Curse and Cannon
2 playersDanger 5MediumBuilder score 72/100
Creature makes the arena cursed, Sailor punishes it. The damage bonus against cursed enemies turns an ordinary naval build into the team's win condition.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Creature | support | Curse, Max HP, Elemental Damage | Sharp Tooth, Harpoon Gun | Curse everything; survive. |
| Sailor | damage | Ranged Damage, Attack Speed, Curse | Anchor, Harpoon Gun | Naval weapons only; bonus damage against cursed enemies. |
Why it works
- Cursed enemies take bonus damage from Sailor's naval weapons.
- Cursed enemies drop extra materials for both shops.
- Creature's curse items are never contested by Sailor.
Needs Abyssal Terrors. Creature should stack Max HP early; cursed enemies hit harder.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Creature | Damage | Unarmed or Precise weapons, six of one class for the set bonus; max Curse, then Max HP and Damage. | Curse | Max HP, Damage, Attack Speed | — |
| Sailor | Damage | Naval or Heavy weapons, six of one class for the set bonus; max Ranged Damage, then Curse and Attack Speed. | Ranged Damage | Curse, Attack Speed, Damage | — |
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: Creature and Sailor convert the pool into damage (Curse, Ranged Damage); every player takes some Armor — there is no dedicated tank. Lock Tier III+ weapon upgrades across waves rather than rerolling for them.
- 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+ (Creature, Sailor).
- Buy one burst option for elites: crit, bosses damage, or explosion items.
- Creature: cursed elites hit harder; the cursed-bonus player (Sailor) should be the one standing closest.
- 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 Creature/Sailor 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).
- 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; Creature/Sailor kites the projectile boss in a wide circle.
- Nobody picks up materials during the fight unless a materials-damage build needs them.
- Known weakness: No economy character — late shops will be thin for everyone.
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
- ✓ Creature's curse keeps the arena full of cursed enemies; Sailor's naval weapons punish exactly those.
Open this team in the builder to swap a player.