Boom Town
2 playersDanger 5HardBuilder score 77/100
Loud spawns half again as many enemies; Ogre's overkill explosions need exactly that. Chaotic, lucrative, and hard on anyone who stops moving.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Loud | economy | Max HP, Harvesting, Damage | Double Barrel Shotgun, SMG | More enemies, more materials; stay alive. |
| Ogre | damage | Damage, Max HP, Armor | Hammer, Mace | Heavy weapons; overkill explosions chain through the crowd. |
Why it works
- Denser waves chain explosions from corpse to corpse.
- More enemies means more materials for the shared pool.
- Heavy weapons benefit from the extra damage items Loud's economy buys.
Both players need armor by wave 10. Explosion size items go to Ogre.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Loud | Damage | Primitive or Heavy weapons, six of one class for the set bonus; max Damage, then Attack Speed and Max HP. | Damage | Attack Speed, Max HP | — |
| Ogre | Damage | Unarmed or Blunt weapons, six of one class for the set bonus; max Damage, then Max HP and Armor. | Damage | Max HP, Armor, Attack Speed | — |
Team plan
- Opening. Waves 1–5: nobody is an economy character, so every player takes one Harvesting or Luck item in the first three shops before buying damage. Merge duplicate weapons, keep one class each.
- Mid game. Waves 6–12: Loud and Ogre convert the pool into damage (Damage); every player takes some Armor — there is no dedicated tank. Lock Tier III+ weapon upgrades across waves rather than rerolling for them. With Loud on the team the waves are denser: buy Armor one wave earlier than you think you need it.
- Late game. Waves 13–20: stop buying economy; every level-up goes to Max HP or Armor. Agree who kites the boss and who clears the adds before wave 20 starts.
Waves to prepare for
- Wave 1–3 Shared economy start
Materials and XP are pooled; the first three shops decide whether the team is rich at wave 10.
- Each player grabs one economy item before any damage item.
- Everyone picks a weapon class now and sticks to it; the shop's weighting is split between players, so don't compete for the same class.
- Wave 5–6 First real pressure
Enemy count ramps and the first spitters/chargers arrive; teams with no Max HP start trading revives here.
- Every player at +10 Max HP minimum.
- Someone takes the first Armor item that shows up.
- Wave 9–10 Pre-elite checkpoint
Pursuers arrive from wave 11 and the first challenge wave hits at 11–12; what you have at the end of wave 10 is what you fight it with.
- Damage players should have four weapons of their class merged to Tier II+ (Loud, Ogre).
- Buy one burst option for elites: crit, bosses damage, or explosion items.
- Horde chance is the same 40%, but with the enemy multiplier a horde here is the run-ender: Armor 5+ on everyone.
- Wave 11–12 Challenge wave #1 (horde 40% / elite 60%)
Elites spawn at 75% HP here but still one-shot low-HP players; a horde doubles the screen's enemy count.
- Read the wave preview in the shop: horde → spread out and kite in circles; elite → focus it with everyone, adds second.
- The highest-Armor player body-blocks while Loud/Ogre burst it.
- Wave 14–15 Challenge wave #2
Second horde/elite roll; enemy HP has doubled since wave 10, so burst that worked at 11 may not now.
- Upgrade the main weapon to Tier III on every damage player before this wave.
- Economy players stop buying economy; convert to Max HP.
- Wave 17–18 Guaranteed elite wave
Always an elite, at full HP, with wave-18 enemy scaling behind it.
- Everyone has Armor and Max HP as the last three level-ups.
- Save 150+ materials across the team for the wave-19 shop (Tier IV weapon upgrades).
- Ogre: explosion items cap out here — anything after this is Max HP.
- Wave 20 Boss wave (two bosses on Danger 5)
Both bosses at once on Danger 5; the fight is positioning, not DPS.
- The player with the most Armor takes the dashing boss; Loud/Ogre kites the projectile boss in a wide circle.
- Nobody picks up materials during the fight unless a materials-damage build needs them.
- No structural weakness in this comp; play it straight.
Wave timings are for Danger 4–5 (challenge waves at 11–12, mid-teens and 17–18; two bosses on Danger 5). Lower Dangers have fewer or no challenge waves.
What the builder sees
- ✓ Loud's extra enemies chain through Ogre's overkill explosions; the waves delete themselves once damage is online.
Open this team in the builder to swap a player.