Elite Hunters
3 playersDanger 5MediumBuilder score 71/100
Gangster spawns elites by stealing, Jack farms them for damage and materials, Golem keeps them busy. A three-player loop that turns the game's hardest enemies into income.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Gangster | economy | Harvesting, Luck, Max HP | Pistol, Revolver | Steal from the shop; spawn elites on purpose. |
| Jack | damage | Damage, Crit Chance, Max HP | Sniper Gun, Crossbow | Bonus damage and materials from elites and bosses. |
| Golem | survival | Armor, Max HP, Attack Speed | Spiky Shield | Hold the elites while Jack works. |
Why it works
- Stolen items spawn elites; Jack gets bonus damage and materials from every one.
- Golem's armor scaling holds elites in place.
- Three players, three different stat priorities, no shop competition.
Gangster steals only when Jack is healthy. Needs Abyssal Terrors for Gangster.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Gangster | Damage | Precise or Elemental weapons, six of one class for the set bonus; max Harvesting, then Luck and Max HP. | Harvesting | Luck, Max HP, Damage | — |
| Jack | Damage | Precise or Medieval weapons, six of one class for the set bonus; max Damage, then Attack Speed and Max HP. | Damage | Attack Speed, Max HP | — |
| Golem | Tank | Primitive or Heavy weapons, six of one class for the set bonus; max Armor, then Max HP and HP Regeneration. | Armor | Max HP, HP Regeneration | HP regeneration and life steal items (they do nothing) |
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: Gangster and Jack convert the pool into damage (Harvesting, Damage); Golem 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.
- Golem 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+ (Gangster, Jack).
- 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.
- Golem body-block the elite while Gangster/Jack burst it.
- Jack: this is your payday — be the one to land the kill for the materials.
- 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.
- Golem takes the dashing boss; Gangster/Jack 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
- ✓ Gangster's thefts spawn elites; Jack deals bonus damage to elites and takes bonus materials from them.
Open this team in the builder to swap a player.