Ionstorm — complete guide
Everything a seasoned player needs: weapon stats at every level, how evolutions unlock, enemy values, and the mechanics behind Rift Signals and the boss cycle.
How it works
Move
Touch anywhere to place a virtual joystick. Drag to move your ship. Your weapons auto-fire — your only decision is position.
Level up
Enemies drop emerald XP gems. Collect enough to level up. Every level-up offers three choices: take one. You can hold up to four weapons and four passives, each capped at level 5. Catalysts — run-altering modifiers — join the draft once you hold a second weapon or reach level 4: up to three of them, three levels each.
Enemy scaling
Enemy HP and damage scale continuously with game time. Mites appear from the start; Darts arrive around 40 s, Husks at 90 s, Splitters at 2:15, Wraiths at 2:50, and Titans at 3 min.
Survive
Your integrity is your health. Enemies damage on contact. A short invincibility window (0.6 s, or 0.7 s after a boss body-check) activates after each hit. Zero integrity ends the run.
Storm Surges
Roughly every 70 seconds — the first at 75 s — a telegraphed swell dumps a batch of enemies plus an elite escort on you for 12 seconds. The swell starts at 10 extra spawns and grows by one per 40 seconds of run time, capped at 28. Surges are suppressed while a boss is alive.
Rerolls and banishes
You start each run with one reroll, which redraws all three level-up cards. Every boss kill banks another. Clearing a Rift Signal banks a banish instead: it removes one card's upgrade from the run's draft pool for good, so you can cull a dead end and steer toward an evolution.
Five weapons, five levels each
You start with Pulse Bolt at level 1. Additional weapons appear as level-up choices. Each weapon can be upgraded up to level 5. Reaching level 5 while holding its paired passive triggers an Evolution (see below).
Pulse Bolt
Auto-fires bolts at the nearest enemy. The starter weapon — reliable at all stages of a run.
| Level | Damage | Rate (shots/s) | Projectiles | Pierce |
|---|---|---|---|---|
| 1 | 12 | 1.4 | 1 | 0 |
| 2 | 17 | 1.65 | 1 | 0 |
| 3 | 23 | 1.9 | 2 | 1 |
| 4 | 30 | 2.2 | 2 | 1 |
| 5 ★ | 40 | 2.6 | 3 | 2 |
Evolution: Flak Burst — pair with Core Plating. Adds 3 extra shots, a broader spread, +2 pierce and +20% damage.
Ion Shards
Crystal shards orbit you and deal damage on contact. No firing cooldown — but each enemy it strikes is immune to the shards for 0.45 s. Works best when you move through the horde.
| Level | Damage | Shards | Orbit radius |
|---|---|---|---|
| 1 | 8 | 1 | 70 |
| 2 | 10 | 2 | 76 |
| 3 | 14 | 3 | 84 |
| 4 | 18 | 3 | 94 |
| 5 ★ | 24 | 4 | 106 |
Evolution: Shard Storm — pair with Tractor Field. Shard count doubles, the ring widens 25%, the spin speeds up 40%, damage rises 50%, and the shards start seeking — each one bends off the ring to lunge at the nearest foe it can still damage.
Arc Lightning
Fires a bolt that chains through clustered enemies. It needs a target within 290 px to fire, and each link jumps up to 170 px to the next foe, losing 15% damage per jump. Devastating when the horde packs tight.
| Level | Damage | Cooldown (s) | Chains |
|---|---|---|---|
| 1 | 12 | 1.60 | 3 |
| 2 | 16 | 1.45 | 4 |
| 3 | 22 | 1.30 | 5 |
| 4 | 28 | 1.15 | 6 |
| 5 ★ | 38 | 1.00 | 8 |
Evolution: Chain Storm — pair with Hyperclock. Cooldown drops 40%, chains gain 4 extra links, and per-jump falloff shrinks from 15% to 5%.
Nova Ring
Periodic shockwave that deals damage and knocks the horde back. Each ring hits an enemy once as it sweeps past, shoving it 42 px — elites barely move (7 px). Buys breathing room when overwhelmed.
| Level | Damage | Cooldown (s) | Radius |
|---|---|---|---|
| 1 | 15 | 3.20 | 130 |
| 2 | 20 | 3.00 | 155 |
| 3 | 28 | 2.70 | 185 |
| 4 | 36 | 2.45 | 215 |
| 5 ★ | 50 | 2.20 | 260 |
Evolution: Singularity — pair with Overcharge. Radius grows 50%, damage rises 60%, and the cooldown drops to 55% of its listed value.
Plasma Lance
A piercing beam that skewers entire columns. Infinite pierce — hits every enemy in a line per shot.
| Level | Damage | Cooldown (s) |
|---|---|---|
| 1 | 14 | 1.40 |
| 2 | 19 | 1.27 |
| 3 | 26 | 1.14 |
| 4 | 34 | 1.00 |
| 5 ★ | 46 | 0.88 |
Evolution: Railgun — pair with Thrusters. Fires three beams in a tight fan, +30% damage, and recharges 30% faster.
Six passive upgrades
You can hold four passives at once, each up to level 5. Levels within a passive add up linearly — Overcharge at level 3 is +30% damage, not a compounded figure. Passives also unlock evolutions — see the next section.
Overcharge
+10% weapon damage per level. Scales every weapon simultaneously. Pairs with Nova Ring for Singularity.
Hyperclock
+10% attack speed (fire rate) per level. Applies to all weapons at once. Pairs with Arc Lightning for Chain Storm.
Thrusters
+8% move speed per level. Staying mobile is survival — more speed means more XP vacuuming and less damage taken. Pairs with Plasma Lance for Railgun.
Core Plating
+20 max integrity per level and heals 20 on pickup — up to +100 at level 5. Pairs with Pulse Bolt for Flak Burst.
Tractor Field
+40% pickup range per level, on a 90 px base. Dramatically accelerates XP collection — you level faster without steering into gems. Pairs with Ion Shards for Shard Storm.
Nanoswarm
+1 integrity regenerated per second, per level. Counteracts chip damage over long runs. Note that all repair — regen and heal pickups alike — slowly loses potency past the 8-minute mark, tapering toward 46% effectiveness on very long runs.
Five evolved weapon forms
When a weapon reaches level 5 and you hold its paired passive at level 1 or higher, the weapon automatically evolves into a super-form for the rest of the run. Each weapon has exactly one evolution path — plan around it early.
Flak Burst
Wide scatter volley. Adds 3 bonus shots, widens the spread from 0.14 to 0.22 rad, and grants +2 pierce and +20% damage. Turns the corridor weapon into a cone shotgun.
Shard Storm
Shards multiply and seek. The count doubles, the ring widens 25%, it spins 40% faster and hits 50% harder — and the ring stops being passive: each shard bends up to 45% of the orbit radius off its slot to lunge at the nearest foe that isn't already inside its 0.45 s immunity.
Chain Storm
Relentless arcing field. The cooldown drops to 60% of its listed value, chains gain 4 extra links, and damage falloff per jump shrinks from 15% to 5% — so the last link hits nearly as hard as the first.
Singularity
Collapsing crush field. Radius +50%, damage +60%, and the cooldown falls to 55% of its listed value. Overcharge stacks amplify it further.
Railgun
Piercing triple-beam. Fires three beams in a tight fan per shot, each hitting +30% harder, and recharges 30% faster. At high enemy density the beams hit stacked targets repeatedly.
Six enemy types
All base stats below. In-game HP and damage scale continuously with game time — these are the design base values before any scaling is applied.
| Enemy | Base HP | Speed | Contact damage | XP value | Appears at |
|---|---|---|---|---|---|
| Mite | 8 | 55 | 8 | 1 | Game start |
| Dart | 6 | 135 | 6 | 1 | ~40 s |
| Husk | 30 | 38 | 14 | 3 | ~90 s |
| Splitter | 46 | 46 | 12 | 4 | ~2:15 |
| Wraith | 22 | 64 | 10 | 3 | ~2:50 |
| Titan | 120 | 28 | 22 | 8 | ~3 min |
Two of them behave differently.A Splitter bursts into two small, fast Mites when it dies — they hit softer than the parent but arrive right where it fell. A Wraith doesn't close: it holds at mid range and lobs plasma orbs at you every 2.4–3.1 seconds, so it has to be chased down or picked off. (Elite Wraiths drop the ranged pattern and charge you like everything else.)
Elite variants arrive on a schedule — the first at 60 s, another every 45 s after that, each telegraphed about 1.2 s ahead. An elite carries 6× the base HP, hits 1.5× harder, moves 1.35× faster with periodic 3× lunges, is visibly larger, and awards 4× XP plus a 25-point repair mote on death. Elites are worth chasing — the XP advantage compounds across the rest of the run.
Rift Signals
What it is
A Rift Signal is an off-screen objective marker. The first one opens between 2:45 and 3:30 depending on your run seed; each later one follows 115–170 seconds after the last. An arrow on the edge of the screen points toward it, and the marker drifts toward you at 80 px/s.
Engage it
Move onto the marker before its 42-second travel timer runs out. That spawns a Rift Guardian — an elite Titan that chases hard and fires aimed plasma volleys — and starts a fight timer: 44 seconds for an early rift, 40 seconds once you are past roughly 4:20.
Kill it
Destroy the Rift Guardian before the fight timer expires. On kill: 14 XP gems worth 6 each scatter around the rift, a 34-point repair mote drops, and you bank one banish for the level-up draft.
Miss it
If the timer runs out, the rift closes with no reward — and the Guardian stays on the field hunting you. If you never reach the marker inside its 42-second window, it expires quietly and no Guardian ever spawns.
Worth the detour? Usually yes. 84 XP in one burst is several levels early on, and the banish it banks lets you cut a dead-end card out of the draft pool for the rest of the run — which is how you tighten a build toward its evolution.
Four bosses on rotation
First appearance
The Collapsar arrives at 6:40. It enters from just beyond the screen edge and cannot be avoided — it comes to you, and the horde keeps spawning during the fight.
The rotation
Bosses cycle in a fixed order: The Collapsar, The Spindle, The Maw, The Prism, then back to the start. Each has its own bulk, speed and volley — the Spindle is the fast charger, the Maw the heaviest, the Prism the densest shooter.
Patterns
Every boss does two things: it fires a radial ring of projectiles every 3 seconds (2.4 for the Prism), and it locks a lane, telegraphs for roughly 0.8 seconds, then dashes along it at over four times its normal speed. The windup is your cue to leave the lane.
Minions
Only The Maw summons — five enemies ringed around it every 5.5 seconds. Prioritize movement over fighting them; keep cycling the arena so your weapons handle them passively.
Kill it
A boss kill drops a relic cache — pick one of three single-use items — plus 18 XP gems, a 42-point repair mote, and a banked reroll. The next boss arrives 2.5 minutes later with more than double the HP of the last.
Build check
The boss cycle is the hardest check your loadout faces. Runs that survive past the second or third boss are well-built. Most good runs start cracking here.
Free runs stop at 7:00. The first Collapsar lands at 6:40, so every player gets the boss fight — but a free Deploy run ends at the 7-minute survival cap. Pro removes the cap entirely; the rest of the boss rotation is only reachable past it.
Build paths and tips
- 01Commit to one evolution early.Pick a weapon and its matching passive as your first two investments. A half-built loadout of four level-2 weapons is weaker than two well-leveled weapons approaching evolution.
- 02Singularity (Nova + Overcharge) is the cleanest crowd answer.A 50% radius bump on top of the level-5 ring's 260 puts a 390-unit shockwave on a 1.2-second cooldown, and every Overcharge level past the first adds another 10% damage on top. The knockback buys the space you need to keep collecting — it snowballs.
- 03Tractor Field is underrated.+40% pickup range means you level up faster without steering through the horde. Faster levels means faster weapon upgrades, which enables evolutions sooner. Treat it like a speed multiplier for the whole run.
- 04Engage Rift Signals early, judge them late.The 84-XP burst and the banish it banks are worth the detour while the Guardian is still the weaker early version. Later Guardians spawn with far more HP and a tighter volley — and if you engage one and fail to kill it, it stays on the field for the rest of the run.
- 05Arc Lightning needs dense packs to shine.Each link only reaches 170 px for its next target, so a strung-out horde breaks the chain early. Don't lean on it in a fast-movement Thrusters build — you'll kite the swarm apart and the chains have nothing to jump to. Pair it with Nova Ring to cluster enemies first, then arc.
- 06Dart enemies deal less damage but move faster than Mites.They appear around 40 s. Plasma Lance or Pulse Bolt handle them best — Ion Shards can miss fast-moving targets at low orbit radius.