Ka'blooie Games · Last Radius

The Last Radius Codex

Every weapon level, enemy hull and cost curve in Last Radius (version 1.4.0), pulled from the game's own balance code. Download the workbook · Discuss on Discord

Weapons by level

Missile Silos

Curved missile salvos that hunt every hull on the field. Fired from the MISSILES button.

LevelCostMissiles per volleyReload (s)Damage per missileBlast radius ×Volley damageDamage per second
0-6731182.57
19076.7231213.13
230586.4431243.73
361596.1641365.84
41,020105.8841406.8
51,505115.641447.86
62,070125.3241.4489.02
72,710135.0441.45210.32
83,425144.7641.45611.76
94,210154.4841.46013.39
105,060164.241.46415.24
  • Level 3: WARHEAD MK II, missiles deal 4
  • Level 5: REINFORCED PAYLOADS, +1 damage while core is above 70%
  • Level 6: CLUSTER CHARGE, blast radius +40%
  • Level 9: ARMAGEDDON SALVO, every launch fires a second salvo (attuned)
  • Level 10: APOCALYPSE RAIN, +1 missile per 2 waves cleared, up to +12 (Legendary)

Ion Shield Nodes

The hex shield that absorbs impacts before they reach the core.

LevelCostShield cellsSeconds per cellCells per minuteFull recharge (s)
0-551225
19064.712.7728.2
230574.413.6430.8
361594.114.6336.9
41,020103.815.7938
51,505113.517.1438.5
62,070123.218.7538.4
72,710132.920.6937.7
83,425142.623.0836.4
94,210152.326.0934.5
105,0601623032
  • Level 3: CAPACITOR BANK, +1 shield cell
  • Level 5: RESONANCE GRID, +1 cell per 3 Tesla Coil levels
  • Level 6: SHIELD SHOCK, hulls that strike the shield shock everything nearby
  • Level 9: OVERSHIELD, full recharge at the start of every wave (attuned)
  • Level 10: AEGIS PROTOCOL, a broken shield restores 3 cells once per wave (Legendary)

Hull Plating

Armor plating that decides how many hits the core can take.

LevelCostCore integrity
0-10
17512
225014
351516
485018
51,25520
61,72522
72,26024
82,85526
93,50528
104,22030
  • Level 3: ABLATIVE ARMOR, heavy impacts deal 1 less core damage
  • Level 5: REACTIVE PLATING, +1 integrity per 2 Ion Shield levels
  • Level 6: FIELD REPAIR, restore 1 integrity after every wave
  • Level 9: LAST STAND, survive one lethal hit per run (attuned)
  • Level 10: UNBREAKABLE, no single hit deals more than 1 (Legendary)

Tesla Coils

Placeable towers that chain lightning through the swarm. Up to 4 towers, 3 hit points each.

LevelCostChain hopsArc damageFire interval (s)Charge time (s)Damage per second (one target)Max damage per arc chain
1180521.11.61.8210
2605521.11.61.8210
31,230631.11.62.7318
42,035631.11.62.7318
53,010731.11.62.7321
64,140730.734.2921
75,420830.734.2924
86,850830.734.2924
98,420930.734.2927
1010,120930.734.2927
  • Level 3: HIGH VOLTAGE, arcs deal 3
  • Level 5: CAPACITOR FEED, +1 hop per 2 Ion Shield levels
  • Level 6: RAPID DISCHARGE, fires every 0.7s, charge lasts 3s
  • Level 9: STORM LORD, arcs deal 4 (attuned)
  • Level 10: LIVING STORM, the planet itself arcs into anything that closes in (Legendary)

Laser Arrays

The planet's main weapon: tap the field to fire a flak blast.

LevelCostBlast radiusBlast damageHeat per shotCooling (heat/s)Shots from cold to overheatVent time (s)Crit chance
0-1.831128101.50.05
11051.9131128101.50.05
23552.0231133101.50.05
37202.1241138101.50.05
41,1902.2341138101.50.05
51,7552.3441138101.50.05
62,4152.454738150.90.05
73,1652.564738150.90.05
83,9952.664738150.90.05
94,9102.774738150.90.05
105,9052.884738150.90.2
  • Level 3: FOCUSED LENS, blast damage 4
  • Level 5: OVERCHARGE STRIKE, shots above 90% heat blast at double radius
  • Level 6: COOLANT LOOP, 35% less heat per shot
  • Level 9: PIERCING BEAM, burns through every hull in its path (attuned)
  • Level 10: SUNLANCE, Natural-20 crit chance 5% → 20% (Legendary)

Salvage Vacuum

Tractor systems that pull more salvage from every wreck.

LevelCostSalvage multiplierShard bonus ×Extra salvage per killRun salvage banked as interestSalvage kept on a loss
0-11000.6
11351.081000.64
24551.161000.68
39251.242000.72
41,5251.322000.76
52,2551.452000.8
63,1051.532100.84
74,0651.612100.88
85,1351.692100.9
96,3151.77210.150.9
107,5901.85210.250.9
  • Level 3: SHARD HARVESTER, Shield Shards bonus doubled
  • Level 5: SALVAGE NETWORK, +5% salvage per Core rank
  • Level 6: TRACTOR BEAM, +1 salvage from every kill
  • Level 9: VAULT INTEREST, +15% of run salvage banked at game over (attuned)
  • Level 10: MIDAS FIELD, all salvage ×1.25, interest 25% (Legendary)

Deadstick Pilot

A lone pilot (EOS-1) who laps the field strafing hulls with rapid lasers. Take the stick to fly it yourself from the cockpit.

LevelCostAI flight time (s)Cockpit flight time (s)Damage per boltDamage per secondSALVO rockets
12,20011300.65.983
250512330.76.983
31,025133619.974
41,69514391.1311.224
52,51015421.2512.464
63,45016451.3813.715
74,52017481.514.965
85,71018511.6316.25
97,01519541.7517.456
108,43520571.8818.76
  • Level 3: TWIN-LINKED, bolt damage +25%
  • Level 5: WINGMAN DOCTRINE, +1s flight per 2 Laser Array levels
  • Level 6: AFTERBURNER, flies 30% faster, acquires 30% farther
  • Level 9: ACE PILOT, every kill adds 1s, up to +8s (attuned)
  • Level 10: DEADEYE, twin guns engage two hulls at once (Legendary)

Pulse Emitter

The planet's shockwave: clears and repels every hull that closes in.

LevelCostRecharge (s)ReachPulses per minute
0-106.56
11209.66.56.25
24059.26.56.52
38208.87.56.82
41,3608.47.57.14
52,00587.57.5
62,7607.67.57.89
73,6157.27.58.33
84,5656.87.58.82
95,6106.47.59.38
106,75067.510
  • Level 3: WIDE BAND, reach +15%
  • Level 5: SHIELD SIPHON, each Pulse restores 1 cell per 3 Ion Shield levels
  • Level 6: CAPACITOR SURGE, every 4 kills refund 1s, up to 4s
  • Level 9: STATIC FIELD, repelled hulls stay charged for Tesla arcs (attuned)
  • Level 10: NOVA, double Pulse damage on capital hulls and warlords (Legendary)

Gravity Well

Projects singularities that drag hulls in and tear them apart.

LevelCostWell time (s)Field radiusPull strengthWells at once
116583.44.52
25558.53.44.722
31,13094.084.952
41,8659.54.085.182
52,760104.085.42
63,79510.54.085.633
74,970114.085.853
86,28011.54.086.083
97,715124.086.33
109,28012.54.086.533
  • Level 3: EVENT HORIZON, field radius +20%
  • Level 5: ORDNANCE LENS, +1s per 2 Missile Silo levels
  • Level 6: TWIN SINGULARITY, three wells at once
  • Level 9: COLLAPSE, an expiring well deals 6 to every hull inside (attuned)
  • Level 10: EVENT CASCADE, every kill extends it 1s, up to +6s (Legendary)

Hellstitch

A flame emplacement whose twin beams sweep a whole side of the field.

LevelCostSweep time (s)Beam lengthDamage per tick
11956122
26556.4122
31,3356.8123
42,2057.2123
53,2607.6123
64,485815.63
75,8758.415.63
87,4208.815.63
99,1209.215.63
1010,9659.615.63
  • Level 3: NAPALM CORE, 3 damage per tick
  • Level 5: THERMAL LINK, +1s per 2 Laser Array levels
  • Level 6: LONG STITCH, beam length +30%
  • Level 9: INFERNO, burning hulls take double burn (attuned)
  • Level 10: PHOENIX LINE, the beams sweep back once (Legendary)

Aegis Net

Four sentinels hold an electrified net where you place it; side-by-side nets interlock. Bosses smash through.

LevelCostCatch of the day (hulls)Heaviest hull it holdsNet widthShock interval (s)Damage per shock
11803Light411
26053Light40.961
31,2304Light40.922
42,0354Medium40.882
53,0105Medium40.842
64,1405Medium50.82
75,4206Heavy50.762
86,8506Heavy50.722
98,4207Heavy50.682
1010,1207Heavy50.642
  • Level 3: BARBED MESH, stuck hulls take 2 per shock
  • Level 5: TESLA MESH, shocks 0.05s faster per 2 Tesla levels
  • Level 6: WIDE CAST, nets 25% wider
  • Level 9: FEEDBACK LOOP, every catch arcs 3 into the nearest hull (attuned)
  • Level 10: SPIDER'S LARDER, catch of the day doubles (Legendary)

Enemy codex

Drone (Swarm)

Debut wave 1, 1 hull points, speed 2.6, core damage 1. At wave 100: 8 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Ram.

  1. Flies straight at the planet.
  2. On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
  3. Motherships, warlords and Splitter wrecks release Drones that scatter for 0.55s, then turn in over 0.65s.

How to beat it: Flak or one missile; parry it back into the swarm.

Dart (Kamikaze)

Debut wave 2, 1 hull points, speed 4.6, core damage 1. At wave 100: 8 hull points. Threat Director budget. Traits: Insulated, Evasive, Ram.

  1. Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
  2. From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.
  3. Steers around Dilation Fog.

How to beat it: Flak it while it strafes, before the dive; keep heat and missiles in reserve from wave 12.

Splitter (Swarm)

Debut wave 3, 2 hull points, speed 2.4, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Splitter.

  1. Flies straight at the planet.
  2. With the Splitter trait it bursts into 3 mini Drones when destroyed.
  3. On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.

How to beat it: Missiles or Pulse catch the 3 fragments together.

Bulwark (Heavy)

Debut wave 4, 4 hull points, speed 1.5, core damage 1. At wave 100: 22 hull points. Threat Director budget. Traits: Shielded, Insulated, Ram, Splitter.

  1. Slow, armoured hull that flies straight in. Too heavy to parry.
  2. Ploughs straight through Dilation Fog at full speed.
  3. On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.

How to beat it: Missiles and Tesla; don't try to parry it.

Warden (Escort)

Debut wave 5, 3 hull points, speed 1.9, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Shielded, Insulated, Jammer, Splitter.

  1. Flies straight at the planet.
  2. With the Jammer trait it jams missiles aimed at hulls within 3.5 units.
  3. On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.

How to beat it: Missiles if it's Shielded; laser if it's a Jammer.

Carrier (Heavy)

Debut wave 9, 5 hull points, speed 1.2, core damage 2. At wave 100: 23 hull points. Threat Director budget. Traits: Shielded, Insulated, Jammer.

  1. Big, slow hull that hits the core for 2. Too heavy to parry; shows as a large blip on the Threat Radar.
  2. With the Jammer trait it jams missiles near it.
  3. A Carrier caught on a Tether Buoy becomes a wrecking ball when thrown.

How to beat it: Missiles and Tesla, or throw it with a Tether Buoy.

Mauler (Kamikaze)

Debut wave 7, 3 hull points, speed 2.2, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Insulated, Ram, Splitter.

  1. Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
  2. Medium hull with 3 hull points: the toughest kamikaze.

How to beat it: Flak during its strafe; it takes three hits.

Shrike (Kamikaze)

Debut wave 6, 2 hull points, speed 3.8, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Insulated, Evasive, Ram.

  1. Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
  2. From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.
  3. Steers around Dilation Fog.

How to beat it: Same as Dart: flak the strafe.

Halo (Swarm)

Debut wave 8, 2 hull points, speed 2, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Jammer, Splitter.

  1. Flies straight at the planet.
  2. Can carry Shielded, Evasive, Jammer or Splitter: the most flexible counter-hull.
  3. On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.

How to beat it: Read its trait first, then switch weapon.

Bastion (Boss)

Debut wave 5, 14 hull points, speed 0.9, core damage 4. At wave 100: 32 hull points. Sector boss. Traits: Point Defense.

  1. Sector boss. Three phases, at full hull, two-thirds and one-third.
  2. Each attack: a 1.5s warning (RAM IN), a 1s ram at 2.2× speed (+0.3× per phase), then its core is exposed for 2s at 0.45× speed and every hit deals +2.
  3. Rams again every 10s, minus 2s per phase.
  4. With Point Defense it shoots down missiles. Can't be parried or netted; resists Gravity Wells.

How to beat it: Prime a missile breach (3 laser hits), then focus fire while its core is exposed.

Hammer (Heavy ram)

Debut wave 12, 6 hull points, speed 1.7, core damage 2. At wave 100: 24 hull points. Threat Director budget. Traits: Insulated.

  1. Heavy ram that hits the core for 2. Too heavy to parry.
  2. Never sidesteps missiles, and ploughs through Dilation Fog.
  3. From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.

How to beat it: Missiles (it never dodges) and Gravity Wells.

Mothership (Boss)

Debut wave 10, 40 hull points, speed 0.85, core damage 5. At wave 100: 58 hull points. Sector boss. Traits: Insulated.

  1. Sector boss. Its brood screen stays up on approach and holds until its spine bays open.
  2. Each attack launches 4 Drones per phase out of its bays; it launches again every 7s minus 1s per phase.
  3. Three phases, at full hull, two-thirds and one-third. Can't be parried or netted; resists Gravity Wells.

How to beat it: Prime missile breaches; Pulse or flak the brood as it launches.

Lancer (Edge gunship)

Debut wave 14, 6 hull points, speed 2, core damage 2. At wave 100: 24 hull points. Every wave on top of the swarm. Traits: None.

  1. Parks 78% of the way to a screen edge, in the middle of a side, swaying ±0.3 radians clear of the HUD.
  2. A front deflector blocks laser and missiles within ±65° of its nose; hits from the side or rear deal ×3. A quarter of the missiles aimed at it swing wide to hit the flank.
  3. Charges (0.9s, shortening toward 0.55s), then beams the shield every 3.8s (tightening toward 2.0s): 5 volleys, 4 from wave 30, then it dives at 2.4× speed.
  4. Each beam burns 1 shield cell (2 from wave 34, 3 from wave 60, +1 every 30 waves after) and stops shield recharge for 2.5s. From wave 26 Lancers fire together.

How to beat it: Hit it from the side or rear; flanking missiles and the Deadstick get round the deflector.

Leech (Special)

Debut wave 10, 3 hull points, speed 3.4, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Insulated.

  1. Latches onto the shield (6 at most; extras strike the shield instead) and crawls around it.
  2. Drains one shield cell every 2.2s. Once the shield is down it bores into the core: 1 integrity every 4s.
  3. Burn it off with the laser, the Orbital Station or a Pulse.

How to beat it: Laser, Orbital Station or Pulse burn it off the shield.

Herald (Command ship)

Debut wave 16, 10 hull points, speed 1.3, core damage 2. At wave 100: 28 hull points. Every wave on top of the swarm. Traits: None.

  1. Command ship. Holds station 7.2 units out and circles.
  2. Hulls inside its 4.5-unit aura fly 1.25× faster. Every 6s it signals the kamikazes and Reapers in its aura to dive together.
  3. Commits to its own dive after 35s on station. Killing it freezes its escort for 1.2s. Too heavy to parry.

How to beat it: Kill it first: its escort freezes and the synchronized dives stop.

Reaper (Interceptor)

Debut wave 20, 5 hull points, speed 3, core damage 1. At wave 100: 23 hull points. Every wave on top of the swarm. Traits: Insulated.

  1. Interceptor that hunts your Deadstick and Apex-9: it closes to 1.3 units and fires every 0.8s.
  2. Each hit costs the Deadstick 3s of flight; 3 hits end a flight (and send the Apex-9 home).
  3. With nothing to hunt it flies a kamikaze run like a Dart.

How to beat it: Shoot it before launching the Deadstick or Apex-9.

Scrambler (Special)

Debut wave 22, 8 hull points, speed 1.1, core damage 2. At wave 100: 26 hull points. Every wave on top of the swarm. Traits: None.

  1. Heavy EMP hull that hits the core for 2. Too heavy to parry.
  2. Reaching the shield, or dying within 3.8 units of the planet, fires an EMP: missiles in flight are destroyed, towers, station and silos go offline for 4s, laser heat jumps to at least 80%, and the Pulse recharge gains 2s.
  3. Kill it far out.

How to beat it: Kill it far from the planet so its EMP misses your towers.

Sower (Minelayer)

Debut wave 28, 7 hull points, speed 1.6, core damage 1. At wave 100: 25 hull points. Every wave on top of the swarm. Traits: Insulated.

  1. Minelayer: crosses the field at radius 5.6 dropping 6 mines, one every 1.4s (14 mines on the field at most).
  2. Mines drift toward the shield at 0.22 units/s and hit it for 2. A missile passing within 0.55 sets one off (0.9 blast, 2 damage), so mines swat your salvos.
  3. Laser the mines, or Pulse them. A mine burns out after 40s. Ploughs through Dilation Fog.

How to beat it: Laser the mines before your salvo flies through them.

Core Rank

  • Rank 1 Outpost: 0 vault salvage, Garage level cap 2
  • Rank 2 Colony: 250 vault salvage, Garage level cap 3
  • Rank 3 Bulwark: 810 vault salvage, Garage level cap 4
  • Rank 4 Citadel: 1,620 vault salvage, Garage level cap 5
  • Rank 5 Fortress: 2,640 vault salvage, Garage level cap 6
  • Rank 6 Stronghold: 3,855 vault salvage, Garage level cap 7
  • Rank 7 Aegis: 5,260 vault salvage, Garage level cap 8
  • Rank 8 Sentinel World: 6,835 vault salvage, Garage level cap 9
  • Rank 9 Last Radius: 8,575 vault salvage, Garage level cap 10

How to play · Last Radius