Forest Fire
4 playersDanger 5MediumBuilder score 79/100
Fire synergy with an economy and a healer attached. The grove pays for the fire items; the healer covers the Mage's missing survival.
Players
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Cryptid | economy | HP Regeneration, Harvesting, Dodge | Stick, Plank | Trees for materials and regen. |
| Mage | damage | Elemental Damage, Max HP, Armor | Torch, Flamethrower | Burn everything that approaches the grove. |
| Chef | damage | Damage, Attack Speed, Max HP | Chopper, Pruner | Finish the burning ones. |
| Doctor | support | HP Regeneration, Max HP, Armor | Medical Gun | Healing for the two fragile damage dealers. |
Why it works
- Mage and Chef: burn spread plus bonus damage against burning enemies.
- Cryptid's trees fund everyone's late shops.
- Doctor's healing covers Mage's zero survival stats.
Keep fire away from the trees — burning does not damage them, but enemies drawn to the grove will.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Cryptid | Economy | Unarmed or Support weapons, six of one class for the set bonus; max HP Regeneration, then Max HP and Engineering. | HP Regeneration | Max HP, Engineering, Harvesting | rerolling for damage before wave 8; the economy pays for it later |
| Mage | Damage | Elemental or Primitive weapons, six of one class for the set bonus; max Elemental Damage, then Max HP and Attack Speed. | Elemental Damage | Max HP, Attack Speed, Damage | — |
| Chef | Damage | Blunt or Blade weapons, six of one class for the set bonus; max Damage, then Attack Speed and Max HP. | Damage | Attack Speed, Max HP | — |
| Doctor | Tank | Medical or Precise weapons, six of one class for the set bonus; max HP Regeneration, then Max HP and Engineering. | HP Regeneration | Max HP, Engineering, Armor | — |
Team plan
- Opening. Waves 1–5: Cryptid 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: Mage and Chef convert the pool into damage (Elemental Damage, Damage); Doctor 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 (Cryptid 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.
- Cryptid: 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.
- Cryptid: protect trees — they pay at wave end.
- 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.
- Doctor 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+ (Mage, Chef).
- 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.
- Doctor body-block the elite while Mage/Chef 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.
- Mage: burn spread handles a horde on its own — if it's a horde, kite and let it tick.
- 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.
- Doctor takes the dashing boss; Mage/Chef 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
- ✓ Mage spreads fire, Chef's damage against burning enemies finishes them. Chef can run any weapon class.
Open this team in the builder to swap a player.