Teenage Mutant Ninja Turtles: Splintered Fate

Teenage Mutant Ninja Turtles: Splintered Fate

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Power Up and Gameplay Strategy Guide
By NeoRizer
Details all the available power ups in each category and synergies required to acquire legendary powers as well as game play strategies
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Splintered Fate Strategy Guide
Turtle Stats
Leonardo


Inspirations:
  • Final Strike Triggers a Master Strike.

  • +1 Special Charge(s).
Tool:

Shuriken:
Throw three shuriken in a cone. Each shuriken deals 15 damage.

Special: Dash Strike

Overview: A Rank

Leo is a middle ground choice for a turtle pick, he's not as great as everyone makes him out to be. He has some kind of shuriken build that breaks the game but I was never lucky enough to get the right combo of passives to ever see it.

His Tool, while I still consider weak, as a standalone item, without any real boosts, is pretty bad; However, it can be built around to be insanely broken for fighting at a safe distance. His dash strike is also fairly clutch for getting in and out of fights while still dealing a critical amount of damage when needed.

He's very stick and move and his attack range is actually decent for playing the keep away game. He's definitely not my first choice when trying for a serious run, but with the right build and luck with shimmering portal rolls, he can be a very easy way to cheese out a victory by playing defensively.

Donatello


Inspirations:
  • Restore 5 Health upon starting an encounter.

  • Tool charges 80% faster.
Tool:

Hardened Shell:
Deal 20 physical damage to nearby enemies.
For the next 1.4 seconds become immune to all damage.

Special: Helicopter Spin

Overview: B Rank

Don's a hard turtle to place in rank honestly. A lot of people dislike how slow he is but his reach and innate ability to basically be a tank makes it tough to grade him. Sure he's slow, but the fact that you don't have to play a slot machine with how your run is going to go, really helps ease a lot of anxiety. He starts with Hardened Shell, which is easily one of the best Tools in the game, if not THE best tool.

Hardened Shell makes you impervious to all incoming damage which allows you to build combos and charge your tool / special incredibly fast by face tanking enemies / bosses. Couple this with his innate ability to reduce it's cool down by 80% (120% when maxed out) and Don can carry a team to victory.

He's definitely the ward of the group but if you have enough patience and skill, he'll probably be the first turtle you beat the game with, without having to grind a lot. He's a great early / mid game turtle to select for red portal / blue portal grinding. You need to have a lot of wrist/hand endurance with him if you're going for the Perfect Run achievement, even with the right build it can be exhausting.

Michelangelo


Inspirations:
  • +15% Attack area size, +15% Attack damage.

  • +10% Multi-Hit chance.
Tool:

Taunt:
Taunts nearby enemies for 8s.
Taunted enemies take 60 damage and are stunned for 0.5s when hit.

Special: Whirling Dervish

Overview: S Rank

Mike is a solid pick and one of the best turtles in the game, needless to say, some would consider him the best just for his utility and solid all around default inspirations and Tool. He has a lot of growth potential when it comes to trying out different builds and his AOE is unmatched across all the turtles.

Raph is still the fastest turtle in the game but Mike really is an above average pick and is fun to play with. His dash attack does some serious damage as well because of it's multi-hit animation style. He can get in and deal some heavy damage, then get out and it just feels good.

Mike's taunt Tool is also a great default option next to Don's Hardened Shell, or Casey's Juice, so even if you never acquire Hardened Shell in a run, Mike is a very safe pick. Mikes DPS doesn't quite reach that of Raphs and his HP pool is the weakest of all 4 turtles, so you really need to focus more on defense than offense when doing serious runs. If you lose the ability to dash a lot, Mike will be gimped.

Raphael


Inspirations:
  • +15% Special Critical Hit chance.

  • +6% Critical Hit chance, +6% Critical Hit damage.
Tool:

Turtle Line:
Throw a Turtle Line dealing 30 Physical damage.
On hit, pull yourself towards Bosses, and pull other enemies towards you.

Special: Sai Barrage

Overview: S Rank

Raph is the literal GOAT. His speed and DPS coupled with his innate abilities to just crit for days is unmatched across the board. His range and tool are the only really garbage traits about him but the tool can be changed and his range can be increased; Not that it really matters because you'll still be dashing in and out to do damage while equipped with the War Staff Artifact.

If you manage to pull Don's Hardened Shell, along side Don's mastery to reduce the cool down on your Tool in a run, it's a complete game changer. You will literally melt bosses if you acquire the flame skills to increase your Critical Hit chance and damage.

Raphs dash strike is also insanely powerful and FAST which leaves for a huge margin of error if you make a mistake. You can strike fast, strike hard and still manage to get out of harms way as long as you have the reflexes to do so. Raph also has innate masteries that boost his critical hit chance and damage, stack them with some flame skills and you're laughing. Raph's definitely meant for advance levels of play but he will just destroy everything in his path with the correct power and mastery selections.

DLC: Casey Jones & The Junkyard Jam

Casey Jones


Inspirations:
  • After a Special, your next attack is a Final Strike and has 30% Critical Hit Chance.

  • Special applies Guard Break for 3s to enemies hit.
Tool:

The Juice:
For 6s, deal +30% damage and quickly recover Special charges.

Special: Slap Shot

Overview: S+ Rank

I mean, you pay for him so he's basically broken. Casey has higher DPS and crit rates than Raph does, better range and better utility. He hits like a ♥♥♥♥ brick house and his range is amazing. His special also acts like Leo's shurikens except they're even more accurate. His Slap Shot special will auto target as long as you're facing in the direction of an enemy. Honestly, he's just a souped up version of Raph, if anything he brings Raph and Mike both down a notch, but instead I decided to give him his own tier of S+ because he's basically pay 2 win DLC.

If you build him so he takes less damage, recharges his special / tool faster, takes Leo's mastery to increase his special reserves by +3, and grab Casey's innate mastery to ricochet 2 additional projectiles per special, you're basically laughing. Couple this build with critical hit chance / damage builds or even tossing shurikens per attack with the boomerang effect and the game is a cake walk. If you're lucky enough to pull Leo's Master Strike inspiration you can really boost the potency of your Final Strikes, as you'll be performing them just about every other attack if you alternate his Slap Shot special and normal attack.

I basically stood on top of bosses alternating Slap Shot and normal attack, in that pattern, with an occasional dodge for good measure. I face tanked just about every boss using this technique. The adds in boss fights are also a bonus, if you use the ricochet build; the pucks will bounce back and forth dealing excessive amounts of damage to your main target, at a safe range.

He can decimate Bebop and Rocksteady as well as the final Hard Foot Soldier Gauntlet Challenge easily with the extra projectile build.

He's worth the price of admission if you're going for that Perfect Run achievement.
Turtle Specific Masteries
Masteries pop up at random throughout the run, any turtle can get a chance to acquire these masteries but they are color coded for specific turtles so you know which turtle they're coming from.

Masteries indicated in bold are among some of the best in the game.

It's no surprise that Raph has among the best ones in his arsenal but Don and Mike also have some crucial ones as well. Leo's are all kind of whatever...

Casey's masteries are all geared toward him in a very specific kind of build. It's almost as if the developers were basically pigeon holing him in to a very specific build, takes away all the guessing really. Ultrom and Flame are definitely two categories that shine when playing as him. His masteries all boost his default abilities, so it's nice not having to guess which ones to take when playing as him... any of them just kind of work.

Leonardo Masteries:
  • +3 Special Charges
  • +5% Shuriken damage for each Ninja power acquired
  • +10% Utrom damage for each Utrom power acquired
  • +20% damage to bosses
  • +30% Dash Attack damage. Gain 1 charge of Dash upon defeating an enemy
  • +50% damage to enemies with a Barrier
  • Activating your Special grants Light Shell for 2s
  • +100% Master Strike damage
  • Activating your Special grants Light Shell for 2s
  • Gain Light Shell for 1s upon a Master Strike
  • Master Strike applied Guard Break for 3.5s
  • Special charges 30% faster
  • Special deals 30 Utrom damage
  • Special gains all Dash and Dash Attack bonuses

Donatello Masteries
  • +1 Tool charge(s)
  • +15% all damage dealt
  • +20% damage to Bosses
  • +30% Ooze damage
  • +30% Utrom damage
  • +30% Dash Attack damage. Gain 1 charge of Dash upon defeating an enemy
  • +30% damage to Bosses, Mousers and Super Soldiers
  • +50% damage to enemies with a Barrier
  • +75% Special damage
  • Activating your Special or Tool makes your next attack a Final Strike
  • Every other attack deals 10 Utrom damage
  • Special and Tool deals 20 Utrom damage
  • Special gains all Dash and Dash Attack bonuses
  • Tool charges 120% faster.

Michelangelo Masteries
  • +5% damage dealth for each Astral power acquired
  • +10% Elemental damage
  • +10% Multi-Hit chance
  • +15% chance to trigger Elemental effects
  • +20% Damage dealt and Move Speed for 3s after defeating an enemy
  • +20% damage to Bosses
  • +30% Dash Attack damage. Gain 1 charge of Dash upon defeating an enemy
  • +30% Special area size. Special charges 20% faster
  • -35% Dash cooldown
  • +40% Multi-Hit damage
  • +50% damage to enemies with Barrier
  • +15% Attack area size. +15% Attack damage
  • Reduces damage received from projectiles and hazards by 75%

Raphael Masteries
  • +3% Critical Hit damage for the rest of the encounter, upon defeating an enemy
  • +20% Attack Critical Hit chance
  • +20% damage to Bosses
  • +30% Dash Attack damage. Gain 1 charge of Dash upon defeating an enemy
  • +30% Flame damage
  • +30% Special damage
  • +30% Water damage
  • +50% Critical Hit damage
  • +100% Special damage dealt to enemies below 35%
  • Instant defeat enemies below 10% health
  • Critical Hits have a 20% chance to Multi-Crit, dealing 300% increased damage

Casey Jones Masteries
  • Special Projectiles bounce between 2 more targets.
  • Reduces damage received from projectiles and hazards by 75%
  • +30% Damage to Bosses, MOUSERs, and Super Soldiers.
  • +5 damage dealt for each Astral powered acquired.
  • -35% Dash cooldown.
  • Special deals and extra 30 Ultrom damage.
  • +15% Attack area size. +15% Attack damage
  • Special charges 30% faster.
  • 20% Special Critical Hit chance.
  • Dash Attacks deal 15 more damage and apply Guard Break for 3 seconds.
Tools
Here is a list of the tools you can randomly encounter to replace your default tool.
Tools indicated with an * are among the best options to consider choosing.


Shuriken: Throws three Shuriken in a cone. Each shuriken deals 15 damage. Leonardo’s default tool.

*Hardened Shell: Deal 40 Physical damage to nearby enemies. For the next 1.8s, become immune to all damage. Donatello’s default tool.

*Taunt: Taunts nearby enemies for 8s. Taunted enemies take 60 damage and are stunned for 0.5s when hit. Michelangelo’s default tool.

Turtle Line: Throw a Turtle Line dealing 30 Physical damage. On hit, pull yourself towards Bosses, and pull other enemies towards you. Raphael’s default tool.

Fireball: Fire 3 seeking fireballs towards nearby enemies. Each fireball deals 100 Flame damage in an area upon impact.

*Meteor Storm: Call upon a meteor storm that lasts 8s. Meteors will fall towards enemies and deal 80 Flame damage upon impact.

Ooze Shuriken: Throw 2 Ooze Shuriken at the nearest enemy. Each Shuriken deals 25 Ooze damage.

Ride The Wave: +40% Move Speed for 6s. During that time, deal 15 Water damage per second to nearby enemies.

Smoke Bomb: Teleport forwards, dealing 70 Physical damage to nearby enemied where you end up. Immediately triggers Dodge effect.

Shuriken Storm: Throw 8 Shurikens at nearby targets. Each Shuriken deals 30 Physical damage.

Unstable Canister: Deal 60 Ooze damage and apply 3 stack(s) of Ooze to all nearby enemies.

Utrom Shuriken: Throw two Electric Shuriken at the nearest enemy. Each Shuriken deals 25 Utrom damage.

Utrom Rod: A nearby enemy is struck by lightning 4 times for 25 Utrom damage.

Water Sweeper: Deal 80 Water damage to nearby enemies. Enemies hit are knocked back.

DLC: Casey Jones & The Junkyard Jam
*The Juice: For 6s, deal +30% damage and quickly recover Special charges. Casey Jones' default tool.
Dreamer & Dragon Coin Max Level Upgrades
Dreamer Coins:

Luck

Perchance: Level 10

20% Chance to draw Turtle Powers in Room Rewards.

Do Over: Level 3

Start each run with 3 Lucky Dice. Lucky Dice and be used to re-roll Room Rewards or Shop offers.

Polish: Level 10

20% Chance that Turtle Powers are offered at level 2.

Double Trouble: Level 5

15% Double Select chance during any Turtle Power selection.

Lucky Spoils: Level 3

Chance to gain up to 3 Lucky Dice from Bosses.

Double Double: Level 3

30% chance that a Double Select will offer Turtle Powers at level 2.

Economy:

Running Start: Level 10

+250 Scrap upon starting a run.

Scrappy Bosses: Level 5

+100% Scrap granted at Bosses.

Scavenger: Level 3

+300 Scrap gained from destroying crates.

Pantheon's Blessing: Level 5

+50% Dragon and Dreamer Coins from Room Rewards.

Scrap King: Level 5

+50% Scrap from Room Rewards.

Recycling: Level 5

+25% chance for Bonus Currency Room Rewards.

Exotic:

Mouse Scrap: Level 3

+45% chance for a MOUSER to drop triple Scrap upon defeat.

Fortune Favor's The Bold: Level 3

+3 Dragon and Dreamer Coins upon defeating Veteran and Champion enemies.

Arcade Fixer: Level 2

50% chance that a Bonus Currency will apply to all Room Reward options.

Busted Coin Slot: Level 1

Dragon Coins are always granted a Bonus Currency Room Rewards for Masteries and Inspirations.

Dojo: Level 4

Gain 100% chance to upgrade your Turtle Power to a Mastery in the entry room in Rooftops.

Dragon Coins:

Training:

Health: Level 25

250% Max Health.

Dash Charge: Level 3

+3 Dash Charge(s). Each charge allows another Dash before triggering a cooldown.

Splinter's Revive: Level 3

Start each run with 3 Splinter's Revive(s). Splinter's Revive(s) restores 25% of your Max Health when your Health is depleted.

Swiftness: Level 10

50% Move Speed.

Savor the Flavor: Level 5

Health recovery is 100% more effective.

Slice of Life: Level 5

20% chance to spawn a Pizza Slice upon defeating a Foot Clan enemy.

Astral Rejuivination: Level 3

Splinter's Revive restores 30% additional health.

Technique:

Attack Damage: Level 16

160% Attack Damage.

Critical Chance: Level 10

+20% Critical hit chance.

Focused Forces: Level 10

+50% Elemental damage.

Special Damage: Level 17

+170% Special damage.

Tool Damage: Level 10

+150% Tool damage.

Mechanical Genius: Level 5

Tool charges 50% faster.

Stronger Stuff: Level 5

+25% Negative Effect damage.

Enduring Effects: Level 5

+50% duration of negative effects you apply.

Specialty:

Fast Attacks: Level 10

+100% Dash Attack damage.

Mutli-Hit: Level 10

+20% Multi-Hit chance.

Fast Abilities: Level 10

Special charges 50% faster.

Hammertime: Level 5

+20% Dodge chance.

Pizza Entree: Level 5

+15% health restored upon entering the shop. Does not stack with Savor the Flavor.

Reliable Abilities: Level 5

Support units are twice more likely to spawn during an encounter. Support units gain +100% Max Health.

Leonardo's Inspiration 1: Level 3

Improve Leonardo's Inspiration: +15 Master Strike damage.

Michelangelo's Inspiration 1: Level 3

Improve Michelangelo's Inspiration: +15% Attack area size. +15% Attack damage.

Donatello's Inspiration 1: Level 3

Improve Donatello's Inspiration: Restore 3 Health upon starting an encounter.

Critical Damage: Level 10

+50% Critical Damage.

Leonardo's Inspiration 2: Level 2

Improve Leonardo's Inspiration: grants +2 Special charge.

Raphael's Inspiration 1: Level 3

Improve Raphael's Inspiration: +9% Critical Hit chance. +9% Critical Damage.

Confidence: Level 3

Clearing a room without taking damage grants +3% Special damage.

Michaelangelo's Insipiration 2: Level 3

Improve Michelangelo's Inspiration: +15% Multi-Hit chance.

Donatello's Insipiration 2: Level 3

Improve Donatello's Inspiration: Tool charges 40% faster.

Raphael's Inspiration 2: Level 3

Improve Raphael's Inspiration: +15% Special Critical Hit chance.

DLC: Casey Jones & The Junkyard Jam
Casey's Inspiration 1: Level 3

Improve Casey's Inspiration: Special applies Guard Break for +9s to enemies hit.

Casey's Inspiration 2: Level 3

Improve Casey's Inspiration: Using your Special makes your next attack a Final Strike with +90% Crit Chance.
Legendary Turtle Powers
This section details all of the elemental combos for specific Legendary Turtle Powers. Some of these powers are very broken but most of them are kind of meh.

The odds of you obtaining them are entirely dependent on RNG (randomness) so don't get your hopes up if you ever see any of these. Also note that you have to MAX out the modifiers to level 3 in order to even get the Legendary power to show up.

Bright Spring is the most broken Legendary in the game when coupled with Don's Hardened Shell and I've only obtained it once in around 50 full playthroughs.

Also keep in mind that if you get the portal of Scarcity and Paupers, it's going to further reduce your chances of obtaining these powers if you roll those portals too soon in the run.

Modifiers indicated with a * are some of the most broken if you can obtain them.

Good Luck my turtles!


*Bright Spring

Astral Light: Light Attacks
Water: Dilution

Attacks Restore 2 Health.

Dark Flame

Astral Dark: Nightfall
Flame: Inferno

+40 percent Flame damage against targets affected by Darkness.

Finisher

Astral Dark: Dark Embrace + Nightfall
Ninja: Extended Assault + Shuriken Breaker

Attacks and Specials instantly defeat enemies affected by Guard Break that are below 25 percent health.

Frostfire

Flame: Inferno (or any Fire Tool such as Fireball and Meteorite)
Water: Frost

Dealing Flame or Water damage with your Attack, Special, or Tool deals 30 percent damage with the opposite element.

Light Hammer

Astral Light: Revival
Utrom: Techno-Organic Interface

Utrom damage is increased by 10 percent of your maximum health.

Revolution

Ninja: First Strike + Quick Feet
Utrom: Chain Lightning + Dash

Dash Attack's damage is increased by 1 percent of the enemies' maximum health.

*Secret of the Ooze

Ooze: Shelf Life + Special Spice
Utrom: Techno-Organic Interface

Reduce damage received by 30 percent.

Shatter

Water: Frost + Pressure Nozzle + Splash Damage
Utrom: Shocking

Applying a Stun effect deals 200 Water and Utrom damage to enemies.

Slippery

Ninja: Adrenaline + Heightened Senses
Ooze: Goo'dbye + Any Ooze Power

Gain 30 percent Move Speed, charge Tool and Special 30 percent faster, and reduce Dash cooldown by 30 percent while at maximum Adrenaline.

Solution to Pollution

Ooze: Potency (or any skill with the Ooze icon)
Water: Frost

+3 seconds to Ooze duration. Enemies affected by Ooze gain 1 stack(s) of that effect every second.

Spontaneous Combustion

Flame: Inferno
Ooze: Goo'dbye

Gain a 30 percent chance to deal 100 Flame damage when applying Ooze.

Tempered Shuriken

Flame: Furious Attacks
Ninja: Extended Assault + Precision + Quick Feet + Throwing Arts: Chakram

+40 percent Critical Hit chance with Shuriken.
Artifacts Max Levels
Artifacts are obtained by reaching various milestones, they are explained on the artifact screen but more importantly, what the game doesn't tell you, is that you have to acquire some of them randomly from NPC's.

Most of the Artifacts are automatically acquired after completing certain levels and talking to April & Metalhead once you're back in the lair. One of the Artifacts is acquired in the Sewers from Slash and another from Casey in the Streets. Just keep doing runs and hope you run in to these NPC's after you meet the requirements.

There is a bad glitch if you're playing online that will brick your save from acquiring some of these artifacts. As a precaution, make sure you're back in the lair before you quit out. If you quit out during a save screen there's a chance your save file will become corrupted and you'll never be able to earn these artifacts.

A good rule of thumb is to never play this in co-op until you've at least finished the game once by yourself and have acquired all of the Artifacts. The best Artifacts are indicated with an *.

Heart of Tengu is literally the most broken Artifact in the game, once you've maxed it out.
It's the best Artifact in the game to equip if you're carrying other players who have the War Staff equipped for the "Perfect Run" achievement.

The Foot Clan Medallion is probably the best Artifact to start a run with as it has the Critical Hit chance and Damage passives associated with it which are crucial for dealing insane damage.

The War Staff is great if you're looking to farm bosses for double your gains. Wearing it is not that big of a deal, so long as you're doing a casual run and selectively choosing Shimmering Portals. If you're going for the "Perfect Run" achievement, then it's an absolute burden.

Manhole Cover

Max Level: 6

+22.5 Double Select chance when selecting Water Powers. Guarantees your next Power Selection is of the Water category.

*Foot Clan Medallion

Max Level: 6

+22.5 Double Select chance when selecting Flame Powers. Guarantees your next Power Selection is of the Flame category.

Broken Ooze Canister

Max Level: 6

+22.5 Double Select chance when selecting Ooze Powers. Guarantees your next Power Selection is of the Ooze category.

Sword of Tengu

Max Level: 6

+22.5 Double Select chance when selecting Utrom Powers. Guarantees your next Power Selection is of the Utrom category.

Tessen

Max Level: 6

+22.5 Double Select chance when selecting Ninja Powers. Guarantees your next Power Selection is of the Ninja category.

Mystical Seal of Protection

Max Level: 6

+22.5 Double Select chance when selecting Astral Powers. Guarantees your next Power Selection is of the Astral category. [This category includes both Light and Dark]

Stockgen ID Card

Max Level: 6

+22.5 Double chance of gaining bonus Scrap when defeating MOUSERs or Super Foot Soldiers.

Turnstone

Max Level: 6

22.5% chance to gain bonus Dragon Coins or Dreamer Coins upon defeating a veteran or champion enemy.

Battle Shell Fuzzy Dice

Max Level: 6

+22.5 Double Select chance when selecting Water Powers. Guarantees your next Power Selection is of the Water category.

Insulated Pizza Box

Max Level: 6

Boosts last for an additional 7 rooms. Granted by an ally in Docks.

*Heart of Tengu

Max Level: 6

17.5% Dodge chance. Increase duration of Invulnerability upon a Dash.

Astral Charm

Max Level: 6

+5.5s Invulnerability duration upon consuming a Splinter's Revive.

*War Staff

Max Level: 3

+100% damage taken from all sources.
+100% currencies granted by Bosses.

DLC Arifacts: Casey Jones & The Junkyard Jam

Untuned Guitar

Max Level: 3

When you finish a room, all players permanently gain +4% elemental damage.
This effect does not stack.

Vintage Blowtorch

Max Level: 3

Every 5 seconds, your next Final Strike Stuns non-boss enemies.

Busted Snare

Max Level: 3

When you finish a room, all players heal 4 Health. This effect does not stack.

Splintered Drumsticks

Max Level: 3

When you finish a room, all players gain +20 Scrap. This effect doesn't stack.

Casey's Portrait

Max Level: 3

Defeating bosses increases all players' Max Health by 7.
Level Structure
This section details how the level structure plays out, the structure itself is static, everything else that happens is completely left to randomness.

The second stage "The Docks" is literally the hardest area in the entire game, it's a make or break point honestly. Karai is no doubt the hardest boss in the entire game, even more so than Shredder. She's an absolute nightmare because you're characters are weak at this stage in the game and she's so fast and aggressive, do not be ashamed or discouraged if you lose a revive on her... just keep trucking.


Stage 1: The Sewers:

Upgrade

3 Levels

Mini-boss

2 Levels

Chairman

Boss Fight: Leatherhead

Stage 2: The Docks:

Upgrade

3 Levels

Mini-boss

Chairman

2 Levels

Boss Fight: Oroku Karai

If you've purchased the Casey Jones & The Junkyard Jam DLC you have a choice to head to the Junkyard for Stage 3.

Stage 3a: The Streets:

Upgrade

3 Levels

Mini-boss

2 Levels

Chairman

Boss Fight: Bebop & Rocksteady

Stage 3b: The Junkyard:

Upgrade

3 Levels

Chairman

Mini-boss: Gigi

2 Levels

Chairman

Boss Fight: Genghis Frog & The Junkinator

Stage 4: The Rooftops:

Upgrade

Levels

Mini-boss

Chairman

Boss Fight: Oroku Saki: The Shredder
Challenge (Red) & Shimmering (Blue) Portal Modifiers
After you complete the game for the first time new options will open up for you on subsequent runs.

Challenge Portals (Red)

Twice per level you'll have the option to enter a Red portal. You'll encounter one at the half way point through a level which will give you the option to fight a harder version of a mini-boss. The mini-bosses are randomly selected from a pool for that specific level. You'll then have another Red portal option to fight the hard version of the stages boss.

Note that the fights are considerably harder depending on other modifiers, especially Leather Heads and Karai's fight for various reasons. Leatherheads fight has a ton more adds that can either be a lot of rats or the ooze frogs.

Keep in mind that Karai is already powerful and fast and can call in two elite foot soldier adds near the end of her fight when she gets desperate to win. Be warned, they are the first couple fights but they're harder than Bebop & Rocksteady and Shredder by a country mile. Considering these fights are early on in the game, your power selections will really make a difference here.

Note that these portals will grant you Gauntlet Medallions but you'll only get 1 per portal you complete subsequently. You will only earn additional medallions on subsequent runs if you chain the portals together... meaning if you want all 8 medallions you have to finish all 8 Red Portals in a single run.

If you skip over a portal, you'll lose the potential to earn all 8 medallions and will have to re-do ALL 8 portals on the next run to earn the 8th medallion.

Additionally, these portals double the amount of currency you obtain for completing these mini-bosses / boss fights.

Shimmering Portals (Blue)

You will earn Astral Hearts currency similar to how the Gauntlet Medallions work by subsequently finishing all the Shimmering Portals on a single run... and some of these really gimp you if you get them early enough.

Scarcity and Pauper are among the WORST to roll in the first 2 stages... I would consider restarting the entire run if you get either of these portals in the first 2 stages. This is especially important when you're trying to go for a full Shimmering Portal run.

Additionally, for each Shimmering Portal you complete, it will increase the rate at which you collect Dragon and Dreamer coins by 10% for the duration of the run.

Portals of Power always appear in the first screen of each stage. The next Portal of Power will only appear if you've completed enough Shimmering Portals in the previous stage. If you skipped over too many, the option for more greater Portals of Power will stop.

Modifiers indicated with an * are among the worst portals to get in the first two stages.

Portal Modifiers:

Portal of Power: Increased veteran and champion enemies. +15% increased Enemy damage and health. Shows up in first screen of the Sewers.

Portal of Greater Power: Increased veteran and champion enemies. +15% increased Enemy damage and health. Shows up in first screen of the Docks [30% total]

Portal of Immense Power: Increased veteran and champion enemies. +15% increased Enemy damage and health. Shows up in first screen of the Streets. [45% total]

Portal of Ultimate Power: Increased veteran and champion enemies. +15% increased Enemy damage and health. Shows up in first screen of the Rooftops. [60% total]

*Portal of Scarcity: Reduce the number of Turtle Power and Upgrade options by 2.

*Portal of Protection: Enemy health is fully converted to shielding.

*Portal of Paupers: Shops are twice as expensive.

*Portal of Plundered Pizza: Healing is half as effective.

Portal of The Foot: Foot Clan enemies deal 35% increased damage.

Portal of Mice: All MOUSERs will self destruct.

Portal of Pacing: Enemies move and strike faster.

Portal of Projection: Hostile attacks and area effects are larger.

Portal of Storms: Lightning Storms are more frequent and more dangerous.

DLC: Casey Jones & The Junkyard Jam
Portal of Stolen Slices: Pizza no longer appears after bosses.

*Portal of Lead Feet: Dash count reduced to 1.

*Portal of Mediocrity: -50% Special recharge rate.

*Portal of Rust: -50% Tool recharge rate.

Portal of Perforated Pockets: Lose 5 Scrap whenever you take damage.

*Portal of Pocket Change: Carry a max of 500 scrap.
Mini-Boss Pools
These are the possible random mini-boss fights you can encounter.

Note: There are achievements associated with each of these fights as well as their Red Portal (Hard) versions.


The Sewers:
  • Lurking Menace (Big Rat)
  • Mouser Mayham (Big Mouser)
  • Fencing Lessons (One White Ninja)
  • Illumination (One Red Ninja)
  • Punks in the Pipes (Two Mutant Toads)

The Docks:
  • Nightwatch (Human Mouser)
  • Bay Bombardiers (Big Mouse-bombardier)
  • Pier Pressure (Big Mousers)
  • Dockside Diplomacy (Big Mouse and Human Mouser)
  • Firewatch (Red Ninja)

The Streets:
  • City at War: Mutant Showdown (Big Rat vs Mousers)
  • City At War: Foot Clan Faceoff (2 White Ninja vs Mousers)
  • City At War: Power Play (Human-Mouser vs Mousers)
  • Defeat Alleyway Punks (Mutant Toads vs Ninja)
  • Complete City At War: Mystic Strike (Red Ninja vs Mousers)

The Rooftops:
  • Twin Assassins (Red and Purple Ninja)
  • Ninja Elite (White Ninja with Spear)
  • Mystic Council (Red Ninja with Spear)
  • Shadow Hand (Purple Ninja with Spear)
General Tips and Strategies


  • When you first start out, play as Leo or Don. They're more defensive based than offensive and will help you survive longer. The most important thing when you begin is survivability and longevity. The further you get in the run, the more rewards you'll reap.

  • Start with offensive upgrades in the Dragon Coin category because a strong defense is a good offense. The faster you destroy enemies, the less damage you'll take. Start with Attack Damage, Critical Chance, Focused Fire, Special Damage, Tool Damage, Multi-hit, Hammertime, Critical Damage.

  • Inspiration upgrades will come much later, as you'll need to finish full runs with a specific turtle in order to earn their respective colored bandana. This will allow you to break the cap on all the inspirations.

  • Start with currency earning upgrades in the Dreamer Coin category such as Pantheon's Blessing, Scrap King and Recycling.

  • Dodge chance is a really important stat, it really saves your shell. So make sure to take the Heart of Tengu artifact when doing serious coin farming runs, it'll keep you alive. This coupled with maxed Hammertime for 20% will put you at 37.5% dodge chance... If you take the Ninja skill Dodge for another 10% and upgrade it to 20% you'll have a total of 57.5% chance to dodge all incoming attacks.

  • Flame abilities are super important and the best offensive category for passives. Critical Hit chance and Critical Damage are game changing. You can max these passives both out at level 3 for 50% Critical Hit chance and 180% Critical Damage. These stack with other passives and inspirations and will melt bosses and enemies quick. Make sure to equip the Foot Clan Medallion for a chance at rolling more Flame powers and a chance at a double select.

  • Astral abilities are key for staying alive, they provide you with a ton of defense and damage reduction. If you find yourself dying a lot, try playing defensively at long range with Astral abilities and maybe some Ninja skills for dodging and ranged attacks.

  • The best Legendary in the game is Bright Spring. It will basically make you unkillable when coupled with Donatello's Hardened Shell Tool. You will be able to leech life off of enemies by attacking them. So make sure you equip the artifact that increases the chance of water and astral powers to show up and take Dilution and Light Attacks to have a chance at getting Bright Spring to show up.

  • This game is insanely grindy so just keep plugging away and mixing and matching Blue and Red portals as you play. Try out different turtles and remember to just have fun because the real game doesn't even truly start until you're fully maxed and have the War Staff equipped for the "Perfect Run" achievement. Good Luck!

  • If you can afford it, purchase Casey Jones & The Junkyard Jam DLC, Casey is literally a pay 2 win character. If you're having issues with the "Perfect Run" achievement, you can easily nab this achievement while playing as Casey. His utility and damage are both just too good to pass up. He's one the easiest characters in the game to play with.
Perfect Run Examples
This is how broken a Raphael Crit Build with Hardened Shell can actually be... I kept trying to pull Bright Spring but it just wouldn't show up, it would have been the cherry on top of this amazing run.

This is why Raph is considered the best turtle in the bunch, his single target DPS is unmatched when he can stand still and tank damage.


Raphael: Perfect Run


Just to show how broken Casey can be with the right build. He's such an offensive power house that even with an almost pure defensive build, he still manages to dispatch enemies with lightning speed.

His only downfall is fighting quicker enemies like Karai, Shredder and the foot, which could be an issue for a lot of players but if you build him for dodge chance and defense, he comes out on top.

The new mix of portals also makes it much easier to complete this run than ever before. You were basically stuck with whatever default portals were in the base game but since the recent update, more portals were added to the pool to give each run a lot more variety and sense of fairness.

There are still some insanely gimpy portals but they're not as bad as Pauper and Scarcity for the most part. Portal of Lead Feet and Portal of Pocket Change are the absolute worst for the newly added modifiers, so just hope you don't pull any those.


Casey Jones and the Junkyard Jam: Perfect Run


Pre: Casey Jones Patch Runs

Leo is trash and internet autists had me doubting how trash he actually is, but yeah, he's absolute trash in comparison to Casey, Raph and Mike, but just to prove it's possible and to shut the autists up about his "OP cheap shuriken build" here's how to beat the game with one of the worst turtles in the game WITHOUT using a shuriken build.

At the end of the day, RNG is RNG... You can beat the game with any character if you pull the right abilities and get the right combo of portals while utilizing a sound strategy.


Leonardo: Perfect Run

Outro
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