Wild Bastards

Wild Bastards

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Wild Bastards Tactical Guide
By Talon Rose
A guide intended for beginners to get started on the right foot or for those who've played a bit to refine their understanding of the game.
   
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Intro, purpose and version history
Hi!

This is a mini-guide intended to sum up enemies by their general deal and give slight and hopefully helpful insights into what characters do, or are like to play! That would be aimed at newcomers, with those who've already played possibly being able to benefit from tactics and considerations they may not have chosen before.

I completed a Very Hard Superman Ironman run earlier today, 28\04\2025 and wanted to just poop out all this text to help people because the game is quite fun. Shame about the story but uhh :-P can't win 'em all, eh?

As for me, I'm just a weird guy who plays way too many video games and currently has too much free time on his hands. I'm hoping the information here is useful to some extent.
Don't be afraid to ask me stuff if I've missed something - I do live with pretty gnarly ADHD so my brain is not good at remembering things until I'm reminded!

Version 1.0 (28\04\2025) : Initial write-up and publication containing Character details, enemy details suggestions for mods on characters and the tips&tricks section.

Characters 1

Name : Spider Rosa
Stunt : Decoy
Combat Rank : 11 (Of 13)
Planet Rank : 0 (Offers nothing)
Power : 3\10 (Quite weak)
Gimmick : 4 arms, 2 revolvers. She reloads one weapon with one set of arms while the other keeps firing.
Survivability : Mixed (Low\very low HP, but decoy can be incredibly useful...if you can get stunts)
Countered by : Ironclads, Rattlers, Armored Kyotes, somewhat countered by Porcupines as she can't reliably hit the crit spot to avoid retaliation.
Counters : 1, perhaps 2-hit enemies like basic and unstable Kyotes. That's largely it.

Spider Rosa is one of the 2 starting characters in regular Story mode - the other being Casino. On Normal and story mode where you can't escape her, she's a fine enough starter.
Her Decoy deploys a holographic image of her which will stay stationary for a decently long length of time, distracting every enemy in the area (Except mortician spirits). It's invulnerable, so you can deploy it when you are getting pelted, or before you run into a den of enemies to thin them out.

Without stunts, she has trouble surviving, and her weak shots don't do a lot of damage either. They're also somewhat inaccurate over even medium distances, letting the enemies pelt you. She does have a "Magnum" upgrade that adds a large amount to her attack power per shot, but also makes them even more inaccurate. If you intend to use her, ensure she has some health to boost her survivability from upgrades, or items.

Later upgrades tend to focus on psychological trickery. Stuff like the last enemy flees combat, or chance to make an enemy flee per kill of another enemy. These are not great, especially given how late they unlock in her levels - "last enemy flees" still forces you to fight 95% of the fight yourself with her. Unless you pair her with a "+1 \ +3 juice per combat" Roswell, she should only ever be sent to deal with simple fights.



Name : Doc Casino
Stunt : Jackpot!
Combat Rank : 13 (Of 13)
Planet Rank : 13 (100 Cramm\planetary deployment)
Power : 0-9 (Heavily range dependent)
Gimmick : Weapon can have one of four effects roll per showdown, including less spread, double ammo, nothing.
Survivability : Incredibly low (Start\mid-game) => Insane (Late-game&with good equipment)
Countered by : Anything at even medium range without cover. Armored kyotes, Porcupines due to retaliation barbs
Counters : Middle-health enemies you can chunk - Basic Ironclads get 2 shot from very close. Anything very close and under 250 hp is fair game to be one shot.

Doc Casino is the other starting character in story mode. And the poor thing is the absolute worst character in the game for a myriad of reasons.
He's supposed to be the gambler of the group and it shows in a lot of his kit. Sadly, he starts with an abysmally basic 100 health and has trouble closing the distance with most enemies unless sneaking - which only works until you fire once, thereby alerting everyone on the map.
His Jackpot just straight up MURDERS an enemy, no questions asked. I have heard it say it's "random" which enemy blows up but I seem to notice it picking the ones nearest my crosshair - even if no enemy is straight towards it. This works on "Boss" enemies like McNeil, Francisco&Barrabas' 1K + health points, no questions asked.
He uses a 2 shot (No modifiers) shotgun that reloads fairly slowly and has abysmal range.

Unfortunately, he gets torn apart by pretty much anything unless he gets the drop on them first. Later upgrades give him "damage resistance". Check the Mechanics section for more on this. Until the point where he can have a naturally high damage resistance threshold, he will die - often quickly and embarrassingly. Poor guy is dead weight under almost all circumstances, as other characters can do what he does, but better - or offer more utility. Absolutely avoid like the plague unless you have many upgrades for him. Gets comical if you also put Casino's Bolo on him (+40% damage resist for all types).

The "suggested" use for Casino is to skulk around shooting everything but the "tough" enemies and then use Jackpot to eliminate the tougher, higher-health ones instantly. This ignores the fact that those tougher enemies will generally be shooting for you or looking for you. Eventually he gains a core upgrade that gives your team 100 cramm for putting him down on the planet. If nothing else, he can go to safe nodes to collect items.


Name : Smoky
Stunt : Cookout
Combat Rank : 7 (Of 13)
Planet Rank : 10
Power : 1-2 (Incredibly weak)
Gimmick : Weapon is a machine gun style fireball dispenser; the shots come lobbed and arc with falloff and naturally possess a very small aoe on impact so you can poke corner hiders.
Survivability : Low-medium
Countered by : Rattlers, armored kyotes, high health enemies that will just shoot him through his own attacks, soft countered by Morticians.
Counters : Actually quite a lot of enemies, but is one of the few who can counter Bushwhackers to an extent.

Smokey is the group's friendly cook and is probably one of the most infuriating bastards - literal and title lol - for the enemy to fight against. That's because of his indirect fire (ha) capabilities, and the fact that he can peek, shoot 2-5 globs of fire and either make the enemy move from taking damage or actually light them on fire so they slowly take more damage. It's not an infinite length but it is very long, 20+ seconds it feels like. This means you can and should employ dirty coward tactics and let people casually burn to death on their own time while you are safe.

Enemies hit take 10 (default) damage per fireball but also have a chance to become "on fire" and tick 10 (default) fire damage for a very long amount of time, so you can just fire\forget. His Stunt, Cookout, makes that comical and nasty all at once - three enemies per use, no questions asked, just get set on fire. I'm unclear if the duration is 20, 25, or 30 seconds, but especially if you skirt the map and kill stuff along the edges, you can just set the others on fire. The damage numbers reveal where those enemies are for the duration - by the way :->. Enemies on fire tend to panic and move around a bit too, but not always. This is really good against "sneaky" enemies like the Hunters and *especially* the Bushwhackers, whose entire deal is just gross.

Now, I said he counters a lot of enemies, but you can't just run up to an ironclad and trade hits, or tank rattler poison, or wait for a hunter to kill you. If you can stay hidden however - something that is incredibly trivial in most maps - Smokey can simply outlast enemies. He, like most Bastards, need more health through upgrades to survive as the game gets nastier. He has a fun catch though; if you pick health upgrades for him, he takes double damage from poison. Poison is NASTY but exceedingly rare, so simply don't bring him up against Rattler type enemies and you're pretty much good. You can give him poison resistance gear later on and he can even do that! The one thing to look out for is until his first Core Ace upgrade pops, he will very likely hurt himself with his own fire if you walk into it - so be careful starting out!
The final thing to note is that Cookout can also hit Security turrets which are never required to finish combat, "wasting" some of his Stunt. At least it warns you where enemies are through damage numbers.

Characters 2

Name : "The Judge"
Stunt : Judgement Time
Combat Score : 3 (of 10)
Planet Score : 0 (Offers nothing)
Power : 7-10\10 (Fairly strong-Insane)
Gimmick : After 3 criticals, the next shot just kills whatever it hits, even from full hp\armor. Works on everything except undeployed turrets and yellowbelly shields.
Survivability : Incredibly bad
Counters : Enemies with low to moderate health and no armor, enemies with easy to hit weak spots, distant enemies except yellowbellies if can't hit their head.
Countered by : Honestly, almost everything, but especially armored kyotes, faster enemies, or ones that like to reposition rapidly like Assassins. Does not play nice with rapid fire enemies who can eat up his armor fast. Also countered by MISSING SHOTS more than others. More on this below.

The Judge is one of the earlier characters you pick up in story mode and he looks cool on paper but he is exceedingly fragile, having the absolute lowest hp total in the game if you upgrade him in certain ways - which you should, to bolster survivability.

So his deal is he has a slow sniper rifle style weapon. It does high damage, reloads slowly and it's one shot then a medium-lengthy reload. Stealth is not really an option for him, which is kind of bad because he can have 80 HP (2-3 shot by most things). You sneak up somewhere, you fire one shot and now you're hunted by the remaining enemies.
The INTENDED balancing factor in this is meant to be Judgement Time - on use, you get ten seconds of the game being approximately 95% slower for everyone but the Judge, which in theory allows you to line up crit shots and mow through enemies.

The problem with that is this will spur you to keep moving and searching for targets, and a lot of the time you will be caught out by 1-3 you haven't seen shooting you up the ass and taking either precious armor or ignoring it and going straight to hp (Yellowbellies in particular, or Kyotes, all types). His later upgrades give him armor but take away health, or slow him down in combat, so he will cover less distance. One upgrade allows him to have "fast reload on crits", which you should be shooting for anyway, and one can double damage done during judgement time.

He's fine to bring along to "Ironclad only" enemy nodes since you can back away from the regular ones and pop a headshot to down them simply enough. The Rocket Ironclads also fire a highly damaging rocket which may be a bigger problem. He loves open maps with lots of sightlines and does even worse against faster\swarming enemies than most Bastards. While not as generally useless as Casino, he's too fragile to be of use most of the time and is frighteningly reliant on not only being able to GET Juices to deploy his Stunt, but also that the enemies aren't randomly in annoying corners of the map or hiding so you can capitalize on them. He's "sort of bad", but mostly because he's really situational and generally not worth using. Finally, missing shots sucks for everyone, but if your shot on an armored enemy is not a crit, you just take off 1 point of armor. Some enemies have 4+; where critical hits ignore armor and do damage straight to HP! Armored Kyotes, basically everyone's soft\hard counter have no weak point by the way. He might benefit from Rage powerful generating items as Rage autocrits enemies with each shot while active anywhere on their body and stuns them for several seconds if they survive.


Name : Preach
Stunt : Damnation
Combat Score : 8 (Of 10)
Planet Score : 9
Power : 4-9
Gimmick : Uses a minigun that requires spin-up time and that fires faster after a few moments of firing until it ramps up towards max.
Survivability : LEGENDARY
Counters : Most things that don't deal a huge slam of damage. She can go toe to toe with almost any enemy if she is using her Stunt. Otherwise, she's actually good against most forms of Kyotes due to her weapon's rapid fire nature and decent damage per bullet.
Countered by : Porcupines, too many enemies at once.

Preach is an early get in the Story Mode and she starts out mundane and fine but with care and love can be single-handedly responsible for you surviving stuff you should just not have survived.
To start with, her Stunt, Damnation, makes all shots from her weapon heal her for ten seconds - including off Security type enemies, the one exception being Yellowbelly shields (Well and undeployed turrets).
If you can see an enemy and sustain fire for most of her clip, the damage output is kind of gross and melts armor and can delete basic ironclads if you aim for the head.
She has - and should pick - health increasing stuff often so her insane survivability ramps up even further so you can GET a damnation, or use one to survive a nastier onslaught situation.
Later on, she gets upgrades that help the team, such as a "Bunched teammate heals some health each planet turn" upgrade, and a "heal self and partner health after combat" upgrade. Her unique item also just straight up fully heals her after each combat encounter, and I've seen a max health of 700+ on her, though that may have been with items. That's uh. That's disgusting.

Preach should still not go seeking or hugging Bushwhackers. Their gimmick is popping out to take off monstrous amounts of hp with each shot. Technically, Rattlers and their poison counter here, but I say "technically" because she has an upgrade that has a 25% -and later 50% - chance EACH TIME she is hit to generate a 50 hp healing healing kit. Said healing kit zeroes down any poison damage you accrued that didn't tick, so uhhh..honestly, she's totally nuts. A very solid pick and essential for some safer strategies; her one weakness are Double Damage planets. As you can imagine, she heals more during damnation on those planets due to putting out more damage too, but she may melt before you get to deploy one.


Name : Roswell
Stunt : Blast Off
Combat Score : 10 !!! (Of 10)
Planet Score : 9.5 (Of 10)
Power : 5.5 or 6
Gimmick : Ray gun style weapon fires without a clip, but has an overheat gauge. Slightly inaccurate, but largely not bad.
Survivability : Low-medium
Counters : High armor enemies due to relatively rapid fire. During his Stunt he counters ANYTHING unarmored incredibly hard. Doesn't fare super well against enemies with 401 or higher HP during stunt or ones that have 400 and armor (Unless you get rid of the armor first)
Countered by : Distant enemies who can accurately pick at him while he can't reliably fire back. Interestingly, "low gravity" planets also mess him up a bit - at least his stunt. More below.

Welcome to the best character in the game. Roswell is insane. He has strong niche utility and in combat is just kind of disgusting, especially with +1 or +2 burst weapons. (Though almost everyone hard benefits from those tbf). What makes Roswell gross is his Stunt. You pop it, you explode on the spot; become COMPLETELY INVULNERABLE for 10 seconds and after coming down from the initial blast, you deal a moderately large aoe explosion around you, launching you up again! This means you can traverse a lot of the battle maps in 2 jumps, relocate, land on dudes hiding on rooves or bypass a row of deployed yellowbellies to just do 200 damage to them. The damage drops off if they are far from impact, but it's a solid 200 in face range. You can also still fire while you're flying around, so you can chunk armor or contribute damage - though it's generally awkward to do so.

Characters 3
A good use of Roswell's Stunt is actually also to scout out MORE of it. A lot of maps have you spawn near one, some make you work for your first one a bit but once you have it, you can zoom across the map and just get the 2nd and often 3rd. That is 20-30 seconds of invulnerability while dishing out fair damage! Note that the landing explosion also deals high knockback and can smack enemies off cliffs for bonus falling damage that seems to bypass armor!

A very late upgrade allows him to just. Straight up warp to any other character on the Planet Map. For free. Infinitely. So if you move one unit 6 turns to kill an enemy, guarding a teleporter, and a 2nd character teleports, kills another enemy 5 more feet away from that teleporter, Roswell can use his character-teleport to just skip 11 steps and be wherever he is needed. He can be backup, he can be an item grabber, he can teleport to someone who needs someone to branch off to hit that item\shop\whatever. This is insane and powerful. His downside is that he's fairly fragile, so you have to be careful and \ or sneak until you get the first Juice. He doesn't deal well with heavily armored enemies if there are many of them. Veteran Gunhands are kind of awful for their 3 armor\enemy as each landing explosion from his Stunt only takes off 1 point of armor. Rocket Ironclads are much worse, boasting some insane armor like 8 or so and a thousand HP each.
Finally, another Planet benefit is a mid-game-ish skill he unlocks where if he ports down with anyone, 1 less person gets scattered. Mundane but useful!


Name : Kaboom
Stunt : Mist Form
Combat Score : 3 or 7 (Of 10)
Planet Score : 0 (Offers nothing)
Power : 8\10
Gimmick : Throws dynamite short to short-mid distance, doing a default of 200 dmg on direct hits.
Survivability : High to very high
Counters : Enemies around corners, anything without much or any armor, and entrenched foes hiding behind cover, if not too far away.
Countered by : Enemies with high armor (3+), armored kyotes, enemies at long range.

Kaboom is sort of the "tank" of the group, to Preach's healer. He starts with more health, gets some health upgrades and can have INNATELY 70% damage resistance to EVERYTHING by late game. For when he's not munching bullets, his Stunt renders him invisible to enemies for 10 seconds. That means most enemies lose aggro and can't target him. If a Kyote is in its "about to fire" mode , it will still aim at and hit you if you don't move, and any projectiles in play when you trigger it will still try to hit you, but it's an excellent sneaky-bastard tool.

It promotes positioning, repositioning. You can lob his dynamite over walls, barriers, especially yellowbelly shields. If you are cautious in a Bushwhacker-heavy level and nade toss a corner before you turn it, he can be used without his stunt to do just that. With it, you can straight up just run around and drop TNT on fools then cackle off. His weakness is that the dynamite takes 1.5 seconds to reload and he only throws one stick, and the mighty 200 HP hit takes off 1 point of armor, so against veteran gunhands, he's not going to have a good time unless you get the "stun duration" upgrades OR the armor stripping upgrades later on.
That 30% and 40% damage resistance is absolutely idiotic though. You can tank a great deal and just YEET yourself with his Stunt if you need to. With some upgrades he can ignore the poison swamp terrain as he moves over it, but that's whatever. He can be very useful but I tend not to pick him much.


Name : Hopalong
Stunt : Whip Crack
Combat Score : 2 (Non-ideal) & 10 (Strong\ideal)
Planet score : 7
Power : Time-dependent
Gimmick : His run automatically crouches, and is completely silent! That means you can zip around the map and murder an enemy 2 feet from another one - as long as they don't see you, you can Solid Snake (HAAAAAA) around easily. He uses a lasso to restrain an enemy and do damage to them, during which time the enemy CAN'T DO ANYTHING.
Survivability : High to really high.
Counters : Lone enemies, or powerful enemies if he's far enough away from the fray. He can solo rocket ironclads if you have a good ten seconds for each one.
Countered by : Multiple enemies at once, armored kyotes, playing like an idiot

Hopalong is neat!
He gets the auto-crouch on run by slithering along the ground. He's completely silent, so he's a huge menace who lurks around the map and ideally kills enemies. Still possible but a bit nastier when you are seen and enemies are on alert, but he can honestly counter everything in the game 1V1. Literally everything. Including the 3 boss characters, because once his lasso connects, they're done.
So, the lasso does 10 damage. Then 20. Then 40...yes. It ticks up to 1 thousand , which you should only see on bosses and full-armor rocket ironclads, and then it's 1K per tick. Upping his base damage with upgrades and items means you kill stuff faster. So if the base is 40, then it's 80, 160 etc - you save time by skipping ticks of damage.

Planetside, he can choose +movement upgrades to cover more ground, or have a chance (and later guarantee) to ignore Posses and Patrols. Early, he gets a 50\Turn regen effect. His HP doesn't start phenomenal but an early-ish upgrade boosts his damage resistance by 50% when he's strangling an enemy, in case you don't trust your stealth skills or get unlucky! He also has a "Critters drop health" (All animals are critters), but that's only really useful VS porcupines. Rattlers move around a lot and poison you, kyotes swarm you down. Grizzlies are fair game if stunned or don't notice you.
SPEAKING OF WHICH, his Stunt is just a total stun of 10 seconds for all enemies. They can't act during that time, so you can just go up and choke 3-5 fools or take out 2-3 tougher enemies in complete safety. Pretty safe, it works on anything and everything in a combat map unconditionally!
Send him into maps not featuring his counters with 6-16 enemies; just be ready to play it smart if you get found. He's a bit brittle.
Characters 4

Name : Spike
Stunt : Hack Security
Combat Score : 7.5
Planet score : 0
Power : 7~
Gimmick : Throwing knives! They travel in an arc a short-medium distance and deal fairly high damage on hit. They all AUTOMATICALLY CRIT, meaning ALL HITS BYPASS ARMOR and do HP damage. On kill, he gets (allegedly) 3 seconds of invisibility , during which enemy aggro vanishes (Except Mortician spirits)
Survivability : High to fairly high.
Counters : Low HP enemies, armored kyotes (FINALLY), Security-heavy maps
Countered by : Beefy boy enemies and armored kyotes. Thinner enemies like rattlers may give him trouble too.

Spike is an odd one! He's a triple bastard in Story Mode for reasons you will discover, but in combat he's got decent starting health and can upgrade things like his throwing knife reload rate to chuck them out faster or doing extra armor damage with each knife. Though why would you need that is beyond me LOL. That's because all knives are crits and deal straight-to-hp damage. A good early upgrade is the "100 HP per Juice picked up" one. It incentivizes you to sneak around and find Juice to pick up if wounded. IF you are wounded with Juice still on the map at combat end, you still get the heal! (Can later be 200HP\juice but overkill much?)

Spike "sort of" excels in almost all situations - but only a tiny bit. Because he can kill lots of enemies in 1, 2, maybe 3 knife throws and then quickly hide or keep going. The knives, annoyingly enough, have deviancy within a small circle around your crosshair. Sure they FLY straight, but they might launch at a slightly unintended angle and miss, so he's better up close to close-med range.
He has one of 2 modular Stunts in the game. If Security exists on the map, he subverts either a lot of it to his side as allies, or straight up all of them.
If there are no Security enemies on the map, he tosses out a wandering turret of his own per Juice use. It can help do damage, harass enemies and draw aggro; and you will mostly want it to draw aggro. That said, it can fire on enemies you might have missed and alert you of their presence, so there is that!
If you want him to be BUSTED, give him "Homes in on enemies" items. His knives now have drastic range and can snipe across the map.
Finally, he gets a fun upgrade mid-way that just gives him double damage during any "night time" combat map. That's uh. That's gross. I love it. If you want to soft-break him, give him the "75% damage resist at night" cape armor thing and you have ugly british Batman effing stuff up.
In short, Spike is a very good pick to nurture and load up.


Name : Sarge
Stunt : Fortify
Combat Score : 9.5
Planet Score : 7.5
Power : 4 (Non-crits) 8-9 (Crits)
Gimmick : Any enemy in his field of vision gets a wallhack-style info box telling you what it is & alerting you in case the enemy is mostly blending in. After about 0.4 seconds dashing, he drastically speeds up - allowing for swift retreats, covering the map between cover faster and just booking it.
Survivability : Technically high, functionally medium or even low.
Counters : Porcupines, grizzlies, crankers (upgrade), everything that shoots regular bullets\lasers (Stunt)
Countered by : Rapid fire enemies like ironclads at close range, rattler venom, armored kyotes (surprise...)

Sarge landed badly initially but grew on me a bit. He has a fairly accurate rifle that does medium-ish damage on a regular hit and twice that on a crit. He's got some later upgrades to regain armor after combat, or a chance for armor to drop from killed enemies, which means he's technically good against slower or strong single-damage enemies like hunters. He starts with the average-low 100 HP of most characters and not a lot of armor. Did I mention Yellowbellies and all Kyote variants don't care about armor and do straight-to-hp damage? That means armored kyotes MURDER him because they also have armor. So he needs multiple shots to kill one, and those shots are fairly slow.

Planet-wise, he can choose +movement upgrades (Which I recommend) , and has no other special mention. He's meant to be a selfish damage dealer who thrives on armor but once that's gone or ignored, he's fairly brittle. A late game upgrade allows you to straight up wallhack enemies ALL THE TIME instead of just when they're in view of him. So you will see a dude not just in front of a bush\building, but behind it too. You can bring him in to scout and nope out if it's nasty. incidentally, he's the only oen who can "Retreat" from combat without voiding the rest of his turn with a late-game upgrade.

His Stunt, Fortify, gives you 10 seconds of FORWARD FACING ONLY space shields. Anything except dynamite and Yellowbelly\kyote shots gets reflected generally towards the attacker. You can pop this and stand in front of 2-5 enemies to make them hurt themselves while you calmly line up crit shots. This includes bushwhackers murdering themselves trying to surprise you, which delights me.
His rifle has solid accuracy, but isn't perfect. You can *generally* counter Porcupines by hitting their crit spots, which stops them from releasing retaliation spikes. Or pop a Fortify and laugh as it kills itself. Works on Grizzlies as well!
Characters 5

Name : Rawhide
Stunt : Call Of The Wild
Combat Score : 3
Planet Score : 0
Power : 4
Gimmick : Intrinsicaly, his weapon is a 3-burst firing plasma weapon. That means Rawhide deals damage straight to hp and ignores armor.
Survivability : Medium to high-ish.
Counters : Heavily armored enemies like Veteran Gunhands and basic Ironclads, also Armored Kyotes to some extent.
Countered by : Most things he doesn't counter.

Well, shucks. Rawhide is a fun character, but more of a liability in combat than not. His default weapon isn't very strong - and that's it all of the 3 shots in a burst hit. Which they won't. He has a large aim deviancy and each shot can veer off from the center crosshair - and more often than not, will do so. So he's only effective at very close range, where he's going to be shot stupid by most things he was attacking! Rocket Ironclads are heavily armored, so you think he'd work there...but they have 1K HP each. One shot deals 35 (So 105 per burst). That's not good math lol.

He can learn Kyote whisperer to start all combat with more Kyote allies, and his Stunt is modular!
If critters are present (All animals are critters), Rawhide instantly converts one to his side.
If none are present, Rawhide tosses out 3 Kyotes that act like regular Kyotes and wander around harassing enemies. They're decent for drawing aggro, but he's not super durable and the atrocious aim on his weapon with no mods is a serious liability. You will often hit 2 shots per burst, and some times only the one shot. Big fat do not recommend him VS Porcupines since he can't reliably hit crit spots, and can only turn 2-3 during most fights to his side without partner help. He has more hp than average, but against almost any opposition, he tends to melt. He can fire through Yellowbelly shields is his one benefit. Well, them and some "Lunar" maps' green space windows.

Sadly, he ends up being a neat idea that just sort of sucks, instead. Boo.


Name : Billy
Stunt : Rapid Fire
Combat Score : 8.5
Planet Score : 2
Power : 9 (Generally) 15 (Late-game\against Princes IE the Boss enemies)
Gimmick : One click fires both revolvers once! Reloads somewhat quickly due to face tentacles! Later gets a skill to autocrit Assassins and gets 50% damage resistance against them specifically.
Survivability : Low to legendary
Counters : Assassins (especially later), Grizzlies, most things in short or medium range if playing well!
Countered by : 3+ armor enemies unless they're alone, armored kyotes (zzz), hard to hit enemies and distant enemies.

Billy's neat! He's straightforward, his revolvers are decently strong by default, he reloads somewhat quickly, he is relatively accurate and his Stunt just WHIRRS through a full clip in less than a second. Excellent for unloading into high health targets and watching them melt!
He's not too durable on his own, with low-standard health but gets an upgrade where on taking damage he becomes invulnerable for 3 seconds. So against annoying enemies like crankers or porcupines who don't do too much per hit, you can deliberately get hit in a pinch to ignore the nastier attacks coming at you! Pair with the "Black Hole" armors (3 or 5 seconds of invuln on killing an enemy) for a hilarious romp across most maps.

A late-game upgrade allows Billy to just "nah" dying. Twice. So on fatal damage, he becomes invulnerable. I didn't use him too much, but I think this is the "full" invulnerability - ten seconds long. Do note that if you get killed, get 10 sec and immediately kill your attacker with Black Belt stuff on, you will go DOWN to 3 or 5 sec invuln immediately >.>;.
So basically he's kind of fragile but he can also just turbo across the map like a complete ♥♥♥♥♥♥♥.
Do be aware that strong single hits will still chunk his HP, so eating a rocket or dynamite is still generally a super bad idea.
Characters 6

Name : Fletch
Stunt : Arrow Storm
Combat Score : 10
Planet Score : 0
Power : 6
Gimmick : Her weapon has auto-homing. If you mouse over an enemy, they light up purple, indicating your arrow will correct towards them. Something I literally found out 3 hours before 100%-ing the game : You can aim at an enemy to "Lock on", then drag away to force the arrow to curve a certain way to get around obstacles!
Survivability : Low to INSANE
Counters : LITERALLY EVERYTHING. (Bushwhackers still big dangerous tho)
Countered by : Too many enemies at once, very obstacle-heavy maps (especially shrub garden maps in the fancy areas), her slow bow drawing speed and soft countered by "night time" maps' vision reduction.

Fletch is supposed to be the silent sniper of the group, and OH BOY does she become something.
She's frail and not very impressive initially. Though her bow does "high" damage per shot , she has trouble against armored enemies since her "bow drawing" means you have to hold the mouse a solid second. If you hold it 0.9 and release, expecting to fire...uhhh whoops, better start the full second again while you are in deep sh*t.

But once you get around that and with a few upgrades, Fletch becomes kind of DISGUSTING.
Here's why. Her Stunt fires an arrow at any enemy around her that is unobstructed. That includes behind you. This is an instant fire of X arrows - as many enemies as she could see in a 360 radius. I've one shot 25 armored Kyotes with this before (Well, they had the "no armor" debuff but still).
What truly breaks this skill - and her - is an early upgrade that lets you maybe convert an enemy at 25% a chance. It occurred at what felt like a higher rate than 25% to me.
It turns an enemy into an ally, meaning you get less damage to worry about, an ally to draw aggro and reveal other enemies. And this works with her Stunt if you fire ten arrows, you will usually get 2-4 allies off it. It's brutal.

I've soloed incredibly difficult maps with her by picking off enemies, or accidentally converting them and just doing a lot of THAT, basically. Seriously, you need the convert enemy upgrade, it is BUSTED.
What makes her *further* disgusting is she gets an ability called Time Walk through core upgrades. The first one? "You get to "Nah" a death" . She dies mid-map, she gets yeeted back to the entrance WITH FULL HEALTH. Later, she gets to do this *twice*, so her standard-ish 160 HP plus armor becomes effectively 480 HP, but yeeting back to the map entrance means you might be able to reposition for a better shot\approach. If you are on your last life and it's looking dodgy, you just revive, turn around and leave, lol.

The BLISS of turning Rocket Ironclads into allies (8 or more armor, 1K HP EACH) on their allies is comedic. This works on the Boss encounters too.
The downside to this is that enemies turned into allies don't yield Infamy for those all-important free equips in each system.

She's the other horrifically broken character with Roswell. Recommend nabbing her upgrades and letting her shine. Yeah, you will also just plink enemies' armor or hp without converting or killing them but that's why you are meant to be medium to long range where they're far less accurate. She can snipe a porcupine and hide against the retaliation spines, she can out snipe Hunter enemies, she's kind of nuts. You can also get an upgrade for her to take off multiple armor per arrow, so against a group of 25 armor kyotes in a big open Posse ambush map you can grab 2 juices , fire her stunt off twice and stuff is DEAD or CONVERTED, no questions asked. She makes eating Posse ambushes laughable.
Enemies 1
"Gunhands"

BASIC
HP : Low
Threat : Very Low
Gimmick : None
Strategy : Point&click!

TRAINED
HP : Low-moderate
Threat : Low
Gimmick : None
Strategy : Point&click but don't be dumb about it, they can still hurt.

VETERAN
HP : Medium & 3 armor
Threat : Moderate to moderately high.
Gimmick : Armored, 2 shot burst. Fair damage per shot, very small window between "bursts" to counter or run.
Strategy : Annoying more than dangerous, but also dangerous. These guys need you either Roswell landing on them while shooting them to kill them faster, or careful critting - hopefully from medium range or beyond. Sarge can stand in front of one with Fortify up to just laugh at one helping kill itself. They have a decent deal of hp so it takes a while to down one - keep other enemies and your surroundings in mind. They generally don't tend to relocate much, so you can largely ignore them if you know there's a few off somewhere and deal with other threats first.

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"Hunters"

BASIC
HP : Very low
Threat : Low
Gimmick : They see you and shoot you over longer distances with decent accuracy.
Strategy : Utilize cover. If you see one, you can rapidly peek out to bait an attack - listen to the noise cue and the impact area might turn more red to indicate they fired their load (lol). For a few seconds, you can safely waltz around to other cover or right in their face; all Hunter type enemies greatly prefer to coward away than stand and fight. This general strategy works for all 3.

KILLER
HP : Low
Threat : Low-medium
Gimmick : Same as above, but hurts more on hit.
Strategy : Same as above

STEALTHY
HP: "Moderate"
Threat : Medium-high
Gimmick : Same, but also poops out a smoke screen if you get close, then runs away.
Strategy : Same as above, but the smoke breaks Sarge's regular wallhack (Not the upgraded one I think) and obscures vision. They're oddly spongy for what they are, hence the "moderate" in HP. It's not a lot but it feels like a lot since it often takes a solid 1 to 1.5 seconds longer to kill them. If you have a posse of 12-18 of these in a big open ambush map, you might want to not bother unless you can Roswellol.
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"Ironclads"

BASIC
HP : Medium-high & 3 armor
Threat : Medium-High
Gimmick : They immediately know where you are on showdown start and will Terminator walk over to you. If you go invisible, they lose track of you, but once you are back they know where you are again. One of 2 enemies to always know where you are!
Strategy : They're not too bad. If there's 1 , you can hug a corner, pop its visor for crits and when you see it ready to fire, just scooch out of its line of sight, pop it again when it comes closer, scootch back out of its line of sight lol...Preach can generally mow 2 or almost 2 down with consistent headshots with default dmg\clip. Letting them burn via Smoky is a bad idea since they have a lot of hp and they WILL keep coming for you. They look worse than they are.

ROCKET
HP : Insane & LOTS of armor
Threat : VERY HIGH
Gimmick : Same as above but they also randomly stop and fire a homing rocket at you. That ♥♥♥♥ hurts, so make sure to dodge it!
Strategy : Don't get hit by the rocket. You really have to rapid fire the armor away to deal damage if you can't land consistent headshots. Staying far away from them in cover means you can snipe them and hide from the occasional rocket, but you should only face them if you have a solid idea \ loadout for good characters - they rarely come alone and might funnel you into other enemies as you try to escape. Still dumb around corners but VERY bulky. Sarge Fortify-ing in front of 3 mostly kills all 3 if they all fire straight away and you help with headshots, but it's hella risky if there are more , or other enemies immediately backing them up.
Enemies 2
"Bushwhackers"

BASIC
HP : Low
Threat : HIGH
Gimmick : Lil f*ckers hide in corners or between buildings, waiting for you to pass by so they can take a MASSIVE chunk out of your health. Applies to all 3 times, but the last 2 do vastly VASTLY more damage.
Strategy : Just don't. Lol. More seriously, try to have a negating item ready, like Roswell's Stunt, Sarge's Fortify, or carefully chuck fireballs (Smokey) or Dynamites (Kaboom) into doorways, around corners, etc. The basic variety chunks you but isn't likely to kill you...on its own. This & the Furtive one apparently emit a shotgun hum that lets you know one is close by, but I always played with music from Youtube on so erm...>.>; best be careful.

FURTIVE
HP : Low-medium
Threat : VERY HIGH
Gimmick : Same as above, but hurts more. A lot more.
Strategy : Same as above, but sneakier, somehow? I didn't encounter many, tbh.

AMBUSHING
HP : Medium-ish
Threat : MASSIVE
Gimmick : Same as above, but deals way more damage and doesn't have a give-away sound to help you. Also tends to put down very obvious AOE explosive mine to dissuade you from coming close. You can some times pop the mine while they're in the radius to knock them around a bit!
Strategy : Same as above, but almost guaranteed to ohko anyone and everyone of the group except maybe 10 armor Roswell and Time Walk-equipped Fletch. Disgusting little f*ckers, exercize extreme caution moving around the map.

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"Blasters"

BASIC
HP : Low
Threat : Low to high
Gimmick : Chucks explosives moderate-to-long distances, tends to try to stay hidden.
Strategy : For these? Locate & murder. The dynamite comes with a warning graphic if it's near you and has a fairly generous explosion timer. I've gotten hit *maybe* 5 times in 96 hours before I 100%'d the game.

CLUSTER
HP : Low-medium
Threat : Low-medium to high
Gimmick : Same but their explosives deal more damage. It might also have little bomblets or a bigger aoe? I didn't see these too often tbh!
Strategy : Same, they just sponge harder lawl.

ATOMIC
HP : Medium
Threat : HIGH to VERY HIGH
Gimmick : Ugh. These ones toss RADIOACTIVE explosives, which when explode causes a LARGE AOE of persistent (10+ seconds per?) pain area. Entering one slams you for about 100 hp of damage immediately, through armor. They also are cloaked until you are close by!
Strategy : What an ass pain. They are very good backup units when you are dealing with other enemies. They love to run away when you are near them, they're fully cloaked and the radioactive ♥♥♥♥ actually honestly hurts a lot. The worst thing is they can lob in such a way that the only doorway in or out of a building is blocked off. Meaning the next one can then force you to run through a damage zone to escape. They're situationally horrific, but generally moving non-stop defangs them pretty well. Only invulnerability can ignore their radiation aoe.
Enemies 3
"Yellowbellies"

BASIC
HP : Low-medium
Threat : Medium
Gimmick : They deal Sonic damage, so they ignore armor. They can shoot through any "green" items, like the big lunar map domes, or the lunar map green "windows" as well, so beware!
Strategy : Annoying. they tend to shoot over medium to medium-long distances if they spot you. They're oddly accurate and their shots cause knockback which can mess you up if it pushes you off rooves, cliffs, out of your hidey-hole. The basic versions aren't a really big problem though, they also tend to be fifty-fifty on staying to shoot you or running away.

FORTIFIED
HP : Medium
Threat : High
Gimmick : Same as above, but also has an annoying crouch-level shield they can deploy any time they are "set up". This blocks all non-sonic shots, so only Rawhide can shoot through them.
Strategy : Gross f*ckers. Ideally you would be 1 level higher so headshot them above their shield wall. If not, you have to flank behind or to the side. On regular gravity maps, I make sure to Roswell them to death. Sarge's Fortify *will not* reflect their shots, so don't try that. Can counter-annoy them with Smoky's bullsh*t lol.

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"Morticians"

BASIC
HP : Very Low
Threat : VERY HIGH
Gimmick : Hides, generally in corners, higher up, or in buildings and once alerted to your presence starts infinitely spawning homing "spirits".
Strategy : I hate these bastards. It spawns 1 spirit every 5 seconds. Said spirit immediately and permanently knows where you are and WILL path to you without fail. It can be shot to be blown up, but on impact chunks you for approximately 100 hp I think? If you have armor, it just takes 1 armor, but they can spawn their spirits from the other end of the map while you are dealing with other enemies. The spirits can change elevation with ladders too, so don't think you're clever by hiding up a tower lol.

MULTIPLYING
HP : Low
Threat : VERY HIGH
Gimmick : Same as above, but now the first Spirit ball when shot to death spawns 2 smaller ones. Probably also does more damage.
Strategy : Exact same as above, find and eliminate ASAP or spam invulnerability powers. NOTE : Morticians also have a "fun" but where you will shoot them and some times they will just...slide up one half character-length in their "kneeling\summoning" pose, forcing you to aim above if you want to keep hitting them. NOT HELPFUL.

Enemies 4
"Crankers"

BASIC
HP : Low-medium
Threat : Low-ish
Gimmick : They are one of the few enemies who will reposition frequently to get closer to you so they can gatling gun your face off. It's quite disorienting to get barraged and tends to interrupt gun firing commands (?).
Strategy : These ones are weak and relatively harmless since they tend to only strike from close-ish to close-medium range, you can duck behind most anything, and they are vulnerable once they've shot their load (lol).

HEAVY
HP : Medium
Threat : Medium
Gimmick : Same as above, but I think has armor? More armor?
Strategy : Same as above, but a bit more attention since they can stick around after a few shots and punish you for failing to kill them. They're more annoying than dangerous, unless a barrage wobbles your screen to hell and back.

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"Assassins"

BASIC
HP : Low
Threat : Medium
Gimmick : They move around a lot and they're fairly accurate. Oh, and they TELEPORT frequently to confuse you, to reposition and to ANNOY YOU.
Strategy : Annoying but not a big threat . Don't underestimate them and don't try tanking them without prep or certainty you can deal with it because they might surprise you!

REGENERATING
HP : Medium-high
Threat : Medium-high
Gimmick : Same, but also tends to coward out somewhere you can't see\shoot them and then heal 25 hp per I think 3 seconds.
Strategy : Same, but more carefully. These ones are more aggressive, hit harder, aim better and they can retreat to heal if your attention goes somewhere else, the terrain is awkward or other enemies start bothering you. A solid GROUP of them , especially on wide open maps can be very annoying - they "spot" you over medium distance but can FIRE over longer distances...with weirdly high accuracy, too! They're quite dangerous honestly. Billy can be specialized to 50% ignore damage they deal and autocrit them.




Enemies 5
"Grizzlies"

BASIC
HP : Medium
Threat : Medium-high
Gimmick : They are quiet until they fire at you and love to hide behind low walls until rearing up to fire. They launch a non-homing but fast moving rocket-like projectile with AOE and high accuracy.
Strategy : Bait one into firing, dodge, counter and punish. Regular Grizzlies are only a problem if you don't know they're there, or distracted. Over even medium range you can generally sidestep the "rocket" and punish safely. Just don't stand near stuff that can conduct rocket AOE damage and hurt you.

IRRITABLE
HP : Medium-high
Threat : VERY HIGH
Gimmick : Same as a regular Grizzly, except they "enrage" on hit, causing them to shoot 3 rockets for a few seconds after the impact, with a slight delay between each.
Strategy : Same as above, but prioritize them because them and regular Grizzlies tend to hide on the outer circle of any battle map, so you can generally murder them without much regular enemy interference. Be VERY careful of your positioning, lest you get blown up. Repeatedly.

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"Kyotes"

BASIC
HP : Very low
Threat : "Low"
Gimmick : They come in groups, and tend to swarm. Almost always using flank tactics too - they use Sonic shots, so they ignore armor to damage your hp directly! There is a "leader" you can kill to disorient them temporarily.
Strategy : Basic ones are kind of cute and largely harmless, but can still hurt, hence the "low" threat rating. Don't let them surround or box you up - but generally, their big face crit point and one shot will do most of them unless you use a very weak character or miss.

UNSTABLE
HP : Low
Threat : Low-medium
Gimmick : Same, but on being killed, they drop (Well, FLING) an explosive collar that gives you about 3 seconds to get out of aoe explosion range. This can kill other ones nearby or hurt other enemies!
Strategy : Same as above, but yeah, also, don't get blown up lol.

ARMORED
HP : Low-medium & 2 armor
Threat : High
Gimmick : Same, but hurts more, the armor makes swiftly dispatching them very difficult unless you use a rapid fire character .
Strategy : I hate these. The 2 armor makes it hard to kill them swiftly unless you use a faster character (Billy, Roswell, Preach are best). The fact they do damage directly to armor REALLY gimps certain characters like The Judge. It also laughs at Sarge's armor spam, and his Fortify won't reflect their shots - plus his gun fires too slowly to take care of them at a decent rate. Treat these little bastards with respect, they're quite dangerous. Decoying them works but the 2 armor for each one means Rosa won't tear through many before they wise up. Default attack Spike can one shot them because he autocrits and thus ignores armor - and does enough damage to kill one per impact. It also gives him 3 seconds of invisibility, so he can potentially murder one, have the other ones hug him wondering where he went and you can just keep knifing them dead lol.



Enemies 6
"Stingers"

BASIC
HP : Very low
Threat : Moderate to high
Gimmick : Low to the ground scorpion things, they love to hide and wait and shoot at you from medium range - some times longer. Their shots inflict impact poison damage and mark your hp to tick down poison proportional to their attack\times hit.
Strategy : Not much. Don't get hit, shoot them in the ...mouth? Face? The basic ones keel over from one face-crit, although the poison can be dangerous if you are in a more open map and let like, 3 hit you. They melt the hell out of Smoky though, since his hp upgrades make him double weak to poison.

INESCAPABLE
HP : Low-ish
Threat : High
Gimmick : Same, but now their shots hit harder and have homing capabilities.
Strategy : Urgh. They come with an armor I think too, and homing shots? Really annoying if you don't move carefully, extremely dangerous if they hit you a few times. Fun fact : Fletch can die to these and Time Walk to full health...but her health bar is entirely poisoned, so she will tick down to death, making it risky to hang around if you didn't start off well.

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"Porcupines"

BASIC
HP : Medium
Threat : Low to high
Gimmick : They shoot at you like cowards from medium distance. Non-crits incur retaliatory homing spikes!
Strategy : If at medium to longer range, pop out, plug one a few times, then hide back from the retaliation projectiles. Or reliably crit them with Judge, Sarge or from being up close...which can be quite dangerous so do be careful lol. Low threat if handled well, high if you yolo yeet idiot at them. They tend to prefer map edges but love to relocate and approach the middle, hide in buildings, second&third floors.

VENGEFUL
HP : High
Threat : Medium to high
Gimmick : Same, but they hurt more.
Strategy : Also same! I think their retaliation spikes may be faster in travel time? They hurt more, obviously, and have more HP but yeah. Bait, bite, hide. Or crit. They're really annoying with their shots as they tend to hide and harass you with them as well, but they're laaaargely not a great threat.


Enemies 7
"Rattlers"

BASIC
HP : Very low
Threat : Medium to high
Gimmick : Can hide underground, shoots poison projectiles at you.
Strategy : With these around, look at your middle-top of screen compass, as 1 second before one of them pops out of the ground, you will get a /!\ indicator exactly where one will emerge (Depth may be different though, IE farther away, above or below) . The basic ones have no real hp but can be harder to hit between being thin and wiggling. Roswell stunting at them tends to make them want to burrow to hide. Just pop them in the face.

WATER
HP : Low-medium
Threat : High to very high
Gimmick : Same, but now shoots multiple projectiles
Strategy : Be extremely careful of this variant. They don't appear IN water elements as the name suggests, but they have more hp and multiple projectiles per "shot". That means they can hurt a lot more and stack poison WAY harder. If you are in close range and unaware, you are not going to have a fun time. Same treatment, watch the compass with good cover, carefully pop them - they also tend to favor map edges but can travel when they go underground.
Princes (Bosses)
McNeil
HP : VERY HIGH
Threat : Moderate
Gimmick : Dude on a horse, runs around, homing shots. Occasionally stops to launch a multiple shot homing barrage.
Strategy : Cover, lol. Mcneil is dumb, "only" has 1K HP and while he can be dangerous, he's largely harmless. All Chastes come with escorts (generally armored kyotes or Irritable Grizzlies) but that's the bigger threat, for McNeil, honestly.

Francisco
HP : HECKIN HIGH
Threat : High
Gimmick : I'm honestly not sure! Probably the same as Mcneil but hurts more? I fought Francisco only very rarely lol.
Strategy : Cover still works! Take care of the escorts first and just harass the dude down. He has I think 1.5K HP, maybe 2K? I'm sorry,I literally fought him a total of ten times over 96 hours - if that.

Barrabas
HP : ♥♥♥♥♥♥♥♥♥
Threat : INSANE
Gimmick : McNeil on drugs! Fires homing ROCKETS, smarter AI.
Strategy : Yeesh. Dangerous boyo, 3 THOUSAND HP, plus armor to get through. The strongest sibling boss you may face. Murder the escorts and then yeah, "lol cover" but like, be careful because the rockets like to splash and move a biiiiitttt differently. Billy has a core upgrade that does more damage to Princes (AKA these three) and takes less damage from them IIRC, but I'd rather either Hopalong torture-murder them if I could (If the escort was Grizzlies and I found 1, maybe 2 Whip Cracks), or Sarge Fortify to help him murder himself.

Jebediah
HP : INFINITE
Threat : FINAL
Gimmick : He arrive. He touch you. You die. Immediate and no combat kill of Bastards touched.
Strategy : R U N
Suggested mods for characters
Rosa

She's not amazing at anything, made of paper, and while Decoy is good, her DPS output without the Magnum upgrade (And the subsequent loss of accuracy) is too low to really capitalize on most late game enemies. Her Unique item is a special bullet - well "weapon" - that has a 50% chance per hit to panic enemies. That could be useful to buy yourself a few seconds, but since I almost never used her...
Like almost all characters, she can massively benefit from some items. Burst +1 or Burst +2 items will make her damage double or triple per trigger pull which means she can actually mow through enemies at a decent pace.
Mods that allow her to maybe not consume Juice means she can some times get a "free" 2nd Decoy to deploy, drastically increasing her survivability. For armor, just give her health. She needs it. Badly.

Casino

He's made of paper and until he grows into surviving much easier, he sucks. Straight up.
However.
There are 2 items in the game that allow all shots on the Bastard who equips those items to home in on enemies, same as Fletch's mechanic - except the bullets are instant. So yeah, if you slap that on his shotgun, you have an infinite range brutal damage weapon. Default 25X14 damage per shot, that means each pull is a full 350 damage, across the map. And because it's 14 pellets, it SHREDS armor - and you are guaranteed 2 shots on full clip (if not 4!) each time, so that's how you turn Casino gross with a mod. Also a good idea to put Casino's Bolo (40% damage resist, armor) on him. Because 40% means "40% chance to ignore this damage" as opposed to "Take 40% less damage from", coupled with his innate damage resist stuff later, he can actually walk around in the open and shotgun stuff in the face. It's kind of nuts. "Generate armor on kill" items are acceptable too - means he can take a hit or two and regain some armor some times for survivability, as he also gets an "Armor save" skill that can potentially void hits against your armor some times.
Finally, Casino's unique item I *think* is the one that guarantees a "drop" after enemy kill . I imagine this is between hp, armor, rage, invuln, or Juice - but I haven't used it, soooo...(Other characters get 50% chance)

Smoky

Smoky's unique upgrade gives him total fire resistance and increased "ammo" (Clip size), so he can keep harassing enemies longer before needing to reload. HIs first Core Ace is a 75% fire resist (Most explosives are "fire" classed, btw! Excelt the radiactive dynamite from the one Blaster type), so this is a...strange item. The increase ammo tends to be a case of eh whatever. There is a "weapon" that says +30 burning damage, but it doesn't actually give him 40 burn damage per tick. It doesn't even increase it, so that's broken :-\. Due to his strong poison weakness, I'd suggest finding anti-poison stuff, and \ or mods that let him potentially generate medical kits on murder so if he DOES still get poisoned, you can pop one and null the poison on your hp bar.
Smoky will never be "strong", but he's not awful either.

Preach

She has "a lot" of ammo and each bullet hits hard.
Making her shots "homing" means she can snipe across the map for *disgusting* damage (40 base damage, 30 base ammo before reload, so 1200 damage!). Especially if you use Damnation to tank and self-heal, she won't miss and so you can heal way more way faster and survive longer against worse odds.
The other way to make her ABSOLUTELY busted is the burst +1+2 stuff. 80 per bullet or 120 per bullet at "only" 30 ammo (And there are ways to increase this too) means you go from 1.2K to 2.4K to 3.6K PER RELOAD and uh. Sweet hell. You won't be able to have this AND homing shots but either will serve you extremely well.
Aerial Battlecruiser Preach is a combination of homing shots & either Jetpack (but especially the dmg resist one). Fly up, look down, melt enemies, mop up indoors when done. Nuts.

Judge

Ehhhhhhh. Judge soft sucks. He's powerful...if you can crit. And you're not blindsided.
To fix his mobility \ positioning issues, he'd ideally have the DMG Resist Jetpack to get up places, yeet away and try sniping again but from increased safety. His damage is solid, but you can boost it with mods. Out favorite +burst stuff will mean he will hit harder. Homing shots - I haven't tested if they autocrit. He desperately DESPERATELY needs more health, so have that be a focus if you want to use him. 50% not to use juice item can help him maintain Judgement Time to murder, relocate, etc. I'd actually use Birthday Suit (300 hp but sets armor to 0) on him since rarely will even 6 armor come out to nullifying 300 hp worth of damage, but at least he won't be 2 shot by Yellowbellies.
Suggested mods for characters 2
Kaboom

He's kind of neat, he's kind of solid, and he can't equip a lot of the fun mods. No homing dynamites for you lawl. He can be made immensely resistant to damage, so if you want to lean into that, Casino's Bolo for that delicious 40% boost on top of his native passives once upgraded and you can just Slimer around being a d*ck to enemies. Honestly, I don't know if he CAN be made "broken", the Dynamite does 200 base damage and can be upgraded with 80 damage through a skill slot. I think there is also a 120 dmg upgrade so it may stack for 400 total. If you can also pick 5 second stuns, you can just solo even ironclads because they will stay there, wobbling while you re-dynamite them. But that's awkward. I guess a jetpack and carpet bombing is an option lol?

Billy

You can go big survivability or big damage depending on your chosen skill upgrades.
For big damage, we have the classics! +1 +2 burst (BTW the +2 burst comes with other benefits I keep forgetting to mention. Because I forgot what they are LOL, one of them is more damage I think) stuff means incredible amounts of damage. Homing bullets are another good idea because if all the bullets hit, you have a nasty little bastard to deal with !
80X6 or 480 damage per clip isn't too bad, especially if you use Rapid Fire and homing shots to just HOSE it out. Works better with increased ammo count, which you can choose during upgrades!
Survivability route is definitely "Black Belt" stuff for 3-5 seconds of invuln per kill. Coupled with the "3 sec invuln on taking damage" upgrade and Billy has a high chance of running around, some times eating a shot , killing the deliverer, getting MORE invuln time to reload\move and kill the next guy and uh. It's kind of gross. His Unique armor just gives him double infamy and nothing else (except a damage penalty for anyone that isn't Billy) , and that is straight up BAD lol.

Fletch

Fletch doesn't *really*need help being more broken, but a Jetpack - preferrably the dmg resist one - is about the only thing she needs. She can scope out the entire map from above, hit almost any hiding enemy, get away from danger. It's insane how dangerous she becomes with just that one item. Can recommend the Birthday suit on her for +300 HP since Time Walk fully refills her HP on dying. At 100 min HP and that item, she has 400 HP. 1 Time walk, she has 800, and later with 2 she has 1200 HP for enemies to blast through. Her weapon naturally already auto-homes, so....I don't know, to be honest lol. You can do +dmg stuff but each arrow is I think 170 damage already, so 30 extra won't really change much.

Hopalong

Due to his niche weapon, survivability is generally the only way to go. Casino's Bolo granting him 40% flat dmg resist to everything is a good idea, or you could stack health and trust in the 50% while strangling dmg reduction if you needed it - if stealth fails, for instance? Increasing his weapon damage is a good idea as even just 20 skips a tick of damage and kills faster. The Supercharger for +30 dmg skips technically 2 ticks, so that's also nice. Whip Crack is quite strong, so if need be, you can give the "maybe don't use Juice on use" item to him & hope it works lol. Ten seconds of no problem is quite powerful, honestly. Can kill 2-5 enemies depending on proximity and what they are, and only on hard and very hard will you face huge groups (I'm talking 15-25 lol).
His Unique item, actually, gives 50% damage resist to anyone while they're moving...
...or 80% to Hopalong, specifically. THAT'S UH PRETTY SEXY. Definitely get that if you can.

Rawhide

Oof... uhh, survivability is one option. 1-2 Burst bonus items are of course going to make him HURT, but the accuracy problem will remain. Homing shots mean he will do 105 per burst , ignoring armor, which is..to be honest, not fantastic, either. You can use the "maybe don't use juice on juice" item to spam out Kyotes for distraction\harassment tactics. I sort of legitimately don't know how to make him "broken" either, besides all the classics. Casino's Bolo, dmg reduction Jetpack, yadda yadda. Since he has decent HP, you CAN burst 1\2 him and just run him INTO enemies, 315+ damage per clip is a smidge more impressive after all. Just be sure you can tank the fire until you get into range.


Suggested mods for characters 3
Roswell

Well, it's golden boy!
Homing shots mean you will be able to snipe while buttstomping through his Stunt, WHILE INVULNERABLE need I remind you - so you can shred armor, clean up non-dead enemies. The damage isn't like, amazing, but still.
The one I always go for is burst +1 \ +2 because, obviously. He can demolish a Rocket Ironclad in moments this way, it's beautiful.
It helps if you pick the "high jump" ability for him (Comes with no fall damage!) , he can get into places easier, retreat easier, and doesn't need the Jetpack like most characters do. You can still put it on him, it's just a bit of a waste since he can pseudo-fly with his Stunt after all.
His Unique armor sets armor to 10, even from 1. Unfortunately, you can't have more than 10 armor with it equipped, where by other means, you may be able to. But it's a *very* good item to chance into, it means he's really only in danger of yellowbellies or kyotes messing him up - and he can counter 2 variants with buttstomps or just...shooting them...the armored ones MELT with burst 1 or 2 as well, long as you can keep a safe distance.
Due to awkward character space limitations, I couldn't put it in his part of the Character description but he ALSO gets an upgrade to spawn +1 and later +3 juices PER COMBAT. that means you can do 3-6 (Low to high end) butt stomps per combat. 30-60 seconds of complete impunity per combat is kind of wild lol. Keep this in mind.

Sarge

HORSEY. *Ahem*
He's a solid enough character who GREATLY benefits from Burst 1-2 equips, especially if you crit. It's a pretty ludicrous increase in his DPS. Homing shots would also work, but his default hits aren't powerful\fast enough to make it be a big boy sort of thing. For armor, prioritize stuff that *gives* him more armor, and you want to have armor generating items too like maybe give me armor on kill, that kind of stuff. Bonus health also works in case you some times go up against yellowbellies with him; it will let him eat a hit or two and still keep going His Unique Item is a 100% crit weapon - that is to say, it increases crit damage from 2X to 3X , which relies on aiming well and is in the same slot as the homing shots - so can't use both! Can't even use the 1-2 burst thing either lol. Anyone else trying that or the lesser (33% and 50%) versions is hit with doubled reload time, which is a severe penalty for most characters.

Spike

Golden Boy 2! By far the best upgrade you can give him is homing shots. Either the homing but -20% damage one or the one that just makes his knives home because WOW. Across map sniping, almost always accurate knives (Barring odd angles, obstacles, travel time interruptions) is pretty damn sexy! "Black Belt" items (3 or 5 sec invuln) on kill don't matter much since he goes invisible for 2-3 seconds after each kill anyway. For me he always has decent health anyway, in the four-hundred range, and armor is whatever at that stage, honestly. You can give him either Casino's Bolo for 40% dmg res or that one "At night 75% dmg res" cape armor thing to capitalize on his "double damage at night" core skill. Those 2 and homing shots at night will make him ♥♥♥♥♥♥♥ TERRIFYING. Remember that all knives autocrit, so you can just whittle anything down before it gets to you or counter-snipe enemies across the map (with homing knives). Brokened.


Tips & Tricks!
1) The Bank requires a first time investment of 500 Cramm (money), but on ANY mode on ANY subsequent playthrough, you can Withdraw 1000 Cramm. What I like to do is withdraw 1K and immediately put in 500 again, which gives me 500 Cramm to mess around with for this playthrough and ensures I can do that again on another planet.

2) All Princes (Bosses) can only move 5 spaces per turn, while all your characters start out at 6. They will pursue the nearest one of your gang as well, so you can kite them back and forth or mess them about with this knowledge.

3)Princes, also, count as Posses, which means the "move a patrol" Planet interactible moves them too! They're in the way? Just put them across the planet and laugh.

4) DO NOT put "Explosive ammo" on Preach as for some reason this makes her Damnation stop healing you while active. Definitely a bug.

5) You can press the escape key after you beam back up to the ship to skip the 2 tally screens much faster. It's so nice to save time <3.

6)Roswell's Stunt will trigger much faster if you conk your head into something like a roof or the bottom of a tower on your way up, leading to more aoe damage. With some precision, you can use it outside of a building, go through the door and nuke the ground floor. Crouching helps to get in - or out, in case you panic pop it.

7) "Low Gravity" maps are usually EASIER, since the increased jump height gives you a better view of the area, or lets you traverse things easier. Great for long range characters like Judge&Fletch, but actually BAD for Roswell since he can only do maybe 2 butt stomps with his Stunt in Low Gravity areas. Whoops!

8)BEWARE "Double damage" planets. This is a mouse-over description, the actual name they are under is different and I forget what it is, but those planets are extremely capable of just noping your units DEEEEEEEAD. Can be a run-ender.

9) Entirely unmentioned in my guide so far, but if you "bunch" up an outlaw with another and they're Pals (From being rescued when beaming down goes bad, or having eaten beans, or un-jailed), and you enter a combat with that "Bunch", then if your current active character gets enough times (usually 3 times), your Partner character in that situation will activate a mini-ability "for free" that ranges from things like Preach pooping out 3 medkits (150 hp total) to Hopalong stunning enemies for a bit. Bunching up can lead them to randomly have a "falling out" after the planet and degrade their relationships (Feuding - they can't deploy together, so it's either A or B, not both! || Neutral : Nothing || Pals : Support abilities available)

10) My suggested team once they are unlocked would be Roswell, Fletch, Sarge, Spike in that order - depending on planetary limits. If 2, Roswell&Fletch, if 3, Sarge, if 4, Spike. This is a quasi-easy-mode team due to their abilities and sheer ♥♥♥♥♥♥♥♥ potential. Can replace Sarge with Preach if you know you can tank\heal well!

11) Charged abilities exist! As you use an outlaw, they will lose 2-4 charge (More on double charge loss planets) after beaming back up. If their charge is not full (From a tonic which would be a WASTE) or from unlocking a new charged ability card, the bonus abilities they describe don't come into play. Generally stuff like +hp or slightly more attack. I played Very Hard Superman the last 3 days and I largely ignored them. They can be nice to have, but you should never think "Oh I'll bring someone less suited to this map\planet\enemy set to let this one recharge", that's a good way to lose out lol.

12) One of the best buys in the game is the 250 Cramm cost Black Belt item of that tier - 5 seconds of invulnerability on a kill is pretty wild. 250 Cramm is what you often start a new set of planets with after each major objective, doing the bank thing above gets you 2X that, and it dramatically boosts survivability. Kill one armored kyote and if you can kill the 2nd fast enough you are GOOD. Face tank 25 - I sure did!

13) Each final planet of a System has a Pawn Shop! If you are almost to 1500 or 3000 infamy, consider selling items you don't need as swapping Systems nukes your full inventory, but better Infamy thresholds yield nicer starter items! Keep 1 Beacon if you aren't sure you can port away safely, though!

14) If a Church spawns in a map, it will ALWAYS have a 10 second invulnerability pick up in there! Also has a ladder out to the floor for an escape if you need it! Preach can get a skill to also spawn a 50 hp heal in there (lol, why).

15) There are some Galaxy hazards you shouldn't ever bother with. 2 Bastards feuding is eh. Randomly *erasing your mods* at 50% EACH is nasty. Double damage is the leading culprit here, these are nodes you navigate in-between planets. Be careful!

16) Nitro is good! Pick some up for free to get a deployable +5 moves to this character thing. It can really help get around an awkward planet or its obstacles. Stacks infinitely (5 move from 1, 10 for that turn if you use 2, etc).

17) Always see if the checkpoint fight you beat would unlock a teleporter! If it does, you can likely use a nearby teleporter to where you start to send a 2nd character into the newly unlocked area, saving 1-6 steps and accelerating planet exploration!



2 Comments
Talon Rose  [author] 19 May @ 10:51pm 
@Eve of the west : Hey, glad to be helpful!

Similarly, I didn't ever - and I mean ever - encounter that ace for Rawhide, because I don't remember it at all! I can see how he might be quite strong with the stunlocking. It still sort of depends on the enemies and map given, but the same is true for everyone, so!

Aye, invincibility would make sense for him. IIRC at least one of the Black Hole items are unlocked from a challenge though, so there might only by the...uhh, 2 second one unlocked, to start with?

Doing some of the harder challenges and despite Partner benefits, I learned that soloing everyone seems to be the better way to go. It means become useless because people never - and I mean ever, unless the story calls for it - feud, which means you can sell them for extra cramm anyways.
But yeah, feels like the game was a neat idea that could use some iterating on!
Lady of Pestilence 17 May @ 10:49pm 
Ahh, so that's what makes Roswell good. I had trouble figuring out how to use him and he tended to collect dust. Thanks for the tips. Here's some of mine:

One of Rawhide's aces is 1 second of stun on any hit. It takes less than a second to reload. Rawhide with that ace is a solo enemy stunlocking machine. This plus upgrades and aces that give them beaucoup critter allies is how I comfortably solo nasty critter packs and showdowns with them late game.

Judge loves a black hole belt (I have two clips of him back to back chaining headshots on trained gunhands for almost full duration invincibility). If the showdown arena has NPCs you can farm up free executions by headshotting them, if you're a psychopath.

One of Casino's aces has a chance to drop Cram when he kills a Chastener. Yummy, and worth pairing him with a mobility partner for those cash money meatshots.