Getting Started

Beginner Guide

Build your first deck, learn the flow of a run, and prepare for the world boss.

Reviewed 19 September 2026 · 3 min read · Game data 1.6.0

Your first objective

Last Attack is an aerial action roguelike. You explore a planet, fight its enemies, gather a build, and defeat its boss before travelling onward. A normal run contains three planets. Your early goal is to finish the run with a reliable set of attacks and enough defensive tools to survive a mistake.

The first-run tutorial introduces flight, scanning, blasts, melee and dodging in a dedicated world. Follow these lessons even if the opening battle feels forgiving. The same gestures remain useful against enemies with faster attacks and more complicated skills.

Learn one fight at a time

Drag to fly and tap while exploring to scan. Follow the returning enemy marker, approach your target, and use the battle prompt. In combat, a tap becomes a basic attack: at range you fire a blast; close to the enemy you fight in melee. Swipe forward to close the gap and sideways to evade an incoming attack.

Watch the enemy intent above its body. Repeatedly tapping into a raised guard wastes your opening. Hold to charge an attack and release it to break through. When a dangerous attack is about to land, make room to dodge before committing to a long skill.

  • Keep at least one stamina segment available when the enemy is preparing an attack.
  • Use basic attacks while your skill cards are recharging.
  • After a victory, collect the rewards before following the next marker.

Choose a useful opening hand

Your first few cards matter more than filling every deck slot. An attack you can land consistently, a way to protect or heal yourself, and a resource or power-up card give you a clear plan. Beam provides sustained ranged pressure; Barrier creates breathing room; Energy Surge refills blast energy; Second Breath refills stamina.

Open your bag and arrange the cards in the order you want to draw them. The first four cards form your opening hand. Larger decks advance through sets of four, so a powerful card placed late in the sequence may not be available at the start of a difficult fight.

When an element appears, inspect the result before slotting it. A Primary Element changes the skill itself. A Super Element adds its own bonus, usually tied to a trigger. Check the chosen slot and its preview, then build the effect into your combat plan.

Explore with a purpose

Use sonar regularly. Some enemies, landmarks and rewards need to be revealed before you can find them reliably. Detour for nearby chests, breakable landmarks and crystal sources, especially when the reward can improve your next battle.

Crystals are a run resource. Visible Crystal Vaults and several shrines spend them, while some hidden vaults are free once discovered. You do not need to buy every chest immediately. Saving for a card upgrade or a useful shrine can be more valuable than a speculative reward.

Defeating elites advances the planet toward its boss. Follow the objective tracker rather than assuming that every small enemy must be defeated. Once the boss falls, you can travel on or stay to collect optional rewards. Check your health and deck before leaving.

What stays after the run

Cards, elements, relics, crystals, stat items and infusions belong to the current run. They remain with you when you travel between planets, but a new run starts a new build. Card levels also belong to the card you own in that run.

Winning opens further content and the Ascension ladder. A loss counts as a finished run for experience-related introductions, but it is not a clear and does not satisfy unlocks that require a win. Normal player XP leveling is disabled in the current game; your practical power gains come from rewards, upgrades and better decisions.

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