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Builds for APO (Bruiser, Slayer, Medicus)
By BossJC
Last checked 85 on global ranking. This is slowly becoming my personal build dump
   
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General stuff for group play
To reach high waves, farming monster camps as early as possible to gain as much extra gold as possible. Have one of your member kite the last enemy of each round away from everything and keep it alive, so the team have enough time to clear as much monster camps as possible.

It's best to have character with high mobility or self heal do it. A even better way is to leave a healer enemy alive and let the box-bot take agro, so everyone can go back to shop and buy.

There will be a time where leaving the last monster at box-bot or having one member wasted at kiting is not feasible. The tank needs to kite that monster into moose/boar camp and tank both at the same time.

Kati, Anders, Gunvald, Buzzer can act as a fire fighter to eliminate small groups of mobs from another entrance far from the main tank. Anders is better at the job, as he has mobility skills to reach multiple location faster and can also handle mobs like assassin.

Boss skill interrupting is very important at later stage.

On waves with multiple boss:
1. Always deal with the mobs that spawn first, stop all damage on boss.
2. Focus one boss at a time. Bosses will summon mobs when their health drops below certain level, they will also enrage near death. You do not want multiple boss spawning mobs or enraging together.
3. Kill boss with attacks that are hard to dodge and will one shot the damage/healer first. If the back-line can stabilise, it really doesn't matter how many boss the tank is tanking



An ideal group setup for high wave/difficulty (ranked by importance):
1st member Tank - Hardy (Lil' Erik is garbage)
2nd member Healer - Lisbeth (Luna is a very sub-par alternative, but it could work in lower wave or difficulty)
3rd member Regulator - Buzzer. For AOE wave clear, skill interrupt and damage
4th member Slayer - Gunvald/Anders(No taunt items). Focus on wandering the edge of battlefield, and assassinate special mobs. Built item for boss, focus on killing stray mobs that slip pass main tank, and be mindful if tank/healer is too busy to rez.
5th member Regulator - Kati. For fire fighting, skill interrupt and damage.
Hardy
Only hardy is the only viable solo tank. The play style should be centred around being a undying tank that can, and will tank everything.

As the tank, having beast hunting boots unlocks moose much earlier that usual.

Skills:
Q is for threat.
W is for survivablity.
E is for mobility and Emergency taunt, lv1 is enough, and don't use it unless absolutely required, you do not have the energy for it.

Item order:
  1. Riot Shield
    - rely on it as taunt, instead of dash skill. You won't have the Energy for it.
  2. Pop Cap
  3. [Attractive Magnet-Boots]
    - You should be able to clear boar camps before wave 2, moose before wave 4. The active pull is useful to gather everything up for your team to AOE
  4. Kevlar Vest
  5. Riot Shield
  6. [The Wall]
  7. [Underside Power Armour]
The last 3 items could be in different order:
a) If your survivability is fine, get [Wonderbox] to help your team. 5 Energy/sec should be enough if you are not spamming skills. In-combat hp regen also synergise with all of the HP Items. Lastly, the taunt box can be use as a life saver for your team, or some breathing room for yourself. If someone else already got it, get [Vigilante Cape] instead.
This is an unusual item choice, someone might say that this is a healer item. There are multiple reason I like this item on tank rather than healer:
- If healer dies/ran too far, you lose the 5 energy regen. That 5 energy/s regen is the core of your ability to stay immortal[W] while maintaining high treat[Q]. You'll run out of of energy in seconds without it.
- Wonderbox is not a great item for healer in terms of survivability. Hardy is almost impossible to die if the healer is alive and next to him, 1 less defensive item make less difference on tank than you think due to armor/deflect diminishing return. If you can pick this up, the healer can pick up 1 extra defensive item to help them stay alive. If he's alive, you'll be alive.
- Negative effect reduction is USELESS, late game hardy with 100% [W] skill uptime is immune to negative effects.
b) Get [The Black] if you have issue staying alive.
c) Get [Sonic Carapace] if you have trouble maintaining threat
Anders
Not useful in usual tank + dmg + healer group play due to taunt and threat
useful in solo play, or map that needs a fire fighter

play style for solo:
priority level up R , try and run around a group up as much mobs as you can handle, and kill them with R activated.
one point in E, since you are the only player, it'd be easy to get the cooldown reduction on kill.
one point in Q, the first point provide the most value. W provide more survivability as soloing does not allow any deaths.

play style as off tank:
one point in R, just for the vamp as a survivability boost. It'll be hard to get the gold bonus going as there are other players.
one point in W, the first point provide the most passive deflect per point and the 1 second total deflect.
one point in E, then max Q first, then balance level R & W & E.
The reason to max Q, is that you have a lot of taunt items, but not actually built very tanky. In boss waves, if you taunt the boss, you're wasting healers resources on you and mess up main tank's job.
So just run around the boss and spam Q on it to keep its armor down, and don't basic attack.

Items Order:
  1. Lumberjack's Axe
  2. Riot Shield
  3. [Freedigger's Rage Pick]
  4. [Vengeful AL Buckler]
  5. WW3 Trench coat (For the 2nd boss fight)
  6. Shiny Mallet
  7. [The Wall ]
  8. [Silver Reaper]
  9. [Ultra Bludgeonizer]
  10. [Sonic Carapace]

Implants:
a few armor, a few health, mainly focus on attack dmg
Gunvald
No one's playing, might as well add my builds here.

The group usually got the trash mob down. Your main focuses are (order by importance):
1) Small waves spawning in far entrance that tank couldn't pick up
2) Solo Wolves/Boars to speed things up if needed
3) Special mobs in regular waves.
4) Bosses

All these require decent single target and survivability against small group/single mob. Stacking up on debuffs helps a lot on bosses and for you to duel special mobs without healer support.

  1. Grizzly Toothblade
  2. Roller Shoes
    - You need the move speed to dodge skills as a melee
  3. [Klyve's Man-Cleaver]
    - Vamp. Bleed. 1% current health per sec
  4. Pansar Gasmask
    - Anti-CC. You get CC, you die. You are not tanky but you need to be in melee range. Your survivability comes from dealing dmg, and cc stops you from running away AND dealing dmg.
  5. [The Windmiller]
    - Vamp. More move speed
  6. [Ghastskin Sneakers]
    - More move speed! and reduce target dmg
  7. [Silver Reaper]
    - armor reduction
  8. [Alfred's DynaVisor]
    - Health, armor, Some energy, and more anti-CC
  9. [Frikken Kritten Mitten]
    - finish the build with damage and debuff
Lisbeth
Lisbeth has an amazing single target heal but doesn't do much damage at all. Every skill he has scale with tech power so it should be a focus of the build. Since Lisbeth is usually the only medicus in any team, staying alive is much more important than healing slightly more in most circumstances, and so it needs to have slightly more defence than most would expect.

Skills:
Q is the greatest single target heal.
W is versatile, helping teammate to relocate faster, boosting damage dealer, even getting yourself out of bad situation.
E is quite bad in terms of team play. The push is annoying to other teammates most of the time. Get 1 level to have a slow for yourself in emergency and that's it.

Item:
This build is balanced with some armor and deflect without going into diminishing return range, decent movement, a few different active skill for different scenarios, and the ability to go into endless with scale-able tech power and health.

Some might prefer [Wonderbox] on healer, I'd say it is quite useless on healer, and better if tank has it. The health regen is too little for anyone except tank, and the energy regen is mostly useless as everyone except the tank should already have enough energy regen on their own. If your reason is that "I can buy this as a healer, so tank can buy other things", then my point would be what if healer is needed elsewhere or dead? Does the tank suddenly lost his healer, all his energy regen, and the in combat health regen? Get a solid defensive item like [The Black], and keep yourself alive no matter what, that's the best way to help your tank.

item order:
  1. IDEA toolbox
    - Get a taunt bot to help the tank through round 1, save all your energy for heals on round 1.
  2. [Starbux Stim-Injector]
    - Use the active from this to keep tank's energy high, if he runs out of energy, things will get messy.
  3. another IDEA toolbox
    - So you have your emergency taunt back
  4. Roller Boots
    - movement speed is important for you to dodge attacks, or run between two groups of player.
  5. [Nimoy's Phaser]
    - Use the active before any resurrection to keep yourself safe
  6. [Magnified Mosquito Field]
  7. [Esrange Rocket Boots]
  8. [The Black]
    - It is always more important to stay alive. Get the Health scaling passive, and prepare to go into Endless for Health implants.
  9. [Machine That goes Ping]
    - Get the Tech Power scaling passive, and prepare to go into Endless for Tech power implants.
Lil' Erik (as Damage dealer)
Grizzly Toothblad
prop cap
[3-Rad-Icator]
[Hyland's Hyperfang]
[Nimoy's Phaser]
[Haglebreaker II]
[Machine That Goes Ping]
[Cosmic Relay]