Turret Lockdown
2 playersDanger 5EasyBuilder score 84/100
The smallest arena in the game, covered wall to wall by turrets. Enemies are slower, turrets never lose range, and both players scale the same stat without competing for weapons.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Old | support | Engineering, Max HP, Armor | Wrench, Screwdriver | Shrink the map, slow the wave, build turrets of your own. |
| Engineer | damage | Engineering, Max HP, Attack Speed | Wrench, Screwdriver | Stack engineering; every turret covers the whole arena. |
Why it works
- Old's smaller map keeps every structure in range.
- Slower enemies take more turret hits before they reach anyone.
- Engineering items are rarely contested by anyone else in the shop.
Buy engineering on every level-up. Old should take the survival items so Engineer can go all in.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Old | Tank | Medical or Precise weapons, six of one class for the set bonus; max Engineering, then Max HP and Armor. | Engineering | Max HP, Armor, HP Regeneration | — |
| Engineer | Support | Tool or Explosive weapons, six of one class for the set bonus; max Engineering, then Max HP and Armor. | Engineering | Max HP, Armor | — |
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: everyone converts the pool into damage; Old stack Armor and Max HP to hold aggro. 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.
- Old takes the first Armor item that shows up.
- Old/Engineer: two structures down before the wave starts.
- 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+ (all players).
- Buy one burst option for elites: crit, bosses damage, or explosion items.
- 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.
- Old body-block the elite while the others burst it.
- Turrets should ring the arena edges, not the centre, so the elite walks through them.
- 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.
- Old takes the dashing boss; everyone else 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
- ✓ Old shrinks the map and slows enemies; Engineer's turrets then reach everything and fire for longer. The classic turret lockdown.
Open this team in the builder to swap a player.