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
| Character | Role | Stat priority | Weapons | Plan |
|---|---|---|---|---|
| Lucky | economy | Luck, Harvesting, Max HP | Slingshot, Pistol | Luck for the whole team's drops. |
| Golem | survival | Armor, Max HP, Attack Speed | Spiky Shield, Hammer | Hold the line, revive the others. |
| Crazy | damage | Crit Chance, Melee Damage, Attack Speed | Knife, Scissors | Crit shredder. |
| Engineer | support | Engineering, Max HP, Armor | Wrench, Screwdriver | Turrets cover the gaps. |
Why it works
- Luck raises drop and shop rarity for all four shops.
- Golem absorbs what the three fragile roles cannot.
- Turrets keep clearing while the others shop or revive.
If a slot is missing, drop Engineer first; the other three cover each other.
Game plan
What each player builds
| Player | Role | Build | Max first | Then | Skip |
|---|---|---|---|---|---|
| Lucky | Economy | Primitive or Blunt weapons, six of one class for the set bonus; max Luck, then Harvesting and Max HP. | Luck | Harvesting, Max HP, Damage | rerolling for damage before wave 8; the economy pays for it later |
| 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) |
| Crazy | Damage | Precise or Medical weapons, six of one class for the set bonus; max Crit Chance, then Melee Damage and Attack Speed. | Crit Chance | Melee Damage, Attack Speed, Damage | — |
| 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: Lucky 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: Crazy convert the pool into damage (Crit Chance); 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 (Lucky 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.
- 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.
- 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.
- 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.
- 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.
- 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; 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.