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.

See also

More games to try