RWBY: Grimm Eclipse

RWBY: Grimm Eclipse

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Horde: A General Strategy Guide
By QuasiSnipr1048
An overview of the game's Horde mode, its maps, and strategies that you can use to win. This guide will cover map layout, encounterable Grimm types, team planning, and more.
   
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Preface
If you are new here ('here' being RWBY: Grimm Eclipse, the community hub, Steam), welcome and I hope you find this guide useful. If you have some hours under your belt already, I welcome your criticism and critique of this guide as well as any tricks or strategies you think should be added. I will try to make this guide as comprehensive as possible and update it as quickly as possible should the need arise. Before I begin, I need to tell you that this guide assumes two things:

1) You already know the gameplay basics (controls, characters, abilities, etc.).
2) You are looking for a way to consistently win the game's Horde mode.

I will, however, discuss the characters but only with respect to Horde mode; basic character strategy, abilities, and setup is assumed to be known. I will also not be covering the achievements as a friend of mine already has an excellent guide for that (link will be at the end). Finally, if you don't want to read through my entire guide (I have been told it is a bit wordy), I have included a TL;DR section after this for your convenience.

Whether you are green as grass or a veteran player, I hope you can find something useful in this guide. GG and Good Hunting!
Too Long; Didn't Read, a.k.a. Key Points
- There are 3 maps, each of which require a different strategy based on the number of active nodes. Two active nodes can be protected with a buddy system (2 players to a node), three using one player per node and a patrol element, and four using one player per node and a system of turrets.

- Turrets are your best friend. Unless you are going for achievements, you should always incorporate them into your defenses.

- There are four turret types: a basic machine gun, an ice-thrower, a grenade launcher, and a shotgun. The ice-thrower and shotgun models work best on the higher waves.

- Each character is well suited for particular tasks. Weiss, Blake, and Nora work best for ranged defense, Ruby, Yang, and Pyrrha for general defense and close-quarters, Jaune for support and boss-type elimination, and Ren for crowd control and patrolling.

- You will encounter the new Grimm types in larger numbers here in Horde. Expect waves of Androids, Alpha Grimm, and Mutated Grimm. The largest threats come from the Androids, who can effectively attack your team and the nodes at the same time, and the Mutated Beowolves, who can do serious damage to the nodes if not dealt with quickly. Using ranged characters against the Androids is a good strategy to consider and a ranged-charged heavy combo on the Mutated 'wolves can quickly eliminated them.

-Be sure that your character setup includes quick revive if you are playing with a team. Reviving teammates without using this ability creates a gap in the defense and gives more time for the Grimm to attack the nodes.

Feel free to stop reading here if you don't want to continue reading or suffer through my terrible jokes. These are the basics of what you need to know. I go a little more in-depth for the rest of this guide and also mean for it to be entertaining (if you can call it entertainment), so if you are willing to continue, hold on to your scythes because here we go.
Introduction
Welcome to the RWBY: Grimm Eclipse Horde Mode strategy guide! I'm assuming your itching to get back out there to beat Horde mode, so let's get to it. In Horde mode, you, the Hunters and Huntresses of Remnant, are tasked with protecting security nodes across different locales from wave after wave of creatures of Grimm. If you fight off enough waves with the nodes intact, you will win the game. But lose even one of the nodes and you will be forced to retreat. In order to fend of the Grimm, I will give you some information which will prove useful in keeping those nodes intact and the Grimm at bay. I will cover the different locales and map strategies, types of Grimm you will encounter, team setup and strategies, and the equipment at your disposal. So, without further ado...
Maps
There are three main areas that you will need to defend. Each has a different number of security nodes to protect and you will encounter differing numbers of Grimm. Furthermore, the nodes will appear at different intervals depending on the location. The maps are as follows: the Emerald Forest, Mountain Glenn, and Forever Fall.

The Emerald Forest

Welcome to the Emerald Forest. If your landing strategy got you here in one piece, and assuming Ozpin has no other surprises in store for you, you should be able to make it out of here in the same manner you arrived. You will have to fight off 10 waves of Grimm from 5 different nodes in this area. However, not all the nodes will appear at the same time like in the next two maps. Instead, after 3 waves, you will have to start protecting two nodes at one time. This makes a buddy system extremely effective for this map. Assigning two fighters to each node also ensures that if someone goes down, there will be someone there to get them back up. This map is also very open, making ranged attacks and turrets (which we will discuss later) also effective. After the first node, the next two nodes will be up the path to the right of the cave with the next one in the cave itself and the last one next to the starting node. A common endgame tactic is using ranged attacks to draw the Grimm out of the cave and into the spawn. The spawn has several turrets that can be set up which can turn the area into a killzone.

Mountain Glenn

Merlot sure did a number on this place, and the Grimm haven't helped either. If you managed to get here unscathed, don't let your guard down: the fight has only begun. Here, you will fight off another 10 waves of Grimm from 4 security nodes. Seems easy enough, but Mountain Glenn proves a challenge for even the most experienced Hunstmen and Huntresses. Every two waves, another security node will spawn forcing your team to be spread further apart. The first two nodes are fairly close to each other, but the last two are in a nearby canal and much further away. You will likely have one person per node by the last wave, but having ample turrets can allow for your team to reinforce each other if a node is under heavy attack. Like on the Emerald Forest, a buddy system can be used for two nodes. Once three nodes appear, you can have one member per node with the fourth member patrolling the nodes assisting when necessary. This map also becomes dangerous when the larger boss-type Grimm appear due to the close quarters, a problem which can be alleviated with the higher tiered turrets.

Forever Fall

Ah, yes, Forever Fall. Probably my favorite area of Remnant, and, of course, home to the tree sap Professor Peach always needs. Not sure why though....Anyway, you will find that this area is riddled with Grimm trying to get at the three nodes that are here. You will have to fight only through 8 waves of them unlike the previous two maps. Like Mountain Glenn, you will be spread thin very quickly, and the distance between the nodes doesn't make reinforcing them easy. All three nodes are in fairly open areas, so turrets should be able to handle Grimm you can't see or focus on. Whichever teammate patrols should be careful not to drag any stragglers into a heavy fight. Forever Fall is a bit more straightfoward than the previous two maps, so feel free to experiment with different strategies here. The main thing to watch out for is the sheer number of Grimm. It may be a fairly open area but it can become quickly cluttered with enemies. Use your AOE combos and ultimate attacks to keep Grimm away from the nodes if you cannot purchase turrets and stay on your guard. This isn't Mountain Glenn, but Grimm are dangerous no matter where they are.

It cannot be emphasized enough that you will need to be quick. The Grimm can do a large amount of damage to unprotected nodes in a short period of time, so being able to move quickly between nodes and react effectively when you get there can be the difference between losing a node and moving on to the next wave. Remember to jump-dash or, if you know how, dodge-cancel.
Grimm
Grimm: They're bad, they're ugly, and they have plagued Remnant for too long. If you see one, don't hesitate to take your scythe and sh.....sorry, got carried away there. Anyway, I assume you already know a few of the Grimm types from your previous missions: Creepers, Beowolves, Ursai, etcetera. You also likely came across a few new types on your missions around Remnant. It is these types we will be covering here because you will see them again here in Horde mode...and in much, much greater numbers.

Alpha Grimm: You likely have fought plenty of these guys already, but not in these numbers. Alpha 'wolves and Creeps can surround you quickly if not taken care of and their higher health means they have a better chance at the node than their non-alpha counterparts. A combination of AOE combos and ultimate attacks can keep these guys at bay. Alpha Grimm also provide ample opportunity for team attacks which have a smaller AOE but still can do quite a bit of damage to nearby Grimm.

Mutated Creepers: You ever play Minecraft? There you are happily wandering through a forest collecting some resources and then there's an ominous hissing noise. You turn around and before you can even blink, you now see a crater in the ground...if you're lucky enough to survive the blast. That's what these guys are except that unlike Minecraft's creepers these guys can go underground and pop up behind you or next to a security node. Mutated Creepers can also do a fair amount of damage to the security nodes but their low defense makes them easy to pick off. Ranged attacks are super effective against these guys and will allow your team to eliminate them while being at a safe distance.

Merlot's Androids: I don't think anyone will argue when I say that no one likes these guys. Merlot's Androids are a match for even an experienced Hunter or Huntress. They are agile, quick to react, and don't hesitate to attack your team rather than the security node. There are two types: melee and ranged. The melee android is what your team will have to worry about the most. Because of their wide area of attack and high amount of damage, they can disable you fairly quickly. They also don't provide many opportunities to counter them, making it even more dangerous to get close to them. Keeping them at range is best for those who may have some trouble handling them, but AOEs and ultimates can work as well if you're feeling brave. The other type, the ranged androids, are more of a threat to the nodes since they have a laser cannon-grenade launcher combination weapon (Actually, do those have a name?). They are programmed to fire their "LCGLs" in a wide arc which can hit the node no matter the range. They also can launch proximity grenades which will either go off after a certain amount of time or when a player walks near them. Both can do high damage to your team and the security node. Unlike their melee counter parts, going close range is probably the most effective option. Just be careful: they can use the LCGL for an AOE-dodge combo.

Deathstalker:
Remember Merlot's mutated Deathstalker? Well, I guess it had babies or something because they keep popping up around Remnant. Though not as dangerous as their big mommy (Her weak spot was her tail, though. I mean, c'mon.), they possess the same ability to tunnel underground and ambush you or get past your defenses. They are slow, however, which leaves them open to heavy attacks or high-damage combos. The Deathstalker is also a good enemy for team attacks if you want to use them.

Mutated Beowolf: Of all the creations Merlot made, this one is, in my opinion, the worst. Beowolves already have nasty teeth, big claws, and fearsome attacks. But no, Merlot just HAD to hop them up on that serum of his and make them 10 times worse. Unlike most of the other Grimm types, these guys have nearly no counter opportunites and can only be stunned for a few seconds. On top of that, they are very quick; running away is barely an option. However, they can be dealt with quickly if you will notice two things. First, ranged attacks, while they seem like the best option, will only make the distance between you and a Mutated Beowolf smaller. After three strikes from a ranged attack, they will break out of a stunned state and attack you with their deadly three-swipe charge. Second, they seem to rarely focus on more than one person and seem to change their focus of attack only after their first target is down. This creates a large blind spot whenever this guy is attacking. The best method is to draw them into an area with turrets so that there will be continuous damage occuring and so that there is a chance they will focus on the turret instead of your team. If all else fails, another tactic you can try is the ranged-charged heavy method. A single ranged attack will stun them for only a few seconds, but that is just enough time for you or a teammate to charge up a heavy attack to do a good amount of damage. Don't use this method, however, if you already have turrets set up. With a Mutated Beowolf, the more turrets the better because it will keep them from dealing extremely high damage to the nodes and your team.

We will see in the next section that there is, in fact, another easy way to deal will all Grimm types and benefits the entire team regardless of which node they are at. These methods mentioned here are just what I have seen to work and ones that I try to use when battling the Grimm. You may find that there are other methods which are far more effective to use and much safer to execute.
Team
They say the Hunters and Huntresses of the future are Atlesian jets on legs (kudos to you if you get my referece, hint: Tom Clancy). All of our dust-based tech, our aircraft, our mechs, our androids, cannot replace the ingenuity and cunning of a trained human combatant. You cannot go into the wilds of Remnant without this fact in mind. As such, you should be aware of the capabilities of your teammates: when should you use them and when should you not. Taking their strengths and weaknesses into account can help you survive the onslaught of Grimm coming for our precious security nodes.

First up is good ol' Team RWBY.

Ruby Rose: The cookie-loving leader of Team RWBY. Her high damage output in AOE combos, ultimates, and even team attacks when upgraded makes her well suited for fighting large amounts of Grimm. Use this to your advantage when the node is being approached by a horde as she can reduce their numbers in a very short amount of time. Furthermore, she can use her tier 2 electric ranged attack to handle any Grimm that get too close to the node but are out of her reach. Because, as we all know, it's also a gun.

Weiss Schnee: The Ice Queen who apparently has yet to return to Narnia. Though she may give the occasional cold shoulder to those she knows, she reserves her ice attacks for Grimm. While protecting the security nodes, her ice attacks can keep the Grimm from getting too close and make them vulnerable to more attacks. She also has a powerful tier 2 ranged attack which can make short work of most of the normal-type Grimm and do considerable damage to boss-types and Androids while allowing her to attack from a safe distance.

Blake Belladonna: The quiet book-lover and closet cat burglar. She is quick on her feet and can weave in and out of Grimm hordes without taking a single hit. Her ultimate can prove useful for the high amount of Grimm you will encounter at the nodes, but her specialty is her Stun Blade ability. If you are working for Flawless waves, her Stun Blade will keep the enemy stunned (duh) and redirect their attention away from the security node. Then she is free to deal damage with her weapon however she sees fit. Additionally, she can draw enemies into killzones created by the turrets using this ability. Now that's a katana!

Yang Xiao Long: The hot-headed brawler of the team. If the Grimm somehow manage to remove a single strand of her hair, I'd suggest running like hell because things are about to get messy. She has a ranged attack that matches that of Weiss when upgraded and can be used to great effect against normal-type Grimm. For boss-types, her tier 3 ultimates can do high damage and, depending on the tier 3 ability selected, trap the Grimm in a ring of rock pillars which will deal damage to any Grimm that touch them. Use her when you have waves of larger Grimm or Merlot's Androids.

Recently, Team JNPR was recruited into this mission. Their capabilities can make them valuable teammates on the battlefield.

Jaune Arc: The clumsy, yet confident leader of JNPR. Though he may fumble with his sword on occasion, you can count on him to be quick and precise while on the dance floor or while fighting Grimm. His combos and heavy attacks allow him to hold his own in combat, but his ultimate is what will likely save your life. Depending on his choice, he may buff either your health, speed, or damage, all of which can help you and your team effectively defend the nodes. Furthermore, he can use a passive ability to double how long the buff is active, which idealy should be used during waves of boss types and while using the damage buff.

Nora Valkyrie: The pancake-loving leg-breaker. She may not know what a sloth sounds like, but she does know what to do when the Grimm attack. Like Ruby, she has a very high damage output overall, and her added electricity buff makes her effective against all Grimm types. Most of her combos are AOE, so this can be used to great effect while in combat. Her heart-shooting grenade launcher is what will keep those nodes safe, though. Whether higher damage or proximity mines, her ranged attack will keep the Grimm at bay and security nodes unscathed. Furthermore, it makes her very effective against both android types due to her high damage and range.

Pyrrha Nikos: The maiden Remnant deserves, but not the one it needs right now. Her skillful fighting style will allow you to breeze through the waves of Grimm all the while keeping the nodes safe. For general defense, her ultimate attack can wipe the floor with the Grimm and when in combination with Jaune's buffs nearly KO the larger Grimm and Androids. But fear not if the Grimm manage to get past her. She also can upgrade her counter so her shield bounces around like some Marvel movie, stunning any Grimm that are in the way. You'll be glad to hear that signature "Hello, again!"

Lie Ren: Sloth expert and skilled ninja. You can always count on him to never stop moving foward in the face of the challenge the Grimm present. His upgraded range attack allows him to do double damage to Grimm, x4 damage if used with Jaune's upgraded damage buff. His ultimate also allows for crowd control to keep stray Grimm from getting too close to the security nodes. Also, if you set up team attacks for him, he can use his to cut a path through the Grimm and deal damage to any Grimm in his way. His speed and overall combat effectiveness make him well suited for patrolling between the nodes.

The characters' active abilities are useful for the aforementioned situations. However, because you are allowed only four teammates, you may have to improvise if you have characters not suited to a situation. Furthermore, your teams' passive abilities can change the battle dynamic in very interesting ways, so be sure to check your setups before going into battle. Other than that, the only real requirement is Quick Revive. The basic revive takes far too long and puts other teammates at risk. Every second counts, and every second used to revive is another second the Grimm can use to attack the security nodes.
Equipment
Thanks to our alliance with Atlas, we have been able to acquire defense tech that will be useful in protecting security nodes around Remnant. For a certain amount of Lien, you can purchase this tech while on the battlefield to assist you in fending off the Grimm. This tech, the turrets, has features that vary model to model and have their own capabilities that can compliment your team's. As a side note, Lien can be earned by fighting through the waves of Grimm, getting flawless waves, and can also be found in green boxes around the spawn area. You likely won't be buying a turret on the first wave, but the general strategy is to save up to buy the turrets you need.

Machine Gun Turret - 3500 Lien: This is the standard model and also the cheapest. Like the gatling guns of old, it has multiple barrels and a high rate of fire making for a good defense against the normal-type Grimm. Despite its damage per second, it has an overall low damage output so it is recommended that you upgrade from this basic model when you have the opportunity.

Ice-Throwing Turret - 4000 Lien: While it has a low damage output like the base model, this turret makes up for that by freezing any enemy it targets with the exception of the larger boss-type Grimm. However, it is extremely useful against the Merlot Androids as it opens up more opportunities to attack them. Past wave 5 or 6, however, it is unlikely these will be effective due to higher amounts of boss-type Grimm. Still, I wonder why Atlas hasn't made other elemental turrets yet...

Grenade Turret - 5000 Lien: I'm going to be honest here, I skip past this turret in favor of the next turret I will describe. This turret has a good damage output, but a low rate of fire. You may buy this turret in situations where you have large amounts of Grimm you need to clear out, but it is unlikely it will prove useful on the higher waves. That's not to say this turret is completely useless, but for 5000 Lien there is a much more effective turret to buy.

Shotgun Turret - 5000 Lien: Ever wonder what it would be like if you automated Yang's shotguns? Say no more. Like the ranged androids, it fires in a wide arc and, like any other shotgun, does more damage the closer the target is. Even at range, the turret can draw enemies away from the security nodes and continue to do damage as they get closer. Well worth the price, if you ask me.

I would like for you to keep in mind that my preference for the shotgun turret is a preference and not a requirement. If you find that the grenade turret is more useful, by all means use it. On another note, your turret selection should complement your defenses. If your plan is to freeze the Grimm in their tracks but Weiss is at the other node, get some ice turrets. Finally, buying lower tiered turrets in the beginning and saving your Lien for the higher waves will allow you to create strong defenses by the time you are on the last few waves and your team is spread out between the various nodes.
Closing Remarks
Hunters and Huntresses, I hope you find this information useful on the battlefields of Remnant. One thing to keep in mind is these are general strategies that can be used in most of the situations I have described. You may find later that there are different strategies and approaches that you can use to combat the Grimm, and if so there is no harm in using them. Perhaps you come to find that a grenade launcher turret suits your needs better than an ice-throwing one, or your team should upgrade their ranged capabilities instead of their AOEs. The battlefield is a dynamic place and decisions like that can turn the tide of the battle. Use the tactics you see fit, and good luck out there!
Linked Guides and Acknowledgements
Looking to get the Horde Achievements? BlueFountain has an excellent guide for that.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=781734294&searchtext=horde

gvk's RWBY: Grimm Eclipse mod installer was used to remove the hud for the screenshots.

All screeshots were made by me and taken while in game.
4 Comments
QuasiSnipr1048  [author] 31 Jan, 2017 @ 5:19am 
Thanks Jestereir! I'm glad you guys can make use of it :steamhappy:
Jestereir 31 Jan, 2017 @ 4:20am 
This is really well written and doesn't only provide good information, but is also a complete joy to read through!
QuasiSnipr1048  [author] 29 Jan, 2017 @ 8:35am 
Lol whoops! That's what I get for writing this guide in the middle of the night. Corrections have been made.
Kaldra 29 Jan, 2017 @ 5:45am 
Jaune has a passive that doubles the *duration* of his buff, not the power.