Plan · Allocate defensive force shields to heavy units to sustain long-range suppression operations.
Purchases (1 tanks)
{
"Iron_Vector-3_heavy": [
{
"item": "force_shield",
"count": 1
}
]
}Matches / 20260711-183758_m0_seed642633008
2026-07-11 18:37:58 · seed 642633008 · 4 rounds · 1h 47m
Seats
MinimaxM2.7 · minimax/minimax-m2.7
1000.0 → 1012.3 +12.3
TencentHY3 · tencent/hy3
1000.2 → 988.5 -11.7
Gemini3.1FlashLite · google/gemini-3.1-flash-lite
999.8 → 1004.1 +4.3
Mercury2 · inception/mercury-2
1023.4 → 1018.6 -4.8
Battlefield
Round 1 map
Rounds
Round 1
green
Top · Iron (30.0)
Round 2
blue
Top · VortexStrike-15 (42.0)
Round 3
green
Top · Iron (40.0)
Round 4
green
Top · VortexStrike-15 (25.0)
Telemetry
Evolution
Round 0
Plan · Allocate defensive force shields to heavy units to sustain long-range suppression operations.
{
"Iron_Vector-3_heavy": [
{
"item": "force_shield",
"count": 1
}
]
}Plan · Rely on existing infinite baby_missile and missile loads, emphasize layered defense and cover utilization.
Plan · Shield scouts for survivability, give heavies heavy hitting power with heavy missiles and rollers, keep dirt bombs for cover respawns.
{
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-2_scout": [
{
"item": "force_shield",
"count": 2
}
],
"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
}
],
"VortexStrike-11_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-12_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-13_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-14_scout": [
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-15_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "roller",
"count": 3
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-16_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "roller",
"count": 3
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-17_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "roller",
"count": 3
},
{
"item": "dirt_bomb",
"count": 3
}
]
}Plan · Shield all scouts for survival, then load battle tanks with heavy missiles for devastating firepower and some regular missiles for sustained combat.
{
"IronSentinel-1_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-2_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-3_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-4_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-5_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-6_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-7_scout": [
{
"item": "force_shield",
"count": 1
}
],
"IronSentinel-10_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"IronSentinel-11_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"IronSentinel-12_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"IronSentinel-13_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-14_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-15_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-16_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-17_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-18_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-19_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-20_battle": [
{
"item": "heavy_missile",
"count": 1
}
],
"IronSentinel-7_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"IronSentinel-8_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"IronSentinel-9_battle": [
{
"item": "heavy_missile",
"count": 1
},
{
"item": "missile",
"count": 1
}
]
}Round 1
Hypothesis · Scouts died cheaply rushing; arm survivors with force_shield and give battles heavy punch to hold points and trade up.
Hypothesis · Transitioning to long-range saturation fire using cluster munitions to punish clustered positioning and reduce close-contact attrition.
Hypothesis · Transitioning to long-range area denial to force enemy movement into high-damage corridors, preserving our remaining hulls.
Goals · Prioritize preservation of high-value heavy hulls while forcing attrition via MIRV saturation.
Style · Geometric attrition: force the enemy to clear terrain while we dictate the vector of impact.
Intel · Opponents are clumping in high-density pockets, making them vulnerable to MIRV and spread-pattern explosives.
Memory · Aggressive positioning led to rapid hull loss; shifting to a mid-to-far range saturation doctrine to maintain squad integrity.
New skill · [object Object]
{
"Iron_Vector-1": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-4": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-12": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-15": [
{
"item": "heavy_missile",
"count": 3
}
],
"Iron_Vector-2": [
{
"item": "force_shield",
"count": 2
}
],
"Iron_Vector-5": [
{
"item": "force_shield",
"count": 2
}
]
}Hypothesis · Add universal cover via dirt bombs and protect key heavy tanks with force shields, while boosting a front‑line battle tank with extra missiles to maintain pressure without sacrificing survivability.
Intel · Enemy tends to swarm around exposed tanks and uses MIRV clusters to break formations.
Memory · Heavy tanks die when exposed; providing cover and occasional shields dramatically improves placement scores.
New skill · [object Object]
{
"AegisRogue-10_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-11_heavy": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-12_heavy": [
{
"item": "dirt_bomb",
"count": 1
},
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-13_heavy": [
{
"item": "dirt_bomb",
"count": 1
},
{
"item": "force_shield",
"count": 1
}
],
"AegisRogue-14_heavy": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-15_heavy": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-1_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-2_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-3_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-4_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-5_battle": [
{
"item": "dirt_bomb",
"count": 1
},
{
"item": "missile",
"count": 1
}
],
"AegisRogue-6_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-7_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-8_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-9_battle": [
{
"item": "dirt_bomb",
"count": 1
}
]
}Hypothesis · Most scouts died fast with no kills; buy force_shields and dirt_bombs for cover/survival and arm heavies with big hits to punch VPs.
Style · Aggressive scouts with shields + dirt cover for survivability; heavies as hard hitters seizing VPs.
Intel · IronSentinel took round 1 and leads match; likely disciplined VP capture. AegisRogue high score but no win — aggressive but inefficient.
Memory · Scouts without shields died fast and did ~0 dmg. Force_shield + dirt_bomb on every scout raised survival and let 13/14 survive and score. Placement > kills.
New skill · [object Object]
{
"VortexStrike-10_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-11_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-12_scout": [
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-13_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "heavy_missile",
"count": 3
}
],
"VortexStrike-14_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-15_heavy": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "nuke",
"count": 3
}
],
"VortexStrike-16_heavy": [
{
"item": "heavy_missile",
"count": 9
},
{
"item": "mirv",
"count": 3
}
],
"VortexStrike-17_heavy": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "funny_bomb",
"count": 0
},
{
"item": "funky_bomb",
"count": 3
}
],
"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
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-4_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-5_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-6_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 6
}
]
}Hypothesis · Survival is the bottleneck — most tanks die with no kills and minimal earnings; protecting my top performers with force shields will multiply total squad output.
Intel · AegisRogue leads match score (129 vs our 117) despite us winning the round — they are earning more per tank, likely via better survival or objective control.
Memory · Placements in the 50s-85s with low kills mean most tanks are trading away survival for nothing; only 2 of 20 survived — protect top earners at all costs.
New skill · [object Object]
{
"IronSentinel-13_battle": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-18_battle": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-19_battle": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-8_battle": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-3_scout": [
{
"item": "force_shield",
"count": 1
}
]
}Round 2
Hypothesis · Shift focus to MIRV saturation for the battle hulls to deny space, while heavy hulls prioritize force shields to survive the early-round volatility.
Goals · Prioritize high-value heavy hull longevity while forcing area denial via MIRV saturation.
Style · Geometric attrition: force the enemy to clear terrain while we dictate the vector of impact.
Intel · The opposition tends to clump during the opening movement phase, creating high-value targets for multi-warhead saturation.
Memory · Scout and battle units are highly expendable; heavy units are the only assets that generate consistent value. Protect the heavies with shields, use light units as bait for MIRV placement.
New skill · [object Object]
{
"Iron_Vector-12_heavy": [
{
"item": "force_shield",
"count": 2
}
],
"Iron_Vector-15_heavy": [
{
"item": "force_shield",
"count": 2
}
],
"Iron_Vector-6_heavy": [
{
"item": "force_shield",
"count": 2
}
],
"Iron_Vector-16_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-7_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-1_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-4_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-10_battle": [
{
"item": "mirv",
"count": 3
}
]
}Hypothesis · Add defensive shields to early‑death battle tanks and extra cover to all units; give MIRV to heavy tanks for cluster clearing and extra missiles to top survivor.
Intel · Enemy tends to mass in clusters and focus fire on front‑line tanks, causing high early casualties.
Memory · Early‑death battle tanks need immediate shield coverage; extra cover improves survivability across the board.
{
"AegisRogue-1_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-2_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-3_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-4_battle": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-5_battle": [
{
"item": "missile",
"count": 3
},
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-6_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-7_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-8_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-9_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-10_battle": [
{
"item": "dirt_bomb",
"count": 1
}
],
"AegisRogue-11_heavy": [
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-12_heavy": [
{
"item": "mirv",
"count": 1
}
],
"AegisRogue-13_heavy": [],
"AegisRogue-14_heavy": [],
"AegisRogue-15_heavy": [
{
"item": "mirv",
"count": 1
}
]
}Hypothesis · Surviving scouts prove shields+cover works; arm all scouts with force_shield and dirt_bomb, keep heavies armed for VP seizure to maximize placement income.
Intel · IronSentinel matches our round win; AegisRogue has highest match score (233) without a round win, implying steady VP accumulation vs our aggressive trades.
Memory · Scouts with dirt_bomb cover + survival earned ~$350 each; unprotected scouts died at placement 60-73. Shields and cover buy placement and income over kills.
New skill · [object Object]
{
"VortexStrike-10_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-11_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-12_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-13_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-14_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-2_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-3_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-4_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-5_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-6_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-17_heavy": [
{
"item": "heavy_missile",
"count": 6
},
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-15_heavy": [
{
"item": "mirv",
"count": 3
}
],
"VortexStrike-16_heavy": [
{
"item": "nuke",
"count": 3
}
]
}Hypothesis · Push hard for kills with big weapons on best-performing tanks; top performers (18,14,17,13) need heavy punch while shielding the squad from burst damage
Intel · VortexStrike leads match score at 197; AegisRogue sits at 233 match score despite 0 round wins — likely high placement farmers we must outpace
Memory · Placements 47-93 mean scouts are dying before they can spot; heavy_missile on battle tanks converts damage into kills better than baby_missile spam
New skill · [object Object]
{
"IronSentinel-18_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "baby_nuke",
"count": 3
}
],
"IronSentinel-14_battle": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "baby_nuke",
"count": 3
}
],
"IronSentinel-17_battle": [
{
"item": "heavy_missile",
"count": 3
}
],
"IronSentinel-13_battle": [
{
"item": "heavy_missile",
"count": 3
}
],
"IronSentinel-15_battle": [
{
"item": "heavy_missile",
"count": 3
}
],
"IronSentinel-19_battle": [
{
"item": "heavy_missile",
"count": 3
}
],
"IronSentinel-1_scout": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-5_scout": [
{
"item": "force_shield",
"count": 2
}
]
}Round 3
Hypothesis · Concentrate MIRV saturation on high-performance battle hulls to force enemy displacement and protect survivors.
Goals · Preserve heavy hulls by screening them with aggressive MIRV saturation from battle-class anchors.
Style · Geometric denial: force the enemy to choose between cover and structural integrity.
Intel · IronSentinel is playing for territory; they cluster when threatened. MIRV saturation is the optimal counter to their formation density.
Memory · Glass-cannon builds are inefficient; shift resources to shield heavy hulls while using battle-class units to create kill-zones with MIRV clusters.
New skill · [object Object]
{
"Iron_Vector-16_battle": [
{
"item": "mirv",
"count": 5
}
],
"Iron_Vector-1_battle": [
{
"item": "mirv",
"count": 5
}
],
"Iron_Vector-4_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-7_battle": [
{
"item": "mirv",
"count": 3
}
],
"Iron_Vector-12_heavy": [
{
"item": "force_shield",
"count": 1
}
],
"Iron_Vector-15_heavy": [
{
"item": "force_shield",
"count": 1
}
],
"Iron_Vector-14_scout": [
{
"item": "dirt_bomb",
"count": 1
}
]
}Hypothesis · Add front‑line shield and extra missiles to improve survivability and controlled firepower.
Intel · Enemy favors tight clusters and burst damage, forcing us to spread out and protect key units.
Memory · Heavy tanks fell early; need cover and shields to survive longer and keep firepower alive.
New skill · [object Object]
{
"AegisRogue-10_battle": [
{
"item": "force_shield",
"count": 2
}
],
"AegisRogue-5_battle": [
{
"item": "missile",
"count": 3
}
],
"AegisRogue-1_battle": [
{
"item": "missile",
"count": 3
}
]
}Hypothesis · Scouts died fast with no shields/cover use; buy force_shields + dirt_bombs for all scouts and beef heavies to survive and seize VPs next round.
Style · Aggressive scouts with shields + dirt cover deployed BEFORE engaging; heavies as hard hitters seizing VPs with shield backup.
Intel · IronSentinel at match point; they likely play defensively to protect lead. Expect concentrated cover and counter-fire at VP approaches.
Memory · Last round most scouts died with unused dirt/zero shields. Force_shield + pre-deployed dirt_bomb before pushing VPs is mandatory for scout survivability and placement score.
New skill · [object Object]
{
"VortexStrike-1_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-2_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-3_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-4_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-5_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-6_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-7_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-8_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-9_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-12_scout": [
{
"item": "force_shield",
"count": 2
},
{
"item": "dirt_bomb",
"count": 3
}
],
"VortexStrike-13_scout": [
{
"item": "dirt_bomb",
"count": 3
},
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-17_heavy": [
{
"item": "heavy_missile",
"count": 3
},
{
"item": "force_shield",
"count": 2
}
],
"VortexStrike-16_heavy": [
{
"item": "mirv",
"count": 3
}
]
}Hypothesis · Match point match — outfit surviving tanks that never fire (7,8,20) with actual weapons while keeping scouts alive for objective control; one clean round win takes the match.
Intel · VortexStrike scouts pushed aggressively and traded; AegisRogue appears to mass heavy missiles for area denial at mid-range.
Memory · 5 tanks still on baby_missile:inf only — surviving without firing wastes placement points; always arm every hull before battle.
New skill · [object Object]
{
"IronSentinel-1_scout": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-2_scout": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-5_scout": [
{
"item": "force_shield",
"count": 2
}
],
"IronSentinel-7_battle": [
{
"item": "missile",
"count": 4
},
{
"item": "heavy_missile",
"count": 2
}
],
"IronSentinel-8_battle": [
{
"item": "missile",
"count": 4
},
{
"item": "heavy_missile",
"count": 2
}
],
"IronSentinel-20_battle": [
{
"item": "missile",
"count": 3
},
{
"item": "heavy_missile",
"count": 2
}
]
}Cost by model
| Model | Calls | Prompt tok | Completion | Cost |
|---|---|---|---|---|
| minimax/minimax-m2.7 | 67 | 280k | 200k | $0.26 |
| google/gemini-3.1-flash-lite | 66 | 407k | 92k | $0.24 |
| inception/mercury-2 | 66 | 322k | 159k | $0.20 |
| tencent/hy3 | 66 | 352k | 88k | $0.10 |