Boosts
Clear a floor in the Arena and you are dealt three cards. Pick one. It lasts exactly one floor, the next one, and then it is gone.
Boosts are the part of a descent you don't control in advance. Your disc's stats are what you built, its skills are what you bought, its drop is what you won, and the boost is what this particular run happened to offer. That is why two descents with the same disc never play quite the same.
Because a boost only lasts one floor, every pick is a fresh question: what does the next floor need? You can see what is coming before you choose, including whether the next floor is a boss.
All ten boosts
| Boost | What it does | Best for |
|---|---|---|
| LONG LEGS | Move 6% faster. | Any floor. A safe pick when nothing else fits. |
| QUICK FEET | Your dash comes back 25% sooner. | Floors with chasers that lunge often, and THE ANVIL. |
| LONG STRIDE | Your dash carries 20% further. | Escaping long lunges, like THE AMBUSHER's. |
| NIMBLE | Your disc is 12% smaller, so it's harder to catch. | Crowded floors and tight layouts. |
| SHORT ARMS | Chasers lunge from 18% closer. | Long-range lungers, and THE ORACLE. |
| HEAVY LEGS | Chasers move 5% slower. | Fast chasers, and THE GALE. |
| SCAVENGER | Orbs appear far more often. | Ordinary floors where you want shields. |
| MAGNET | Claim orbs and beacons from further off. | Boss floors: lighting beacons is the mission. |
| STOPWATCH | This floor is 3 seconds shorter. | Ordinary floors. Avoid it before a boss. |
| PAYDAY | This floor pays 30% more coins. | An easy floor, when you are saving for a skill. |
How to pick
Before an ordinary floor
Ordinary floors are cleared by outlasting the clock, so anything that keeps you alive or ends the floor sooner is good. STOPWATCH is strong here: three seconds less to survive. If the floor looks comfortable, PAYDAY turns it into coins for your next skill or stat point.
Before a boss floor
Boss floors work the other way round. You win by lighting every beacon before the clock runs out, so a shorter clock hurts. Never pick STOPWATCH before a boss. MAGNET is the standout instead, because it lets you claim beacons from further off. After that, pick the boost that answers that boss's trick:
- THE GALE (floor 8) is faster than you: HEAVY LEGS or QUICK FEET.
- THE ANVIL (floor 16) lunges constantly: QUICK FEET, so your dash keeps up.
- THE ORACLE (floor 25) lunges from half the arena away: SHORT ARMS makes it come closer first.
- THE VEIL (floor 35) fights in the dark: LONG LEGS or NIMBLE, to cover the moment you see it too late.
There are no orbs on boss floors, so SCAVENGER is wasted there.
When nothing fits
LONG LEGS and NIMBLE help on every floor. If the three cards don't match the floor ahead, one of those is never a bad pick.
Boosts and the rest of your build
Boosts stack with what your disc already has. QUICK FEET on top of a high STAMINA stat makes for a very fast dash recharge; SHORT ARMS on top of high NERVE makes chasers come very close before they fire. When you are deciding where to spend coins between descents, it helps to know which boosts you tend to lean on. The Arena guide explains the four stats, and the skills page lists everything you can buy.
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