11 champions. Each flies for a world, and each is a different thing to
hold on to.
Her card is the only one that changes while you are flying it. Every ability she lands moves a stat up and pulls a random other one down, so the ship you finish a match in is never the one you started it in. Learn to read what you have become.
DIFFICULTY
CARMINE
CHAMP OF CINDERPIT
She does not chase, she builds. Fences, oil and a ball on a chain turn the arena into somewhere the other ship cannot go, and then she waits. Patient, heavy, and punishing if you expect her to come to you.
DIFFICULTY
Everything she has is instant and everything is at range. A blink, a decoy that flies itself and a grid that locks the floor down - the trouble is she is slow off the line, so a mistake is hard to walk back.
DIFFICULTY
The highest top speed on the roster bolted to the worst steering on it. In a straight line nobody catches her; the moment the arena bends, she is fighting her own momentum. Pick your lines early.
DIFFICULTY
She is quicker going backwards than most are going forwards, and she turns on the spot. Flown facing the way everyone else flies, she is the slowest ship in the game - flown her way, she is untouchable.
DIFFICULTY
The calmest ship to fly and the hardest to pin down. Her weather hides her, her umbrella keeps what she has, and she simply does not get caught out of position. If you are new, start here.
DIFFICULTY
She plays the board a second ahead of everyone else. Her shots commit before they are needed and her overcharge hands back the ground she spent, so the cost of being wrong is small - but being right takes reading the room.
DIFFICULTY
DULCIA
CHAMP OF LOLLIPOPOLIS
The fastest champion in the game, but only in small spurts. If she runs out of resources, it becomes very difficult to catch anyone. The boost is where all her power comes from, so use it wisely.
DIFFICULTY
Tricks first, damage second. Fakes, swapped places and a fuse she lights herself - almost nothing she does is what it looks like, and the ones who fall for it twice lose the match to it.
DIFFICULTY
She wins by taking things away: your light, your shots, your hands and finally your view of the arena. Almost nothing she does damages anybody, so if you cannot tell whether she is winning, she probably is.
DIFFICULTY
ASTROAXOL
CHAMP OF MEPPERS
She does not reverse, she jumps. Artillery with a teleport for legs: set up, fire across the arena, and be somewhere else before the answer arrives. Getting cornered is the only thing that beats her.
DIFFICULTY