Full House

4 playersDanger 5EasyBuilder score 67/100

The reference four-player comp: one economy, one tank, one damage, one support, and no two players wanting the same items.

Players

CharacterRoleStat priorityWeaponsPlan
LuckyeconomyLuck, Harvesting, Max HPSlingshot, PistolLuck for the whole team's drops.
GolemsurvivalArmor, Max HP, Attack SpeedSpiky Shield, HammerHold the line, revive the others.
CrazydamageCrit Chance, Melee Damage, Attack SpeedKnife, ScissorsCrit shredder.
EngineersupportEngineering, Max HP, ArmorWrench, ScrewdriverTurrets cover the gaps.

Why it works

If a slot is missing, drop Engineer first; the other three cover each other.

Game plan

What each player builds

PlayerRoleBuildMax firstThenSkip
LuckyEconomyPrimitive or Blunt weapons, six of one class for the set bonus; max Luck, then Harvesting and Max HP.LuckHarvesting, Max HP, Damagererolling for damage before wave 8; the economy pays for it later
GolemTankPrimitive or Heavy weapons, six of one class for the set bonus; max Armor, then Max HP and HP Regeneration.ArmorMax HP, HP RegenerationHP regeneration and life steal items (they do nothing)
CrazyDamagePrecise or Medical weapons, six of one class for the set bonus; max Crit Chance, then Melee Damage and Attack Speed.Crit ChanceMelee Damage, Attack Speed, Damage—
EngineerSupportTool or Explosive weapons, six of one class for the set bonus; max Engineering, then Max HP and Armor.EngineeringMax HP, Armor—

Team plan

Waves to prepare for

  1. Wave 1–3 Shared economy start

    Materials and XP are pooled; the first three shops decide whether the team is rich at wave 10.

    • Lucky: Harvesting first, Luck second; no weapons beyond the starter until wave 4.
    • 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.
  2. 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.
    • Golem takes the first Armor item that shows up.
    • Engineer: two structures down before the wave starts.
  3. 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+ (Crazy).
    • Buy one burst option for elites: crit, bosses damage, or explosion items.
  4. 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.
    • Golem body-block the elite while Crazy burst it.
    • Turrets should ring the arena edges, not the centre, so the elite walks through them.
  5. 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.
  6. 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).
  7. Wave 20 Boss wave (two bosses on Danger 5)

    Both bosses at once on Danger 5; the fight is positioning, not DPS.

    • Golem takes the dashing boss; Crazy 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

Open this team in the builder to swap a player.