bomb like device tethered to them. While any movement off of the tile will kill that piece, it can make single, self destructive move. So it can make one final move and jump on a piece, then it will self destruct. It also can use powers while it has a Tripwire attached, or gain other powers through Learning or Pilfering, so don't count that piece out yet. If that piece is moved from its tile in anyway, it will destruct after it completes it move, whether by Relocate, Scramble, or Hotspot.
Tripwire Column
Tethers a tripwire to your opponent's pieces in the column. While they can still safely use powers, following any successful movement off of the tile will trigger the mechanism and destroy the piece.
Strategy: Pieces that have been tied to a tile with Tripwire are not paralyzed and anchored to that tile. They simply have a bomb like device tethered to them. While any movement off of the tile will kill that piece, it can make single, self destructive move. So it can make one final move and jump on a piece, then it will self destruct. It also can use powers while it has a Tripwire attached, or gain other powers through Learning or Pilfering, so don't count that piece out yet. If that piece is moved from its tile in anyway, it will destruct after it completes it move, whether by Relocate, Scramble, or Hotspot.
Inhibit Radial
Disables the power absorbing mechanism of your surrounding opponent's pieces. While they can still swap powers, this inhibits their ability to acquire new powers by docking with the Power Orb.
Strategy: Putting this annoyance on your opponent's piece will render them unable to absorb and collect any Power Orbs with that piece. They can still land on an Orb, but it will remain intact and when they move off it, it still remains. If you happen to jump on a piece that is on an unabsorbed Orb, you will kill the piece, and absorb the power in the same move. If they happen to have Jump Proof armor on, they can sit on an Orb to block it from being absorbed by anyone. A piece that has an Inhibitor attached to it will most likely not be able to get any stronger, and is essentially a much more useless piece. Try to tag as many pieces of your opponent's squadron with these as possible.
Inhibit Row
Disables the power absorbing mechanism of opponent's pieces in your row. While they can still swap powers, this inhibits their ability to acquire new powers by docking with the Power Orb.
Strategy: Putting this annoyance on your opponent's piece will render them unable to absorb and collect any Power Orbs with that piece. They can still land on an Orb, but it will remain intact and when they move off it, it still remains. If you happen to jump on a piece that is on an unabsorbed Orb, you will kill the piece, and absorb the power in the same move. If they happen to have Jump Proof armor on, they can sit on an Orb to block it from being absorbed by anyone. A piece that has an Inhibitor attached to it will most likely not be able to get any stronger, and is essentially a much more useless piece. Try to tag as many pieces of your opponent's squadron with these as possible.
Inhibit Column
Disables the power absorbing mechanism of opponent's pieces in your column. While they can still swap powers, this inhibits their ability to acquire new powers by docking with the Power Orb.
Strategy: Putting this annoyance on your opponent's piece will render them unable to absorb and collect any Power Orbs with that piece. They can still land on an Orb, but it will remain intact and when they move off it, it still remains. If you happen to jump on a piece that is on an unabsorbed Orb, you will kill the piece, and absorb the power in the same move. If they happen to have Jump Proof armor on, they can sit on an Orb to block it from being absorbed by anyone. A piece that has an Inhibitor attached to it will most likely not be able to get any stronger, and is essentially a much more useless piece. Try to tag as many pieces of your opponent's squadron with these as possible.
Kamikaze Radial
Self destruction of your piece and all the surrounding pieces. Helpful if you have infiltrated a cluster of your opponents pieces or if you find yourself about to fall victim to an opponents attack.
Strategy: It is a strong power, but technically not as easy to use as its counterpart, Destroy. This power does not distinguish between any pieces, and all will succumb to its violent outburst. Best if used when you are set to lose as few as possible pieces, while maximizing the damage done to your opponent.
Kamikaze Row
Self destruction of your piece and all the pieces in the row. Helpful if you are lined up with a handful of your opponents pieces or if you find yourself about to fall victim to an opponents attack.
Strategy: It is a strong power, but technically not as easy to use as its counterpart, Destroy. This power does not distinguish between any pieces, and all will succumb to its violent outburst. Best if used when you are set to lose as few as possible pieces, while maximizing the damage done to your opponent.
Kamikaze Column
Self destruction of your piece and all the pieces in the column. Helpful if you are lined up with a handful of your opponents pieces or if you find yourself about to fall victim to an opponents attack.
Strategy: It is a strong power, but technically not as easy to use as its counterpart, Destroy. This power does not distinguish between any pieces, and all will succumb to its violent outburst. Best if used when you are set to lose as few as possible pieces, while maximizing the damage done to your opponent.
Destroy Radial
Intelligently destroys any opponent's pieces that surround you, while leaving your squadron unharmed. Helpful if you have infiltrated a cluster of pieces or if you find yourself being abruptly approached.
Strategy: Just a barbaric attack, possibly leaving many pieces Destroyed. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Destroy Row
Intelligently destroys any opponent's pieces in your row, while leaving your squadron unharmed. Helpful if you are lined up with a handful of your opponent's pieces or they happen to cross your path.
Strategy: Just a barbaric attack, possibly leaving many pieces Destroyed. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Destroy Column
Intelligently destroys any opponent's pieces in the column, while leaving your squadron unharmed. Helpful if you are lined up with a handful of your opponent's pieces or they happen to cross your path.
Strategy: Just a barbaric attack, possibly leaving many pieces Destroyed. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Acidic Radial
Dissolves all of your surrounding opponent's pieces. This not only completely destroys their piece, but also disfigures the arena landscape by dissolving a hole in the tile, leaving it uninhabitable.
Strategy: Very Similar to Destroy, but with an added twist. It will burn holes through the tiles as it eats away at your opponent's pieces. These tiles are never to be used again during the battle. They are off limits. You can try to plan ahead and wait to the right moment to try to dissolve a piece, thereby having some control over what tiles will become impassible for the rest of the game. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Acidic Row
Dissolves all of your opponent's pieces in the row. This not only completely destroys their piece, but also disfigures the arena landscape by dissolving a hole in the tile, leaving it uninhabitable.
Strategy: Very Similar to Destroy, but with an added twist. It will burn holes through the tiles as it eats away at your opponent's pieces. These tiles are never to be used again during the battle. They are off limits. You can try to plan ahead and wait to the right moment to try to dissolve a piece, thereby having some control over what tiles will become impassible for the rest of the game. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Acidic Column
Dissolves all of your opponent's pieces in the column. This not only completely destroys their piece, but also disfigures the arena landscape by dissolving a hole in the tile, leaving it uninhabitable.
Strategy: Very Similar to Destroy, but with an added twist. It will burn holes through the tiles as it eats away at your opponent's pieces. These tiles are never to be used again during the battle. They are off limits. You can try to plan ahead and wait to the right moment to try to dissolve a piece, thereby having some control over what tiles will become impassible for the rest of the game. Try to align yourself or get in range with as many pieces of your opponent at a time, in order to cause the most destruction. If you make odd movements to line yourself up with your opponent, they may be onto you, and try to attack you, or disperse there pieces to minimize the strength of your attack. Wait for a good opportunity without drawing attention to your plans or setup tactics. Make it look like natural choices you are making when moving to a tile in order to set up your attack, such as moving towards an Orb.
Recruit Radial
Recruits all the surrounding pieces to join your squadron and depletes your opponent's infantry. These new recruits come equipped with any powers or abilities they had previously.
Strategy: This Power is very strong. Don't think of it simply as a way to annihilate your opponent's pieces. For every piece they lose, you gain. When used against a decent amount of your opponent's squadron, you can really offset the balance between the amounts of pieces in the arena, which therefore leads to greater board coverage, which ultimately leads to a much easier win. If you are falling behind in the struggle, treat these Recruit Powers like gold, for they can quickly change the tides of a losing battle.
Recruit Row
Recruits all the pieces in your row to join your squadron and depletes your opponent's infantry. These new recruits come equipped with any powers or abilities they had previously.
Strategy: This Power is very strong. Don't think of it simply as a way to annihilate your opponent's pieces. For every piece they lose, you gain. When used against a decent amount of your opponent's squadron, you can really offset the balance between the amounts of pieces in the arena, which therefore leads to greater board coverage, which ultimately leads to a much easier win. If you are falling behind in the struggle, treat these Recruit Powers like gold, for they can quickly change the tides of a losing battle.
Recruit Column
Recruits all the pieces in your column to join your squadron and depletes your opponent's infantry. These new recruits come equipped with any powers or abilities they had previously.
Strategy: This Power is very strong. Don't think of it simply as a way to annihilate your opponent's pieces. For every piece they lose, you gain. When used against a decent amount of your opponent's squadron, you can really offset the balance between the amounts of pieces in the arena, which therefore leads to greater board coverage, which ultimately leads to a much easier win. If you are falling behind in the struggle, treat these Recruit Powers like gold, for they can quickly change the tides of a losing battle.
Memberships
There are many facets and benefits that come with being a Member to the Quadradius Arena.
- Your name is no longer restricted from being only 6 letters and you are not stigmatized by having the GUEST suffix on your name.
- The name you decide upon is password protected. No imposters.
- Each game you play against another Member is tallied, so you can track your progress from month to month.
- There is an opportunity to be ranked in the Quadradius Lobby Score Board. Here you can try to climb to the top of the list each month, or see where you rank among the other players.
- You have access to all the Advance settings before a battle beings. These include changing the Face Off direction of game play, the size of the Arena, the size of the Squadrons, the color of your Torii, and timed battles.
- New Power Tuesday! Every first Tuesday of the month a new type of Power Orb is released into the Arena. Only Member vs Member battles have access to these additional Powers, Strategies and Tactics.
- MvM-only powers consist of Invisible, Orb Spy, Switcheroo, Dredge, Refurb, Bankrupt, Scavenger, Power Plant, and the new secret power coming out for August's New Power Tuesday!
- The ability to earn in-game awards such as Stars and Medals to be displayed in a trophy-like case for all to see.
- A fantastic feeling you get when you are supporting the hard work of a very small but dedicated two-man team. It is because of the Members that these two independent game designers continue to work on this little project called Quadradius. Thanks!
Score Board Ranking System
When two Members battle in the Quadradius Arena, the outcome of the game is recorded and added to their monthly stats. There are two scenarios where the scores are not recorded; if you are playing against a Guest or if both Members agree to Void the Score in the Arena Menu (This must be done before a game ends).
The algorithm for the monthly rankings appears confusing at first, but it was developed to weed out the flukes, and is quite effective. There are four steps in the ranking process.
- First you need to get on the board.
This is accomplished by having at least as many wins as the player with the lowest amount of wins listed. In the beginning of the month, it is quite easy to get on the board, because the lowest win listed is 0 and all you need is 1 win to beat that.
- Once on the board, the ordering is sorted by percentage.
A higher percentage is ranked higher, naturally. In the beginning of the month a 1/1 is winning with 100%. The only immediate way to surpass this player is to have a 100% also, but with more wins, say 2/2. While that may seem unfair that a 1/1 is considered a better player than maybe a 4/5, this brings me to the next part of the algorithm.
- You need to fight to remain on the board.
As more people play, the minimum to get on the board is raised, and at the same time, this minimum is required to remain on the board. Soon, all the 1/1's start being replaced, and resorted. So a 1/1 will need to play again, and hope for another win, to be re-listed as 2/2. By the end of the month, only the truly skillful will be listed.
- Finally, you need to battle against varying players of different skill sets.
When you are beating someone a few times in a row, move on to a stronger challenger.
If you simply beat your same one or two friends over and over, your score will become frozen at a certain point in time.
Your personal score is still calculated under the Members tab, but the public score board will not reflect any new wins or losses.
If your private member score doesn't match your public ranked score, then it has been frozen.
You can have the public score unfrozen and show accurate counts by playing other formidable Members you have not battled before.
Battle On!
�2006, 2007 Quadradius
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