Reference Data  

Wiki

Physics stats, kits, classes, Blade Components, Augments, Mutations, Evolutions and Fusions — pulled straight from the game's own content/ data, not re-typed by hand.

Source silveralcid/baebladeCommit c53bf43Synced Aug 23, 2026

Physics

Character stats

Raw simulation values, not the 1–5 dashboard bars — this is what each Bae's chassis actually runs on.

StatASHTAÍSMIYUREINADIDI
Radius2436273028
Mass0.621.950.881.31.15
Acceleration13505601180780950
Max Speed560330480400450
Steering Strength11111
Max Steering Distance230300250280260
Momentum Retention0.120.560.140.340.28
Friction0.020.050.0050.030.03
Restitution0.780.60.840.660.7
Drag0.360.220.270.280.3
Max Spin100100100100100
Passive Spin Decay2.40.491.41.41.9
Collision Spin Damage Multiplier1.40.850.950.91.05
Wall Spin Damage Multiplier1.30.620.80.851
Knockback Resistance0.622.450.951.41.25
Direct Hit Vulnerability111.511
Stability0.622.11.051.41.25

Kits

Abilities

Fixed Primary, Secondary and Ultimate per Bae, with cooldowns and full ability parameters.

ASH

STRIKER
BURSTprimary

Accelerate violently along your steering direction.

Equipment
Rush Sneakers
Cooldown
7s
Duration
0.65s
Acceleration
2.9
Max Speed
0.55
Damage
0.65
DRIFTsecondary

Gain stronger trajectory control for tighter arcs.

Equipment
Drift Kneepads
Cooldown
8s
Duration
1.6s
Steering
0.5
Momentum Ease
0.4
REDLINEultimate

Push Ash past her limits, massively increasing speed and impact power at the cost of control.

Equipment
Redline
Cooldown
Meter-based
Duration
3s
Meter Required
50
Acceleration
1.6
Max Speed
0.85
Damage
0.9
Momentum
0.9
Steering Penalty
0.3

TAÍS

FORTRESS
ANCHORprimary

Dig in. Absorb the next hit and shove back.

Equipment
Anchor Boots
Cooldown
9s
Duration
1s
Mass
1.7
Knockback
2.2
Damage Reduction
0.55
Steering Cost
0.62
Counter
1.5
COUNTERPULSEsecondary

Turn incoming momentum back against whoever brought it.

Equipment
Impact Bracers
Cooldown
8s
Duration
1.2s
Counter
2.6
IRON HEARTultimate

Become extraordinarily stable and difficult to damage or displace for a short time.

Equipment
Iron Heart
Cooldown
Meter-based
Duration
3.5s
Meter Required
50
Mass
2.4
Knockback
3.4
Damage Reduction
0.6
Counter
0.9

MIYU

TRICKSTER
RICOCHETprimary

Go elastic. Deflect off contacts and keep your speed through them.

Equipment
Bounce Heels
Cooldown
8s
Duration
1s
Restitution
0.15
Retention
1
SIDESLIPsecondary

Low friction, quick turns. Slip sideways out of trouble.

Equipment
Slip Soles
Cooldown
7.5s
Duration
1.5s
Steering
0.6
Momentum Ease
0.4
Drag Ease
0.25
PINBALL PANICultimate

Turn the arena into Miyu's playground with extreme rebounds, speed and trajectory control.

Equipment
Pinball Panic
Cooldown
Meter-based
Duration
4s
Meter Required
50
Restitution
0.35
Steering
1.2
Max Speed
0.5
Wall Boost
260

REINA

CONTROLLER
GRAVITY WELLprimary

Drop a pulling field where you are steering. They fight your floor.

Equipment
Orbit Cuffs
Cooldown
8.5s
Duration
3s
Cast Distance
190
Radius
120
Pull
-620
Swirl
190
Traction
0.55
REPULSEsecondary

Shove everything nearby away from you.

Equipment
Repulsor Belt
Cooldown
7s
Duration
0.45s
Radius
150
Push
900
ROYAL DOMAINultimate

Claim a large section of the arena and bend nearby fighters toward Reina's control.

Equipment
Royal Domain
Cooldown
Meter-based
Duration
4s
Meter Required
50
Radius
250
Pull
-520
Swirl
120
Traction
0.7
Resistance
1.6

DIDI

SUSTAINER
LEECH DRIVEprimary

For a few seconds, the spin you take off them comes back to you.

Equipment
Bloodstep Boots
Cooldown
9s
Duration
2.5s
Fraction
0.85
Cap
22
SECOND WINDsecondary

Trade momentum and safety for spin back, right now.

Equipment
Heart Charm
Cooldown
10s
Duration
1.4s
Instant Spin
9
Regen
7
Drag Cost
1.8
Vulnerability
0.35
SCARLET FEASTultimate

Feed aggressively on enemy Spin, converting successful collisions into powerful recovery.

Equipment
Scarlet Feast
Cooldown
Meter-based
Duration
4s
Meter Required
50
Fraction
1.15
Cap
38
Decay Reduction
0.85
Damage
0.3

Roles

Classes

STRIKER

Aggression, speed, commitment, high-impact collisions.

I will hit you harder than you can afford.

FORTRESS

Stability, centre control, counterplay, resisting displacement.

You cannot move me.

TRICKSTER

Angles, rebounds, deceptive trajectories, self-mobility.

You will not be where you thought I was.

CONTROLLER

Shaping the battlefield and how opponents are allowed to move.

You will move where I let you.

SUSTAINER

Spin economy, drain, recovery, prolonged engagement.

You cannot make me stop.

Buildcraft

Blade Components

Four chassis slots — Ring, Core, Weight, Tip — two options each, always a tradeoff.

Ring

Razor Ring

Bias contact toward decisive direct-hit Spin pressure.

Tradeoff: More direct-hit pressure, less rebound quality.

Collision Spin Damage Multiplier
×1.12
Restitution
×0.92

Affinity: STRIKER, SUSTAINER

direct-hitdamagecommitment
Halo Ring

Bias contact toward glancing displacement and rebound play.

Tradeoff: Better rebounds and angles, less direct-hit Spin damage.

Restitution
×1.1
Collision Spin Damage Multiplier
×0.92

Affinity: TRICKSTER, CONTROLLER, FORTRESS

glancingreboundangle

Core

Turbo Core

Run a hotter chassis with stronger acceleration at the cost of Spin efficiency.

Tradeoff: Faster tempo, faster passive Spin loss.

Acceleration
×1.12
Passive Spin Decay
×1.15

Affinity: STRIKER, TRICKSTER

speedtempovolatile
Reserve Core

Stretch the Spin budget by trading away some acceleration.

Tradeoff: Longer endurance, slower acceleration.

Passive Spin Decay
×0.82
Acceleration
×0.92

Affinity: SUSTAINER, FORTRESS, CONTROLLER

endurancespineconomy

Weight

Anvil Weight

Load the chassis for stability and resistance to displacement.

Tradeoff: Harder to move, slower to accelerate and redirect.

Mass
×1.15
Knockback Resistance
×1.16
Stability
×1.08
Acceleration
×0.88

Affinity: FORTRESS, SUSTAINER, CONTROLLER

massstabilitydefense
Feather Weight

Lighten the chassis for quicker acceleration and correction.

Tradeoff: More responsive, easier to displace.

Mass
×0.88
Acceleration
×1.12
Steering Strength
×1.08
Knockback Resistance
×0.88

Affinity: STRIKER, TRICKSTER, CONTROLLER

responsivespeedrisk

Tip

Grip Tip

Trade glide for stronger steering authority and floor control.

Tradeoff: More control, less peak speed retention.

Steering Strength
×1.14
Max Speed
×0.94
Drag
×1.06

Affinity: FORTRESS, CONTROLLER, SUSTAINER

gripcontrolprecision
Glide Tip

Carry speed through long arcs and preserve momentum.

Tradeoff: Better retention, weaker abrupt correction.

Max Speed
×1.08
Momentum Retention
×1.12
Steering Strength
×0.9

Affinity: STRIKER, TRICKSTER, SUSTAINER

glidemomentumspeed

Buildcraft

Augments

Universal run items on standardized triggers — two per class family, rank up to 3.

STRIKER

AfterburnerOn Primary Use

Using Primary creates a brief acceleration and impact window.

Max Rank 3   Internal CD 0s

Temporary Modifier
Stat
acceleration
Value By Rank
1.08 → 1.12 → 1.16
Duration
1.15
Temporary Modifier
Stat
collisionSpinDamageMultiplier
Value By Rank
1.05 → 1.08 → 1.12
Duration
1.15
primaryspeedimpactcommitment
Impact BatteryOn Direct Hit

High-speed direct hits refund a little Primary cooldown.

Max Rank 3   Internal CD 1.25s

Cooldown Refund
Target Slot
primary
Value By Rank
0.3 → 0.45 → 0.6
primarycooldowndirect-hittempo

FORTRESS

Shock AbsorberOn Hit Taken

Taking a meaningful impact creates a short stability window.

Max Rank 3   Internal CD 1.5s

Temporary Modifier
Stat
knockbackResistance
Value By Rank
1.1 → 1.16 → 1.22
Duration
1.25
Temporary Modifier
Stat
stability
Value By Rank
1.06 → 1.1 → 1.14
Duration
1.25
defensestabilityimpact
Retaliation CoilOn Hit Taken

Taking direct-hit Spin damage arms the next collision with retaliation.

Max Rank 3   Internal CD 2s

Arm Next Hit
Duration
2.25
Spin Damage Multiplier By Rank
1.08 → 1.14 → 1.2
Knockback Multiplier By Rank
1.1 → 1.18 → 1.26
counterretaliationimpact

TRICKSTER

WallrunnerOn Wall Hit

A strong wall contact gives a brief steering and momentum-retention window.

Max Rank 3   Internal CD 0.8s

Temporary Modifier
Stat
steeringStrength
Value By Rank
1.08 → 1.13 → 1.18
Duration
1.4
Temporary Modifier
Stat
momentumRetention
Value By Rank
1.08 → 1.14 → 1.2
Duration
1.4
wallreboundsteering
SidewinderOn Glancing Hit

Glancing contacts open a short low-drag correction window.

Max Rank 3   Internal CD 1s

Temporary Modifier
Stat
drag
Value By Rank
0.92 → 0.86 → 0.8
Duration
1.2
Temporary Modifier
Stat
steeringStrength
Value By Rank
1.06 → 1.1 → 1.14
Duration
1.2
glancingsteeringangle

CONTROLLER

Pressure WakeOn Secondary Use

Using Secondary leaves a small short-lived traction-slowing zone.

Max Rank 3   Internal CD 2s

Field
Radius By Rank
52 → 60 → 68
Duration
1.6
Drag Multiplier
1.18
secondaryfieldtractionspace
Field RelayOn Field Affect

Meaningfully affecting an opponent with one of your control effects refunds Secondary cooldown.

Max Rank 3   Internal CD 1.5s

Cooldown Refund
Target Slot
secondary
Value By Rank
0.25 → 0.4 → 0.55
secondaryfieldcooldowncontrol

SUSTAINER

Overflow CellOn Spin Recovered

Recovery that would exceed max Spin becomes a capped temporary buffer.

Max Rank 3   Internal CD 0s

Spin Buffer
Value By Rank
4 → 7 → 10
Duration
4
recoverybufferspin
Second BiteOn Low Spin

Dropping into low Spin arms the next direct hit to restore Spin.

Max Rank 3   Internal CD 8s

Arm Next Hit
Duration
4
Spin Restore By Rank
3 → 5 → 7
recoverycomebackcontact

Buildcraft

Mutations

One per Bae, alters her signature passive. The alpha ships one; a second is still in development.

ASH

SnapbackIn Alpha

A high-speed direct hit briefly reduces Run Hot's steering-reversal penalty.

Duration
0.9
Steering Penalty Relief
0.55
Min Impact Speed
230
ashheatsteeringdirect-hit
Hotter Than SafeIn Development

Raises Ash's useful Heat ceiling while making the highest-Heat handling state more punishing.

Heat Cap Multiplier
1.2
High Heat Steering Penalty Multiplier
1.18
ashheatstretch

TAÍS

Stored ForceIn Alpha

Resisting a strong impact stores one charge that strengthens the next counter or displacement event.

Max Charges
1
Min Impact Speed
190
Knockback Multiplier
1.28
taiscounterstability
Center of GravityIn Development

Holding the center builds capped Poise that is spent when Taís is meaningfully displaced.

Build Seconds
2.5
Max Poise
1
Resistance Multiplier
1.3
taiscenterstretch

MIYU

One More BounceIn Alpha

The first strong wall rebound after Ricochet grants a brief steering and retention window.

Duration
1.1
Steering Multiplier
1.18
Retention Multiplier
1.2
Min Wall Speed
180
miyuricochetwallsteering
Bad AngleIn Development

Glancing hits briefly arm Miyu's next rebound or collision for extra displacement.

Armed Seconds
2
Knockback Multiplier
1.22
miyuglancingstretch

REINA

Court OrderIn Alpha

Crossing the meaningful edge of Reina's field briefly marks a target; her next Pulse gains directional displacement against it.

Mark Seconds
2.5
Pulse Knockback Multiplier
1.25
reinafieldpulsesetup
Long Live the QueenIn Development

A spent field leaves a smaller fading remnant instead of disappearing instantly.

Remnant Seconds
1.5
Remnant Radius Multiplier
0.45
Remnant Force Multiplier
0.35
reinafieldstretch

DIDI

Blood DebtIn Alpha

Taking a strong direct hit briefly marks the attacker; the next qualifying collision against that target restores bonus Spin.

Mark Seconds
3.5
Spin Restore
6
Min Impact Speed
170
didirecoveryrevengecontact
OverfullIn Development

Recovery beyond max Spin becomes a short-lived overspin pool that drains rapidly.

Max Overspin
12
Overspin Drain Per Second
5
didirecoverystretch

Buildcraft

Evolutions

Transforms one of a Bae's fixed skills without replacing its input or recognizable base behavior.

Breakline Green LightASH · primary

Green Light keeps its committed dash, but the first clean hit converts remaining drive into a controlled follow-through burst.

Requires: Afterburner

Follow Through Seconds
0.7
Follow Through Speed Multiplier
1.12
Once Per Cast
1
ashprimaryspeedimpact
Reversal FrameTAÍS · secondary

Counter keeps its timing window, but a correctly armed retaliation carries stored force into a stronger directed rebound.

Requires: Retaliation Coil

Knockback Multiplier
1.35
Spin Damage Multiplier
1.16
Consume Retaliation
1
taissecondarycountertiming
Pinball EngineMIYU · primary

Ricochet stays recognizable, but its first strong wall rebound refreshes part of the state and grants a steering kick for another bank shot.

Requires: Wallrunner

Refresh Seconds
0.65
Steering Multiplier
1.2
Max Refreshes Per Cast
1
miyuprimarywallrebound
Royal VortexREINA · primary

Gravity Well keeps its placement identity, but contracts as pull intensifies and leaves a brief pressure wake when it expires.

Requires: Pressure Wake

End Radius Multiplier
0.62
End Force Multiplier
1.32
Wake Seconds
0.9
reinaprimaryfieldtiming
Scarlet LoopDIDI · primary

Leech Drive keeps its contact-drain identity, but excess recovery becomes a capped temporary Spin buffer that reduces decay while present.

Requires: Overflow Cell

Max Buffer
12
Buffer Seconds
4
Decay Multiplier
0.82
didiprimaryrecoverycontact

Buildcraft

Fusions

Compresses two mature Augments into one slot with an authored interaction between their effects.

Feedback Loop

Combines: Afterburner + Impact Battery

Afterburner and Impact Battery become a self-reinforcing tempo engine: Primary direct hits refund cooldown and the refund extends the active Afterburner window.

Afterburner Extension Per Refund
0.3
Max Extension
0.9
speedcooldowndirect-hit
Pinball Armor

Combines: Wallrunner + Shock Absorber

Wallrunner and Shock Absorber turn hard wall contacts into defensive rebounds, converting part of prevented momentum loss into outgoing rebound speed.

Prevented Loss Conversion
0.55
Rebound Speed Cap
180
walldefenserebound
Slipfield

Combines: Pressure Wake + Sidewinder

Pressure Wake and Sidewinder interact: glancing through your own wake produces a stronger low-drag correction window and stretches the wake slightly.

Self Wake Steering Multiplier
1.18
Wake Extension Seconds
0.5
fieldglancingsteering
Blood Capacitor

Combines: Overflow Cell + Retaliation Coil

Overflow Cell and Retaliation Coil share stored energy: taking a direct hit can charge the temporary Spin buffer, and spending retaliation converts part of that buffer into extra knockback.

Buffer Per Hit
2
Buffer To Knockback Ratio
0.035
Max Spend
8
buffercounterrecovery
Last Command

Combines: Field Relay + Second Bite

Field Relay and Second Bite create a clutch control loop: while low on Spin, affecting an opponent with a control effect shortens Secondary cooldown and extends the armed recovery hit window.

Extra Secondary Refund
0.2
Armed Window Extension
1.25
low-spincontrolrecovery

Buildcraft

System rules

3
Max Rank
3
Augment Slots
1
Mutation Slots
1
Evolution Slots
3
Reveal 3, Keep 1
2
Labs / Run
0.6
Affinity Weight
0.4
Wildcard Weight
Fusion rules
Min Rank
3
Allow Recursive
No
Evolution Takes Priority
Yes
Authored Recipes Only
Yes

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