Relay Rivals card stats: health, damage, range, speed
This page lists the exact numbers behind all twelve Relay Rivals cards. The game itself only shows each card's cost and a short description. The other numbers are hidden, so you will not see them on screen, but they come straight from the game's card data and they are the same for every player.
Cost, health and recharge
Health is how much damage a robot can take. Recharge is how long the card rests after you play it before it is Ready again.
| Card | Cost | Robots | Health (each) | Recharge |
|---|---|---|---|---|
| Boltling pair | 2 | 2 | 100 | 1.7 s |
| Shield Cart | 4 | 1 | 650 | 3.5 s |
| Rivet Ranger | 3 | 1 | 145 | 2.5 s |
| Broom Bot | 3 | 1 | 260 | 2.5 s |
| Anchor Pad | 3 | 1 | 370 | 4 s |
| Pulse Net | 2 | none (a field) | none | 5 s |
| Spring Jumper | 3 | 1 | 210 | 3 s |
| Drill Walker | 5 | 1 | 780 | 4.5 s |
| Kite Drone | 4 | 1 | 220 | 3.5 s |
| Repair Beetle | 3 | 1 | 170 | 3.5 s |
| Pop Rocket | 4 | none (a blast) | none | 5 s |
| Decoy Beacon | 2 | 1 | 200 | 4 s |
Attack, range and speed
Damage is what one hit takes away. Time between hits is how long the robot waits before it hits again. Range is how far it can hit, in the game's own distance points: compare the numbers with each other. Speed is also a compare-only number: higher is faster, and 0 means it never moves.
| Card | Damage per hit | Time between hits | Range | Speed |
|---|---|---|---|---|
| Boltling pair | 18 (each robot) | 0.63 s | 100 | 6 |
| Shield Cart | 32 | 1 s | 125 | 3 |
| Rivet Ranger | 30 | 0.8 s | 430 | 4 |
| Broom Bot | 26 to each robot hit | 0.83 s | 145 | 4 |
| Anchor Pad | 27 | 0.8 s | 460 | 0 |
| Spring Jumper | 35 | 0.77 s | 115 | 5 |
| Drill Walker | 36, or 108 on turrets and cores | 0.92 s | 140 | 2 |
| Kite Drone | 24 | 0.7 s | 320 | 4 |
| Repair Beetle | repairs 35 | 1 s | 320 | 4 |
| Decoy Beacon | none | none | pulls rivals within 450 | 0 |
Special rules for each card
| Card | Special rule |
|---|---|
| Boltling pair | One card makes two robots, side by side |
| Broom Bot | Hits every rival ground robot within 170 of its target. Flyers are not hit |
| Anchor Pad | Stays on its pad for 20 seconds, then goes away. Can hit flyers. Cannot capture the relay |
| Pulse Net | A slowing field with a reach of 350 around your pad, for 4 seconds. Rival robots inside move at half speed |
| Spring Jumper | When its target is more than 160 away, it leaps up to 260 closer. Once every 5 seconds |
| Drill Walker | Triple damage to turrets and cores. Only fights robots within 180 of it; walks past the rest |
| Kite Drone | Flies. Only Rangers, Anchor Pads, drones, Pop Rockets and turrets can hit it. Cannot capture the relay |
| Repair Beetle | Repairs the most hurt friend within reach. Each friend can be repaired once a second at most. Cannot repair Anchor Pads, Decoy Beacons or cores |
| Pop Rocket | Lands 0.75 seconds after you play it, around your pad. 160 damage to every rival robot within 350, flyers too |
| Decoy Beacon | Stays on its pad for 10 seconds. Rival robots within 450 attack it first. Cannot capture the relay |
Damage over time
To compare fighters, divide damage by the time between hits. This is about how much damage each robot does in one second when it keeps hitting:
| Card | Damage per second |
|---|---|
| Boltling pair | about 28 per robot, so about 57 for the pair |
| Shield Cart | 32 |
| Rivet Ranger | about 38 |
| Broom Bot | about 31 for each robot it hits |
| Anchor Pad | about 34 |
| Spring Jumper | about 46 |
| Drill Walker | about 39, or about 118 on turrets and cores |
| Kite Drone | about 34 |
The bases
| Base part | Number |
|---|---|
| Turret health | 1,200 |
| Core health | 1,800 |
| Turret damage | 34 per hit, about every 0.75 s |
| Turret reach | 550 |
| Robots in the arena at once | up to 80 (both teams) |
What the numbers tell you
- A Drill Walker breaks a full turret in about 12 hits, and a Ranger needs 40. That is why the Drill Walker is the best card for a fast win, if it reaches the turret.
- A Pop Rocket does 160 damage: enough to break a Boltling or a Rivet Ranger in one blast. A Repair Beetle (170 health) just survives.
- A Shield Cart takes 20 turret shots to break.
- Boltling pairs recharge fastest, so they are the card you can play most often.
Want to use this? Read building a crew and advanced tips.