WX-78 Quick Start: 8 Steps to Your First Circuit Build
Before any mechanics deep-dive, here’s exactly what to do as WX-78 from your first spawn:
- Eat every Gear immediately. Each one restores 50 HP, 75 Hunger, and 60 Sanity simultaneously — the most stat-efficient single item in the game.
- Ignore food spoilage. WX-78 eats stale and spoiled food without penalties. Stack that pile, don’t rush meals.
- Build the Bio Scanalyzer as your first mid-game priority. No Scanalyzer, no circuits — it’s the unlock gate for the entire system.
- Scan a Spider early to unlock Hardy Circuit, your first HP booster.
- Scan a Volt Goat in the Savannah to unlock Electrification Circuit — the backbone of every combat build.
- Plan every build around 6 bars total. Your entire circuit budget is 6 bars. Every slot decision is a trade-off against this number.
- Position near a Lightning Rod during electrical storms. A rod strike gives WX-78 one charge bar and heals 100 HP at the cost of 33 Sanity — a net positive in most situations.
- Stay dry above all else. Above 15 wetness, WX-78 loses one charge bar every 5 seconds. Wet WX-78 is a circuit-stripped WX-78.
Mechanics verified against the current live build of Don’t Starve Together (wiki.gg documentation, May 2026). Values may change with Klei Entertainment updates.
WX-78 Stats, Gear Eating, and the Lightning Mechanic
WX-78 starts with 100 HP, 100 Hunger, and 100 Sanity — the same baseline as Wilson. That looks ordinary until you factor in what makes WX-78 unique: Gears as the best stat-recovery item in the game, and a circuit system that can push every one of those stats well past any other character’s ceiling.
Gear Eating: Three Stats at Once
Every Gear WX-78 consumes restores:
- 50 HP
- 75 Hunger
- 60 Sanity
One Gear handles all three survival bars simultaneously. Meatballs restore 100 Hunger and 60 HP but zero Sanity. Pierogies give 75 HP and 150 Hunger but require a Crock Pot and cooking time. A Gear needs nothing — find it, eat it, keep moving. For a character who already eats stale and spoiled food without penalty, Gears turn Ruins and Clockwork biomes into an extremely efficient pantry.
On death, WX-78 drops 33–50% of all Gears eaten that life (capped at 40 dropped). This matters for Ruins farming strategies: the more you eat, the better your post-death return from the drop pool. Stock gears aggressively rather than hoarding them.
One critical distinction: Gears restore current stat values, they do not increase maximum stats. Maximum stat increases come from circuits (Hardy for HP, Gastrogain for Hunger, Processing for Sanity). Gears are a restorative tool; circuits are the scaling tool.
Lightning: WX-78’s Most Underused Resource
Being struck by lightning gives WX-78 a unique deal — restore 100 HP and gain one charge bar, at a cost of 33 Sanity. Most characters treat lightning as a hazard to be avoided. WX-78 treats it as a resource to be positioned for.
The practical method: stand adjacent to a recently struck Lightning Rod during electrical storms. The rod absorbs the strike but the charge and HP restore still apply to WX-78. You gain the full HP and charge benefit without the Sanity cost, since the strike hits the rod rather than WX-78 directly. It’s one of the fastest ways to top up both health and circuit power mid-session without using a single inventory item.
Rain and cold undermine this. Above 15% wetness, WX-78 loses one charge bar every 5 seconds, and Freezing drains two bars immediately. Carry an Umbrella or Pretty Parasol during rainy seasons — it’s a circuit-protection item, not an aesthetic choice.
How WX-78’s 6-Bar Circuit System Works
WX-78 has a circuit meter with 6 total bars of capacity. Each circuit occupies between 1 and 6 bars. Fill those 6 bars with any combination of circuits and they all run simultaneously. Run three 2-bar circuits, six 1-bar circuits, two 3-bar circuits — anything that totals 6 or fewer bars.
Circuits belong to three categories:
- Alpha Circuits — modify maximum stats (HP, Hunger, Sanity)
- Beta Circuits — utility effects (speed, light, temperature, electrical)
- Gamma Circuits — combat and special mechanics (blocking, clockwork control, farming)
Categories don’t create separate capacity pools — all circuits draw from the same 6 bars. The distinction matters for crafting requirements and for the Tinkering skill tree upgrades that enhance specific circuit categories.
Charge: How It Builds and Drains
WX-78 passively regains one charge bar every 90 seconds when not starving or wet. External sources accelerate this considerably:
- Lightning Rod (recently struck): +1 charge bar
- Direct lightning strike: +1 charge, +100 HP, −33 Sanity
- Electric foods (Volt Goat Chaud-Froid, Electric Milk): +1 charge
- Winona’s Generator: fills charge at the cost of 90% of the generator’s capacity
Unlocking Circuits: The Bio Scanalyzer Progression
Circuits can’t be purchased. WX-78 must scan specific creatures using the Bio Scanalyzer to unlock each circuit type, then craft them using Bio Data and materials. Two foundational examples:
- Hardy Circuit: scan a Spider
- Electrification Circuit: scan a Volt Goat
This creates a natural progression gate — early WX-78 runs on whatever circuits they’ve unlocked; endgame WX-78 has scanned the full creature roster and switches builds to match each situation. Build the Scanalyzer by Day 10 at the latest. Every day without it is a day running sub-optimal circuits.
Circuit Durability: Commit to Your Loadout
Extracting a circuit with the Circuit Extractor costs 25% durability per extraction — four extractions destroy it. The Right To Modify perk halves this to 12.5%, allowing 8 extractions. Plan loadouts before sessions rather than swapping mid-run. If you need swap flexibility, invest in that perk first.
Complete Circuit Catalog
Alpha Circuits — Stat Modifiers
| Circuit | Bars | Primary Effect | Tinkering Bonus |
|---|---|---|---|
| Hardy | 1 | +40 max HP | Tinkering II: 2.5% physical damage reduction |
| Super-Hardy | 2 | +100 max HP | Tinkering II: 5% physical damage reduction |
| Gastrogain | 1 | +40 max Hunger | Tinkering I: −5% hunger drain; Tinkering II: −10% |
| Super-Gastrogain | 2 | +100 max Hunger, −20% hunger drain | Tinkering I: −25% drain; Tinkering II: −30% |
| Processing | 1 | +40 max Sanity | Tinkering I: 20% negative sanity aura resistance |
| Super-Processing | 2 | +100 max Sanity, +2 sanity/min regen | Tinkering I: 50% negative aura resistance |
| Beanbooster | 3 | +100 max Sanity, +2 sanity/min, +5 HP every 30 sec | Tinkering II: absorb-shield at full HP |
Beta Circuits — Utility and Environment
| Circuit | Bars | Primary Effect | Tinkering Bonus |
|---|---|---|---|
| Rangebooster | 1 | Expanded vision range | Tinkering I: +drone and tool range |
| Optoelectronic | 1 | Enhanced creature detection | — |
| Super-Acceleration | 2 per stack | 1st: +25% speed; 2nd: +15% more; 3rd: +10% more | Tinkering II: −25% slowness effects per circuit |
| Acceleration | 6 | +25% movement speed | Tinkering II: −25% slowness effects |
| Electrification | 2 | 20 elec. dmg to attackers; lightning immunity | Tinkering II: AoE overload burst from rapid hits |
| Illumination | 2 | Light source | Tinkering II: extended light intensity |
| Super-Illumination | 2 | Enhanced light and aura | Tinkering II: extended range |
| Thermal | 3 | +20° body temp; 25° heating aura to allies; +25% spoilage | Tinkering I: 50% freeze resistance (x2 = full immunity) |
| Refrigerant | 3 | −20° body temp; 25° cooling aura; −25% spoilage | Tinkering I: 50% fire resistance (x2 = full immunity) |
| Chorusbox | 3 | +4.44 sanity/min aura to nearby players; auto-tends crops (2-tile radius) | Tinkering I: recruits nearby Pig Men and Bunnyman |
| Spatializer | 1 | Grants an infinite inventory slot | — |
Gamma Circuits — Combat and Special
| Circuit | Bars | Primary Effect |
|---|---|---|
| Chessmaster | 1 | Tame and recruit Clockwork enemies as followers |
| Redigestion | 2 | Convert spoiled food into Nutribrick automatically |
| Sonic-Invoker | 3 | Emit a panic AoE burst that staggers nearby enemies |
| Blocking | 3 | Block up to 80% of an incoming hit’s damage (100 damage maximum blocked per hit) |
| Spin-Cycle | 3 | Spinning axe or pickaxe attack that hits multiple targets |
Top 5 Single-Circuit Picks
If you’re building around one anchor circuit and filling the remaining bars around it, these five deliver the best return per bar invested.
1. Super-Gastrogain (2 bars) — Best for Survival Efficiency
At 2 bars, you get +100 max Hunger and a 20% slower hunger drain — up to 30% with Alpha Tinkering II. WX-78 with 200 max Hunger and a 30% drain reduction feeds far less often, which means fewer Gears and inventory slots burned on food maintenance. Stack this in any build where you’re not optimising for a specific encounter. It’s the highest-value 2-bar Alpha circuit because it solves the most frequent non-combat drain on your resources.
2. Super-Acceleration (2 bars per stack) — Best for Mobility
The first stack gives +25% speed. The second adds +15%, the third +10% — totalling +50% at a full 6-bar budget. Community consensus: one circuit is addictive, two is the sweet spot. At 4 bars for +40% speed you still have 2 bars available for a utility circuit. Tinkering II also reduces slowness effects by 25% per circuit, which is meaningful in swamp biomes and against Frostbite. The single Super-Acceleration is arguably the most-used circuit in the entire game.
3. Electrification (2 bars) — Best for Combat Pressure
Electrification does two jobs simultaneously: it deals 20 electrical damage to anything that hits WX-78, and it grants complete immunity to electrical shock. In any boss fight where WX-78 holds aggro, the 20-damage retaliation accumulates across dozens of incoming attacks without requiring any action. Against a boss making 60 attacks over a fight, that’s 1,200 passive electrical damage. With Tinkering II, rapid successive hits trigger an overload that releases a 50-damage AoE burst — synergises directly with the tank role.
4. Super-Hardy (2 bars) — Best for Raw Durability
+100 max HP brings WX-78 to 200 HP total — comparable to Wolfgang at full might, without any food management requirement. Combined with Gear eating (+50 HP per Gear) and lightning healing (+100 HP per strike), a Super-Hardy WX-78 is very difficult to kill in a managed fight. Tinkering II adds 5% physical damage reduction on top of the HP increase. Run this whenever the fight involves sustained melee damage you can’t dodge.
5. Refrigerant (3 bars) — Best for Hostile Biomes
Three bars is the heaviest single-circuit investment, but Refrigerant solves two distinct problems simultaneously: −20° body temperature (critical in Summer and the Ruins’ ambient heat) plus 25% reduced inventory food spoilage. The Tinkering I upgrade adds 50% fire resistance — or full fire immunity with two Refrigerant circuits at 6 bars total. For any character spending significant time underground or in Summer, no other circuit provides this density of biome-survival value per session.
The Build Matrix: 3 Canonical Circuit Loadouts

These three loadouts cover the most common WX-78 scenarios. Each uses exactly 6 bars. Swap between them based on your current session goal using the decision tree below.
Which Loadout Should You Run?
- Major boss fight → Raid Loadout
- Heading to the Ruins or Caves → Explorer Loadout
- Base farming, crop management, long peaceful session → Farmer Loadout
- General survival with no specific goal → Default: Super-Hardy + Super-Gastrogain + Super-Acceleration
Loadout 1: Raid (Boss DPS / Tank)
| Circuit | Bars | Effect Added |
|---|---|---|
| Super-Hardy | 2 | +100 max HP → 200 HP total |
| Super-Gastrogain | 2 | +100 max Hunger, −20% hunger drain |
| Electrification | 2 | 20 elec. dmg to attackers; lightning immunity |
Net stats: 200 HP / 200 Hunger / 100 Sanity, plus passive combat damage
Why this combination works: the HP buffer absorbs more hits before you need to retreat. Super-Gastrogain cuts inventory slots spent on combat provisions — prepare a fight without dedicating three inventory rows to food. Electrification turns every hit taken into damage dealt. In extended boss encounters with 50+ attack cycles, that 20-damage return is equivalent to running a secondary weapon that never needs ammo.
Tinkering priority: Alpha Tinkering II (Super-Hardy → 5% damage reduction) plus Beta Tinkering II (Electrification → overload AoE burst).
| Circuit | Bars | Effect Added |
|---|---|---|
| Super-Acceleration | 2 | +25% movement speed |
| Refrigerant | 3 | −20° body temp; −25% food spoilage; fire resistance |
| Optoelectronic | 1 | Enhanced creature detection |
Net stats: 100 HP / 100 Hunger / 100 Sanity, plus passive heat resistance, speed, and vision
The Ruins run hot and dark. Refrigerant neutralises the ambient overheating passively, eliminating Ice Cubes and Endothermic Fires from your inventory load. The 25% spoilage reduction means food carried underground lasts meaningfully longer. Speed helps navigate efficiently and retreat from Ancient Statues. Optoelectronic detects threats before they aggro. WX-78 also has half aggro range from Clockwork enemies by default — pair this loadout with the Chessmaster circuit swap (Gamma, 1 bar) for Clockwork-heavy sections by replacing Optoelectronic temporarily.
Note: This loadout sacrifices the HP buffer entirely. Carry more Gears than usual as your emergency restore. A Gear in the Ruins is a better investment than a Marble Suit slot when WX-78 is running this build.
Loadout 3: Farmer / Team Support
| Circuit | Bars | Effect Added |
|---|---|---|
| Beanbooster | 3 | +100 max Sanity, +2 sanity/min, +5 HP every 30 sec |
| Chorusbox | 3 | +4.44 sanity/min aura to nearby players; auto-tends crops |
Net stats: 100 HP / 100 Hunger / 200 Sanity, plus passive HP regen and team sanity aura
This loadout converts WX-78 into a support character. Beanbooster provides 10 HP/min passive regeneration and personal sanity upkeep. Chorusbox extends +4.44 sanity/min to every nearby player — critical during winter or Shadow Creature invasions where team-wide insanity cascades without intervention. The automatic crop tending within a 2-tile radius eliminates the most repetitive base task. With Beta Tinkering I, Chorusbox also recruits nearby Pig Men and Bunnyman as followers, turning WX-78 into a mobile labor mustering point during the farming phase.
When NOT to run this: Any session where combat is likely. This loadout has base 100 HP and zero combat circuits. Switch to Raid loadout before any boss window opens.
Player Type Quick-Reference
| Player Type | Start With | Key Circuit | Skip |
|---|---|---|---|
| New Player | Explorer loadout | Refrigerant (biome safety first) | Full triple-speed stacks (too fragile) |
| Casual | Default 3-circuit mix | Super-Gastrogain (low maintenance) | Spin-Cycle (hard to land consistently) |
| Hardcore / Optimizer | Raid + Tinkering upgrades | 3× Super-Acceleration for speed meta | Beanbooster solo (slow payoff vs. food) |
| Completionist | Bio Scanalyzer Day 1 | All 27 circuits crafted | — |
Module Stacking Math: Where Combinations Beat Singles
Most circuit guides list modules one at a time. The real WX-78 edge comes from understanding what stacking does to the 6-bar budget.
Speed Stacking (Super-Acceleration)
Super-Acceleration follows additive diminishing returns:
- 1× (2 bars): +25% speed
- 2× (4 bars): +40% speed total
- 3× (6 bars): +50% speed total — entire circuit budget consumed
The inflection point is at 2×: +40% speed for 4 bars leaves 2 bars for a utility circuit. Going to 3× nets another +10% but eliminates all build flexibility for the session. Only run triple-stack if speed is your sole priority — for example, long overland traversal between biomes before a season change deadline.
Health Stacking (Hardy Variants)
HP per bar comparison:
- Hardy × 1 (1 bar): 140 HP — 40 HP per bar
- Super-Hardy × 1 (2 bars): 200 HP — 50 HP per bar (more efficient)
- Super-Hardy + Hardy (3 bars): 240 HP
- Super-Hardy × 2 (4 bars): 300 HP — maximum circuit HP
Super-Hardy consistently outperforms stacking Hardy in HP-per-bar efficiency. The one exception: if you have exactly 1 bar remaining after filling primary slots, a Hardy circuit is always worth adding for its +40 HP contribution from that spare bar.
The 6-Bar Trade-Off in Practice
Every circuit decision removes another option. The three loadouts above converge on the same insight: two 2-bar circuits solve your two most pressing needs, leaving 2 bars for a situational third. Experienced WX-78 players keep a Circuit Extractor and swap that third slot based on what the current session demands. The two anchor circuits stay constant; only the third rotates.
Hostile Environment Modules
Three situations where a specific circuit becomes mandatory rather than optional:
Summer: Refrigerant (3 bars)
Summer overheating drains 1 HP per second at peak ambient temperature. Refrigerant’s −20° body temperature passive keeps WX-78 in safe range through most of Summer without any Endothermic Fires or Ice Cubes cluttering the inventory. With Tinkering I, one Refrigerant circuit grants 50% fire resistance — two circuits give complete fire immunity, making WX-78 one of the few characters who can safely engage Dragonfly without fire-protective gear. The 25% food spoilage reduction is a meaningful bonus when Summer’s base spoilage rate accelerates everything.
Winter: Thermal (3 bars)
Thermal is the season-flip of Refrigerant: +20° body temperature maintains warmth through Winter without a Thermal Stone. It also provides a 25° heating aura to nearby players, which has real co-op value during clustered base operations in cold. The downside — 25% faster inventory spoilage — is offset by Winter’s naturally reduced spoilage rate. One Thermal circuit grants 50% freeze resistance via Tinkering I; two circuits provide full freeze immunity, which matters most during Deerclops encounters and in icy biomes.
Lightning Season / Caves: Electrification (2 bars)
Electrification’s most underappreciated function: complete immunity to electrical shock, not just the retaliation damage. In cave biomes near Ancient Guardians and during lightning-heavy seasons, this passive eliminates a hazard that interrupts other characters’ actions. In the Ruins specifically, the 20-damage return combined with WX-78’s natural half-aggro-range from Clockwork enemies creates an unexpectedly safe exploration experience. The Tinkering II overload mechanic — 50-damage AoE from rapid successive hits — synergises with Ruins encounters that tend to attack fast.
WX-78 in Multiplayer: Tank-DPS Hybrid Role
In co-op DST, character roles emerge naturally. WX-78 on the Raid loadout is the team’s front-line fighter — not the healer role of Wortox, not the knowledge multiplier of Wickerbottom, but the character who holds aggro and deals passive damage simultaneously.
Three multiplayer-specific advantages that circuits unlock:
- Clockwork army: WX-78 can recruit three Clockwork followers simultaneously (others max at two) and retains half aggro range from Clockworks by default. A WX-78 with Chessmaster installed can convert Ruins enemies into an escort. Three Clockwork Knights through a ruins section effectively makes WX-78 a mobile assault squad.
- Chorusbox team sanity: The Farmer loadout’s Chorusbox provides +4.44 sanity/min aura to every player in range. During winter nights or Shadow Creature invasions, this passive aura prevents team-wide insanity cascades that would otherwise force everyone to stop and manage sanity independently. WX-78 with Chorusbox is the team’s sanity anchor during base operations.
- Electrification aggro synergy: In co-op boss fights where WX-78 holds aggro, the Electrification retaliation damage hits on every incoming attack. Other players kiting enemies toward WX-78 effectively use them as a damage multiplier — the boss takes its own attack damage reflected back without any additional input from WX-78.
For new players or those approaching WX-78 for the first time, the DST Beginner’s Guide covers team composition and base progression. The full character roster with role comparisons is in the DST Characters Hub.
5 Common WX-78 Mistakes
1. Treating Gears as a Rare Currency
New WX-78 players hoard Gears for crafting and base building, rationing them even at low health. This is backwards. Gears are WX-78’s most efficient multi-stat restore item. If you’re below 75 HP and hungry, eat a Gear immediately. The Ruins replenish Gears every session — stockpile and eat freely rather than letting Gears sit in a chest while your stats suffer.
2. Ignoring Circuit Extraction Durability
Every circuit extraction costs 25% durability — four extractions and the circuit is destroyed. Players who casually swap circuits mid-session to test combinations often destroy their best circuits without noticing. Either commit to a loadout for a full session, or invest in the Right To Modify skill (12.5% per extraction, 8 total swaps) before treating circuits as interchangeable.
3. Running the Same Build for Every Situation
The most common sub-optimal pattern: find a comfortable circuit combination and never change it regardless of activity. A player running Super-Hardy + Super-Gastrogain + Super-Acceleration for base farming, Ruins exploration, and boss fights is leaving enormous situational value on the table. WX-78’s power is build flexibility. Identify your activity, swap the relevant third-slot circuit, and proceed — it takes 10 seconds with a Circuit Extractor.
4. Ignoring Wetness Management
Charge-dependent combat circuits fall apart when WX-78 gets wet. At 15+ wetness, losing one charge bar every five seconds can drain the entire meter in under two minutes during rain, which shuts down Electrification’s retaliation and any charge-sensitive mechanics. Carry an Umbrella or Pretty Parasol during rainy seasons. This is especially critical with the Electrification Tinkering II overload — an empty charge bar means no overload trigger.
5. Building the Bio Scanalyzer Too Late
Many players treat the Bio Scanalyzer as a late-game project. In practice, the earlier you build it and scan common creatures (Spiders, Volt Goats, Clockworks, seasonal animals), the sooner circuit options open up. A proactive WX-78 has 4–6 circuit types unlocked by Day 15. Delay the Scanalyzer and you’re effectively running a worse version of a different character — WX-78’s entire identity is the circuit system.
Frequently Asked Questions
Does eating Gears permanently increase WX-78’s max stats?
No. Gears restore current stat values — they function as a very efficient food item (+50 HP, +75 Hunger, +60 Sanity per Gear). Maximum stat increases come exclusively from circuits: Hardy and Super-Hardy circuits raise the HP ceiling, Gastrogain and Super-Gastrogain raise the Hunger ceiling, and Processing, Super-Processing, and Beanbooster raise the Sanity ceiling. Gears fill your bars up to those ceilings; circuits move the ceilings higher.
What’s the maximum speed WX-78 can reach with circuits?
Three Super-Acceleration circuits at 6 bars total give +50% movement speed — the absolute circuit-based cap. In practice this builds into a glass cannon: no HP buffer, no hunger sustain, no combat utility, just speed. The 2× Super-Acceleration build at 4 bars (+40% speed, 2 bars free) is the meta compromise because it preserves room for one combat or utility circuit.
Can WX-78 be immune to both fire and freeze at once?
Not with circuits alone at 6 bars. Two Refrigerant circuits (6 bars) grant full fire immunity; two Thermal circuits (6 bars) grant full freeze immunity. Running both simultaneously would exceed the 6-bar budget. In practice, choose based on season and commit for that session. The Tinkering I upgrade for each type gives 50% resistance at one circuit (3 bars) — a reasonable biome-awareness investment that still leaves 3 bars for other circuits.
Is the Beanbooster worth using over Super-Processing?
In the Farmer loadout, yes. Beanbooster delivers the same +100 Sanity and +2 sanity/min as Super-Processing but adds +5 HP every 30 seconds and a Tinkering II absorb-shield at full HP. The passive HP regeneration (10 HP/min) keeps WX-78 topped off during safe base sessions without any item use. Super-Processing is better value if you’re in a combat build and need the 2 bars more flexibly — it’s 2 bars vs. Beanbooster’s 3. The Klei community correctly notes that Beanbooster underperforms relative to direct healing food in combat, but that’s not the loadout it belongs in.
How hard is it to unlock circuits for new WX-78 players?
The Bio Scanalyzer itself is craftable from materials found in the first few days. The scanning requirement gates circuits behind biome exploration — Volt Goats are Savannah-specific, some circuits require Ruins creatures. This means early WX-78 runs on 2–3 circuit types, with the full roster only available after meaningful exploration. Plan your first Savannah run explicitly to scan Volt Goats for the Electrification Circuit unlock.
Sources
- WX-78 (Don’t Starve Together) — Don’t Starve Wiki (wiki.gg): dontstarve.wiki.gg/wiki/WX-78. Base stats, gear eating values, lightning mechanics, wetness and charge system.
- Circuits — Don’t Starve Wiki (wiki.gg): dontstarve.wiki.gg/wiki/Circuits. Complete circuit catalog, bar costs, stacking mechanics, Tinkering upgrade effects.
- Best/Favorite WX-78 Circuit Combos — Klei Entertainment Forums. Community-validated builds and seasonal loadout recommendations.
- WX-78 Guide — Klei Entertainment Forums. Loadout framework confirming 6-bar total capacity; late-game build analysis.
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
