Tips

Pair your robots

Shield Cart is slow and tough. Send it first, then put a Rivet Ranger behind it. Boltling pair is quick and cheap, but a Broom Bot can hit both at once. Anchor Pad stays where you put it and disappears after twenty seconds. Use it to guard a busy pad.

Pulse Net deals no damage. It slows nearby rivals for four seconds. Put it where a rival is about to reach your defenders. Your own robots keep their normal speed.

Keep another route open

The relay opens a forward pad but gives no extra charge or strength. You can attack around it. If the bot sends everything down the middle, try a side pad. Save some charge to defend your turret. Sending every card at once can leave you stuck waiting.

Learn from a battle

Watch your replay after a finished match. Look for a Ranger left on its own or a group that met a Broom Bot. Try one change next time. There is no penalty for losing, and your saved wins never make your robots stronger. A battle only adds to your saved count if you played a card.

Try the whole crew

Spring Jumper leaps toward a rival every five seconds. Drill Walker moves slowly but hits structures three times harder. Kite Drone flies above ground robots and cannot take relays. Rangers, Anchor Pads, other drones and Pop Rocket can hit it. Your base turret can too.

Repair Beetle heals a friend by 35 health each second. More repair robots do not stack healing on the same friend, and they cannot heal cores. Decoy Beacon attracts nearby rivals for ten seconds, but it cannot fight or capture. Pop Rocket shows a warning ring, then hits rivals inside it after a short delay. It hurts structures less. Use the six-card editor to make these roles work together. Keep an answer to flying robots and groups.

Bonus goals and new looks

Each battle has two optional challenges. Read them before you launch, or pause to check them. Win the battle to earn its ribbons. You can finish the two goals in different wins. Stars and the next battle do not depend on them. Watching a replay gives no extra rewards.

Open Your rewards to choose your look. Three ribbons unlock Rose paint, eight unlock Sunrise and sixteen unlock Mint. Six ribbons unlock the Signal halo above your core. Earn all 24 for the Relay crown. Your chapter paints stay yours. All looks have the same strength.

Meet your rival

Signal keepers want the relay. Lane sprinters push the side lanes. Workshop wardens save charge for defence. Read the rival's plan before you launch. They can answer flying bots, use group attacks and repair hurt friends. Their charge and card rules are the same as yours.

Daily relay

Membership opens a new preset challenge each day. Open Daily relay to see its crew and bonus goal. The arena, rival and seed stay fixed for the day. Win for one medal, meet the bonus goal for another, and keep 75% core health for a third. Retry to improve your best. Your saved crew stays yours, and campaign stars and ribbons stay separate.

The challenge changes at 00:00 UTC using your device's date. A match already started keeps its original setup. Your best scores for the last fourteen dates are saved on this device.

About Relay Rivals

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