Plan · Consolidate defensive capacity by equipping shields on heavy units to dictate the attrition vector.
Purchases (1 tanks)
{
"Iron_Vector-3_heavy": [
{
"item": "force_shield",
"count": 1
}
]
}Matches / 20260711-162142_m0_seed692122345
2026-07-11 16:21:42 · seed 692122345 · 4 rounds · 56m 45s
Seats
Mercury2 · inception/mercury-2
1012.0 → 1023.4 +11.4
TencentHY3 · tencent/hy3
996.0 → 1000.2 +4.2
Gemini3.1FlashLite · google/gemini-3.1-flash-lite
1004.0 → 999.8 -4.2
Ling2.6Flash · inclusionai/ling-2.6-flash
988.0 → 976.6 -11.4
Battlefield
Round 1 map
Rounds
Round 1
red
Top · AegisRogue-9 (26.1)
Round 2
blue
Top · AegisRogue-6 (32.0)
Round 3
red
Top · AegisRogue-5 (21.1)
Round 4
red
Top · AegisRogue-13 (35.6)
Telemetry
Evolution
Round 0
Plan · Consolidate defensive capacity by equipping shields on heavy units to dictate the attrition vector.
{
"Iron_Vector-3_heavy": [
{
"item": "force_shield",
"count": 1
}
]
}Plan · Buy two force_shield charges for a frontline battle tank to boost survivability, using the $200 budget.
{
"AegisRogue-10_battle": [
{
"item": "force_shield",
"count": 2
}
]
}Plan · Buy mid-range volley consistency and a small layer of defense: 3 mirv (split to 5 warheads each) distributed to the 3 heavies to help contest waypoints, 2 force_shield to the two scouts at the front line for early survivability, and 1 baby_nuke as flexible area pressure. Keep the rest of the budget reserved in the shared wallet for in-match re-rolls or pushes.
{
"IronScribe-11_heavy": [
{
"item": "mirv",
"count": 3
}
],
"IronScribe-10_battle": [
{
"item": "mirv",
"count": 3
}
],
"IronScribe-7_battle": [
{
"item": "mirv",
"count": 3
}
],
"IronScribe-1_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-2_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-3_scout": [
{
"item": "baby_nuke",
"count": 1
}
]
}Plan · Equip scouts with dirt_bomb for cover and battles with shields plus heavy hitting nukes/rollers for aggressive objective clears.
{
"VortexStrike-1_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-2_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-3_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-4_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-5_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-6_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-7_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-8_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-9_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-10_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-11_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "nuke",
"count": 3
},
{
"item": "roller",
"count": 3
}
],
"VortexStrike-12_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "nuke",
"count": 3
},
{
"item": "roller",
"count": 3
}
],
"VortexStrike-13_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "nuke",
"count": 3
},
{
"item": "roller",
"count": 3
}
],
"VortexStrike-14_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "nuke",
"count": 3
},
{
"item": "roller",
"count": 3
}
]
}Round 1
Hypothesis · Add defensive shields and cluster‑clearing ammo to improve placement while keeping firepower.
Hypothesis · Transitioning to a 'defensive depth' formation to preserve chassis while utilizing MIRV volleys for area denial.
Hypothesis · Add mid-range anti-tank punch and a volley-control skill to trade shots on our terms while screening key tanks.
Hypothesis · Scouts died fast with no impact; shift to aggressive objective pressure with shielded battle tanks and roller/mirv to punish clusters while keeping reserves.
Hypothesis · Transitioning to long-range saturation fire using cluster munitions to punish clustered positioning and reduce close-contact attrition.
Goals · Prioritize high-yield area suppression from extreme range to force enemy movement into suboptimal kill zones.
Style · Geometric attrition: force the enemy to clear terrain while we dictate the vector of impact.
Intel · Opponents exhibit high clustering behavior, making them primary targets for area-of-effect saturation tactics.
Memory · Scouts suffered excessive loss; shifting primary damage loadout to Heavy/Battle units to maintain cohesion and prevent early attrition.
New skill · [object Object]
{
"Iron_Vector-15_heavy": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-16_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-3_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-6_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-9_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-12_heavy": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-10_battle": [
{
"item": "funky_bomb",
"count": 3
}
],
"Iron_Vector-7_battle": [
{
"item": "funky_bomb",
"count": 3
}
]
}Hypothesis · Add defensive shields and cover to survivors, give mirv to cluster‑prone heavy, boost missile ammo on the best surviving battle tank to maintain pressure while staying safe.
Intel · Enemy tends to concentrate fire on isolated scouts and low‑HP heavies, ignoring well‑shielded units.
Memory · Survivors who received shields and cover stayed alive far longer; heavy tanks without protection were quickly destroyed.
New skill · [object Object]
{
"AegisRogue-12_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"AegisRogue-13_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"AegisRogue-16_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"AegisRogue-9_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
},
{
"item": "missile",
"count": 12
}
],
"AegisRogue-14_heavy": [
{
"item": "mirv",
"count": 3
}
]
}Hypothesis · Shift to mid-range volley discipline: use mirv/missile bundles to trade shots on our terms and preserve tanks by holding cover denial and shields.
Goals · Hold waypoints with mid-range volleys; use cover denial and shields to minimize exposure and trade on our terms.
Style · mid-range volley discipline with selective pushes
Memory · Scouts died pushing without cover; switch to dirt_bomb/force_shield to deny cover and protect scouts, use mirv/mid-range bundles for tanks to trade shots.
New skill · [object Object]
{
"IronScribe-10_battle": [
{
"item": "mirv",
"count": 3
},
{
"item": "missile",
"count": 1
}
],
"IronScribe-11_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"IronScribe-1_scout": [
{
"item": "dirt_bomb",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-2_scout": [
{
"item": "dirt_bomb",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-3_scout": [
{
"item": "baby_nuke",
"count": 1
}
],
"IronScribe-4_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-5_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-6_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-7_battle": [
{
"item": "missile",
"count": 2
}
],
"IronScribe-8_battle": [
{
"item": "missile",
"count": 2
}
],
"IronScribe-9_battle": [
{
"item": "missile",
"count": 2
}
]
}Hypothesis · Scouts died cheaply rushing; arm survivors with force_shield and give battles heavy punch to hold points and trade up.
Style · Aggressive but shield survivable scouts and use battles as heavy hitters; keep dirt cover for respawns.
Intel · AegisRogue took round 1 with 158 score vs our 54; they likely held objectives and traded efficiently while we over-extended scouts.
Memory · Scouts with only baby_missile died fast (7/10 lost). Surviving battles+scouts earned more. Buy shields for survivors and heavy ammo for battles to convert placement into points.
New skill · [object Object]
{
"VortexStrike-11_battle": [
{
"item": "heavy_missile",
"count": 6
}
],
"VortexStrike-12_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "missile",
"count": 6
}
],
"VortexStrike-13_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "missile",
"count": 6
}
],
"VortexStrike-14_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "missile",
"count": 6
}
],
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-10_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-2_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-3_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-4_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-5_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-6_scout": [
{
"item": "dirt_bomb",
"count": 6
}
]
}Round 2
Hypothesis · Transitioning to defensive spacing: massed tanks were too easily destroyed; spreading fire across the map with MIRV saturation to dominate movement lanes.
Goals · Prioritize terrain persistence; survival is the primary metric for victory.
Style · Geometric attrition: force the enemy to clear terrain while we dictate the vector of impact.
Intel · AegisRogue and VortexStrike favor close-proximity clustering; they ignore wide-field suppression in favor of raw damage output.
Memory · Aggressive, tight formations led to high casualties. Survival is not passive; it requires creating zones of death that enemies must navigate, while our assets maintain distance.
New skill · [object Object]
{
"Iron_Vector-12_heavy": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-15_heavy": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-3_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-6_heavy": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-10_battle": [
{
"item": "funky_bomb",
"count": 3
}
],
"Iron_Vector-1": [
{
"item": "missile",
"count": 3
}
],
"Iron_Vector-4": [
{
"item": "force_shield",
"count": 2
}
]
}Hypothesis · Add layered defensive cover and shields to heavy tanks while boosting battle tanks with heavy missiles for cluster clearing, to improve survivability.
Intel · Enemy clusters in tight corridors, making them vulnerable to mirv and area‑damage weapons.
Memory · Heavy tanks survive longer when equipped with dirt_bomb cover and force_shield; scouts need only minimal shielding.
New skill · [object Object]
{
"AegisRogue-11_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-12_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-13_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-14_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"AegisRogue-15_heavy": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-16_heavy": [
{
"item": "force_shield",
"count": 3
},
{
"item": "dirt_bomb",
"count": 2
},
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-1_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-2_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-3_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-4_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-5_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-6_scout": [
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-10_battle": [
{
"item": "heavy_missile",
"count": 2
}
],
"AegisRogue-7_battle": [
{
"item": "heavy_missile",
"count": 2
}
],
"AegisRogue-8_battle": [
{
"item": "heavy_missile",
"count": 2
}
],
"AegisRogue-9_battle": [
{
"item": "heavy_missile",
"count": 2
}
]
}Hypothesis · Spread $476 to reinforce mid-range volley resilience and deny cover: buy protection and area denial to reduce exposure while preserving firing lanes.
Goals · Hold waypoints with mid-range volleys; use cover denial and shields to minimize exposure and trade on our terms.
Style · mid-range volley discipline with selective pushes
Memory · Tanks died at long exposure; invest in shields and dirt bombs to deny lanes and protect mid-range volley positions.
New skill · [object Object]
{
"IronScribe-10_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-11_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-1_scout": [
{
"item": "force_shield",
"count": 1
},
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-2_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-3_scout": [
{
"item": "baby_nuke",
"count": 1
},
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-4_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-5_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-6_scout": [
{
"item": "dirt_bomb",
"count": 3
}
],
"IronScribe-7_battle": [
{
"item": "force_shield",
"count": 1
},
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-8_battle": [
{
"item": "force_shield",
"count": 1
},
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-9_battle": [
{
"item": "force_shield",
"count": 1
},
{
"item": "dirt_bomb",
"count": 2
}
]
}Hypothesis · Surviving scouts earn more than dead battles; arm scouts with shields+dirt and give battles heavy hitters to trade up while cover saves respawns.
Style · Aggressive scouts with shield+dirt survive for income; battles hit hard then retreat to dirt cover.
Intel · AegisRogue holds match lead with 307 score; likely contests victory points aggressively. Expect early point pushes and cluster formations.
Memory · Surviving scouts (placement <15) earned ~$1650 each; destroyed battles earned similar but lost hulls. Placement > income > kills. Buy shields for scouts.
New skill · [object Object]
{
"VortexStrike-10_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-11_battle": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "mirv",
"count": 3
}
],
"VortexStrike-12_battle": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "roller",
"count": 3
}
],
"VortexStrike-13_battle": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "funny_bomb",
"count": 0
},
{
"item": "funky_bomb",
"count": 3
}
],
"VortexStrike-14_battle": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "baby_nuke",
"count": 3
}
],
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-2_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-3_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-4_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-5_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-6_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 4
}
]
}Round 3
Hypothesis · Concentrate high-yield munitions on heavy units while scouts deploy dirt_bombs to create artificial kill zones for enemy movement.
Goals · Standardize on long-range area denial to force opponents into defensive structures of our own design.
Style · Geometric attrition: force the enemy to clear terrain while we dictate the vector of impact.
Intel · AegisRogue shows high positional awareness; they favor clustering, making them prime targets for MIRV saturation.
Memory · Units die when isolated; consolidate movement vectors to ensure overlapping suppression fields. Defensive terrain can be weaponized against mobile attackers.
New skill · [object Object]
{
"Iron_Vector-12_heavy": [
{
"item": "mirv",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-15_heavy": [
{
"item": "mirv",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-14_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"Iron_Vector-17_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"Iron_Vector-4_battle": [
{
"item": "funky_bomb",
"count": 6
}
],
"Iron_Vector-10_battle": [
{
"item": "funky_bomb",
"count": 6
}
]
}Hypothesis · Add extensive cover, shields and rollers to frontline tanks, prioritizing survivability over raw kills.
Intel · Enemy tends to cluster around choke points, using burst fire to overwhelm single targets.
Memory · Frontline tanks that deploy cover and shields before advancing survive significantly longer, even if they score fewer kills.
New skill · [object Object]
{
"AegisRogue-10_battle": [
{
"item": "dirt_bomb",
"count": 15
},
{
"item": "force_shield",
"count": 2
},
{
"item": "roller",
"count": 6
}
],
"AegisRogue-7_battle": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "roller",
"count": 6
},
{
"item": "funky_bomb",
"count": 3
}
],
"AegisRogue-8_battle": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "roller",
"count": 6
},
{
"item": "funky_bomb",
"count": 3
}
],
"AegisRogue-9_battle": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "roller",
"count": 6
}
],
"AegisRogue-11_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-12_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-13_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-14_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-15_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-16_heavy": [
{
"item": "dirt_bomb",
"count": 12
},
{
"item": "force_shield",
"count": 2
},
{
"item": "mirv",
"count": 3
}
],
"AegisRogue-1_scout": [
{
"item": "force_shield",
"count": 2
}
],
"AegisRogue-2_scout": [
{
"item": "force_shield",
"count": 2
}
],
"AegisRogue-3_scout": [
{
"item": "force_shield",
"count": 2
}
],
"AegisRogue-5_scout": [
{
"item": "force_shield",
"count": 2
}
],
"AegisRogue-6_scout": [
{
"item": "force_shield",
"count": 2
}
]
}Hypothesis · Shift to a mid-range volley-and-hold plan: spread force shields and long-haul missiles to let us trade on our terms and protect our fragile scouts.
Goals · Hold waypoints with mid-range volleys; use cover denial and shields to minimize exposure and trade on our terms.
Style · mid-range volley discipline with selective pushes
Intel · AegisRogue pressed hard mid and exploited flanks; Iron_Vector probed late-game cover—deny sight lines and punish with mirv/mirv vs clusters.
Memory · Scouts died early with no defense; allocate force shields to scouts and support tanks, use dirt_bomb to deny key cover lanes.
New skill · [object Object]
{
"IronScribe-10_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "missile",
"count": 3
}
],
"IronScribe-11_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-1_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-2_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-3_scout": [
{
"item": "dirt_bomb",
"count": 2
}
],
"IronScribe-4_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-5_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-6_scout": [
{
"item": "dirt_bomb",
"count": 1
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-7_battle": [
{
"item": "missile",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-8_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
],
"IronScribe-9_battle": [
{
"item": "missile",
"count": 3
},
{
"item": "force_shield",
"count": 1
}
]
}Hypothesis · Scouts dominate placement but deal no damage; arm survivors with shields+dirt to hold cover and let battles push kills while surviving longer.
Intel · AegisRogue leads 2-1 with match point; they likely play for placement efficiency and will close out if we don't capture VPs fast next round.
Memory · Surviving scouts with dirt+shield hold placement and respawn cover; battles must use heavy hits not just chip damage to convert survival into round wins.
New skill · [object Object]
{
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-2_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-3_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-4_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-5_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-6_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-10_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-11_battle": [
{
"item": "mirv",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
],
"VortexStrike-12_battle": [
{
"item": "roller",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
],
"VortexStrike-13_battle": [
{
"item": "funky_bomb",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
],
"VortexStrike-14_battle": [
{
"item": "baby_nuke",
"count": 3
},
{
"item": "heavy_missile",
"count": 3
}
]
}Cost by model
| Model | Calls | Prompt tok | Completion | Cost |
|---|---|---|---|---|
| google/gemini-3.1-flash-lite | 80 | 481k | 118k | $0.30 |
| inception/mercury-2 | 80 | 429k | 251k | $0.30 |
| tencent/hy3 | 80 | 422k | 104k | $0.12 |
| inclusionai/ling-2.6-flash | 78 | 332k | 77k | <$0.01 |