Bargain Bin
3 playersDanger 5MediumBuilder score 69/100
Two characters who want to spend absurd amounts, one who makes absurd amounts. Entrepreneur funds Arms Dealer's weapon spree and Multitasker's twelve slots.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Entrepreneur | economy | Harvesting, Max HP, Damage | Pistol, SMG | Materials into damage; keep the pool full. |
| Arms Dealer | damage | Damage, Attack Speed, Max HP | Sniper Gun, Double Barrel Shotgun | Cheap weapons; six Tier IVs by wave 12. |
| Multitasker | damage | Damage, Attack Speed, Armor | Knife, Hand | Twelve weapons funded by someone else's economy. |
Why it works
- Shared economy pays for the two most shop-hungry characters in the game.
- Arms Dealer and Multitasker use different weapon classes, so the shop is not contested.
- Entrepreneur's material-count damage grows with the pool nobody is draining early.
Entrepreneur locks economy items; the other two buy weapons only until wave 10.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Entrepreneur | Economy | Unarmed or Precise weapons, six of one class for the set bonus; max Harvesting, then Luck and Max HP. | Harvesting | Luck, Max HP, Damage | rerolling for damage before wave 8; the economy pays for it later |
| Arms Dealer | Damage | Gun weapons, six of one class for the set bonus; max Damage, then Attack Speed and Max HP. | Damage | Attack Speed, Max HP | — |
| Multitasker | 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 | — |
Team plan
- Opening. Waves 1–5: Entrepreneur buys economy only (Harvesting, Luck, cheap materials items); everyone else buys one weapon class and merges duplicates. Spend down to a ~20-material buffer every shop — the pool is shared, so hoarding helps nobody.
- Mid game. Waves 6–12: Arms Dealer and Multitasker 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.
- Late game. Waves 13–20: stop buying economy (Entrepreneur switch to Max HP and whatever their damage stat is); 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.
- Entrepreneur: 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.
- 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+ (Arms Dealer, Multitasker).
- 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.
- The highest-Armor player body-blocks while Arms Dealer/Multitasker 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; Arms Dealer/Multitasker kites the projectile boss in a wide circle.
- Nobody picks up materials during the fight unless a materials-damage build needs them.
- Known weakness: Nobody can hold aggro; expect to spend the late game reviving each other.
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
- ✓ The shared economy pays for a character whose shops are unusually expensive.
- ✓ Cheap weapons plus a flush economy means six Tier IVs by wave 12.
Open this team in the builder to swap a player.