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G-2 Companion

## Overview

* Haigen's hobby project G-2 joins you in battle and helps you to fight lumes.
* Unlocked at Rank 21 for players with the Road to Elysion DLC.

* Robot characteristics
	+ G-2 is a short robot with 350 life points and a melee attack dealing 666 damage, with a frequency of about once per second.
	+ G-2 will follow the player and attack nearby lumes.
	+ G-2 can jump over tower bases.
	+ If he dies in combat he will respawn at the core after 6 seconds.
	+ If accidentally crushed by a tower base, it will respawn immediately.
	+ Its behaviour can be set to aggressive or defensive.
	+ It regenerates and respawns if it gets fainted, similarly to the Characters.

## Related achievements

* **ROBOTS, ROBOTS EVERYWHERE:** Finish a map playing SiMo with the G-2 Companion, Roboticist and Electrical Outburst.

## Notes & tactics

* While not doing a lot of damage, the G-2 Companion can aid well for kiting and holding the aggressive lumes.
* There are a few scenarios, when the G-2 Companion might be actually unwanted around and then it is better to hold him passive somewhere further by changing his behaviour to **defensive**. These are similar to the situations with Roboticist, Reinforcements and Best friends forever.
	+ Care should be taken using this perk in maps with the Super Heavy as the robot may provoke the boss to fire its beam, potentially destroying important towers and the maze in the process.
	+ Hoverer queens might get triggered to produce an attack due to nearby companion, and this might be close enough to towers to stun them temporarily with their attacks.
	+ The Walker Patriarch might be provoked to produce a large punch in a zone, where this is unwanted.
	+ Hoverers are mostly tricky and then the player usually just should be wary of a potential knockback, that can be riskier in maps, where it is easy to fall/get drowned.
* The perk finds use in all game modes, inclluding **Survival**, since he can help well with the aggressive lumes, thus indirectly increasing the damage dealt to them.
Thor Module

## Overview

* Towers emit a shockwave that deals 1250 damage to nearby enemies when they kill an enemy.
* 1 second cooldown
* Unlocked for players who have the Ruins of Brightholme DLC, at Rank 26.

## Notes & tactics

* A potentially good pick along with towers, that have short range and low/medium attack speed, e.g. ACP, Lightnings due to the perk's low range and the 1 second cooldown.
* This perk finds use mainly in the **Campaign & Easy** modes, since in **Survival** it tends to lose impact in longer games, due to the rising health pools of the enemies.
* It is possible that (although not 100% proven), if picked in a coop game, it will deal some damage even to coop partners, which is also possible for the Zeus module.
Concussion Rounds

## Overview

* Critical hits over 2500 in damage stuns the enemy for 2 seconds.
* 12 seconds cooldown.
* Community perk by Azrik.
* Unlocked at Rank 47 for players, who have **The Last Stand** DLC.

## Notes & tactics

* Some weapons that can go well with this perk are the Sniper rifle, Plasma rifle, Nailgun & Ballista. It is recommended that these are used on SiMo with the Marksman perk to get past the damage threshold for **Concusion rounds**.
* It might be tricky sometimes, since the player might want to stun a specific enemy (e.g. a boss) and then they have to hold the fire of the high-damage weapon in order to save the stunning shot for the important lume.
* It can find some use in all game modes, including survival, since the stun can serve random purposes for holding & kiting the lumes.
Plumber Shoes

## Overview

* You deal 4000 damage to enemies you land on.
* Increases air control. (This also means a greater jump height)
* Unlocked at Rank 8.

## Related achievements

* **LOOK MOM, IM FLYING:** Finish a map playing Sweet Autumn with Rymdskor, Plumber Shoes, and Upper Class.

## Trivia

* "Plumber Shoes" is possibly a reference to the popular Nintendo game *Mario*, who's main protagonist Mario was originally a plumber, and as a primary form of attack he can simply jump and land on enemies.

## Notes & tactics

* The 4000 damage to lumes is unaffected by damage-modifying character-related abilities & perks (i.e. it 'll always be 4000 and this can't be changed).
* It can help improve kiting a bit, since the air control & jump makes escape or reach-to-target easier.
* The damage component is effective mainly vs weak lumes such as Runners, Brood mothers, Snorkers & Walker pups.
* It can be somewhat good when used around Hoverers and in maps, where it is easy to get fainted due to falling.
* The perk feels good if used along with Rymdskor and then the player has both a great jump and excellent air control, especially if used on Sweet or Skye.
* The air control itself can find some use in all game modes, including Survival, where the air control can help a bit for kiting, or for an escape, although then the damage component of the perk tends to lose impact over time, due to the increasing enemy health.
Skye Autumn

# Abilities

* Skye deals 2% more damage for each hit on the enemy, up to a maximum of 50 stacks. Each stack of this ability lasts for 5 seconds. (Hits that deal 0 damage do not count)
* She can also double jump.

# Biography

Skye Autumn, the elite soldier and over the top confident badass of Sanctum 1. Assault Rifle in hand and a wry smile on her lips she is known as the one who single-handedly defended the Cores from massive hordes of the bioluminescent alien creatures known as Lumes.

Growing up as the army brat daughter to one of the first Core Guardians on LOEK III, she was always meant to follow that same path. Seeing her father being celebrated as a hero of the people in Elysion One inspired her to give everything and more during her training. Brought up in the sheltered environment of the Elysion Research Facility, she spent all her time perfecting her skills. She cared for nothing except becoming the top ranked prospect in Guardian training. She succeeded. However, right before her graduation, her father was injured during a mission later known as "The Renfield Incident". He died shortly after. Skye’s reaction was violent and she quickly turned from being the perfect student into a merciless, patronizing ass towards people below her skill-level. She also showed little or no respect for authority which could have resulted in having her Core Guardian status removed if not for the fact that she had such raw talent in battle. Her bad attitude is simply tolerated as long as she keeps killing off Lumes for the sake of Elysion One. Skye lives for the adrenaline rush of the perfect kill and enjoys battle as if it was all a game to her. The rumors say that her crazed laugh after a successful mission even makes her commanders feel uneasy. Skye herself is very well aware of her bad reputation and makes no attempt to improve it. Why would she?
Shotgun

Damage
 Shots per Second
 Magazine Size
 Damage per Second
 Sustained Fire Time(seconds)
 Weakspot Damage Bonus
 Reloading Time(seconds)

## Overview

* The Shotgun is the primary weapon of Haigen Hawkins and cannot be changed for him before rank 40.
* This weapon is unlocked at rank 20 for all characters to use as a secondary weapon and after rank 40 on they can use it as primary as well.
* Fire modes
	+ The primary fire shoots a hail of 9 pellets with high spread. The individual pellets deal more damage the closer the user is to the target, but if the player is too far from the enemy, even if a pellet hits, it would do no damage - this weapon has lower range than the other weapons.
	+ The secondary fire charges the weapon to incorporate extra ammunition into the primary fire. The resultant shot still fires 9 pellets, but each pellet does significantly more (combined) damage. The pellets do damage based on how much ammunition is incorporated into the shot. Using the secondary fire to power up the primary fire can allow it to deal damage to lumes with 300 or more armour (Armoured Heavies, Super Heavies, Heavy Pups & curled Bliskeblaskes).

## Notes & tactics

* The secondary fire can deal high bursty single-targeted damage and moderate to good dmg vs armoured lumes, although pressing on the primary is preferrable for higher DPS if the lumes don't have too much armour.
* As a main weapon of Haigen, this weapon can serve well in SiMo's hands, too, since he can deal great crit damage with holding the secondary fire charged and aiming at weakspots from close.
* Using the weapon with Hip Fire is mostly fine, since the weakspot dmg bonus is below 40%.
Armor Shredder

## Overview

* Your shots ignore enemy armour.
* Unlocked at rank 35 for players, who have The Pursuit DLC.
* Weapon damage will ignore damage reduction. However, if the enemy has infinite armour, weapon damage will still be unable to penetrate (e.g. weapon damage on an Armoured Heavy will ignore the 300 damage reduction from its armoured body and the 150 of the weakspot, but weapon damage on a Hoverer or the body of a Bobble Head will still be completely negated).
* When hitting the weakspots of armoured lumes, not only the weakspot's innate armour will be ignored, but will be dealt as a bonus weakspot damage - this way an Armoured Heavy, hit on the weakspot would suffer 150 extra damage and a Walker Warrior - 10 extra dmg. This is in action per hit, regardless of the used weapon.

## Notes & tactics

* Armour Shredder allows certain weapons with low damage per shot/tick like some rapid ones such as the SMG to retain their effectiveness, since armour can diminish their damage considerably or even negate it completely at times.
* This perk is overall good vs some enemies that have excessive amounts of armour like:
	+ Bliskeblaskes when they curl into a ball (750 armour)
	+ Super heavies (450 armour)
	+ Armoured heavies (300 armour)
	+ Heavy pups (300 armour)
* It is among the good perks for the 4 maps in **Outskirts (The pursuit DLC)**, since lumes there have plenty of armour.
* It has no impact on the Drone launcher's primary fire, since it ignores armour by itself, although it affects the secondary fire.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies. Despite of this, in Survival it can can find use as a tool for application of Synergy, Exposure rounds & Slowing rounds, since only damaging shots can apply those (Sweet's burn cannot). Also situationally for Concussion rounds, since the weakspot damage against armoured lumes becomes higher (although that of semi-invulnerable lumes like Bobble Heads is unchanged).
Steady Aim

## Overview

* Standing still increases damage by 5% every second while standing still.
* Max 50% damage increase.
* Unlocked at Rank 38 for players with **The Last Stand** DLC.

## Notes & tactics

* This perk can be powerful if used to kill lumes in the maze's killzone.
* It loses its purpose when there is too much need of kiting.
* Some weapons that can find good purpose with this perk are the Drone launcher and accurate ones like the Sniper rifle & Plasma rifle.
* It is tricky to use with the REX, as if the knockback is not neutralized (via looking upwards or standing next to a wall), the bonus damage from **Steady Aim** resets. Also if used with this weapon, the usefulness is mainly for the secondary fire.
* Players using this perk should stay away from Hoverers as their attack will cause a knockback, that counters the perk.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Base

## Overview

* Tower Bases are fundamental constructions for players to place towers on or obstruct enemies, if not both. Players should use these to create elaborate mazes to keep the enemies away from the core.
* Unlike the prequel, bases cost no resources to build. Instead, they have their own resource, which is granted to the player in between waves.

## Gameplay Notes (Player Side)

* Bases, & towers, are invulnerable for the most times, but there are two enemies that can destroy them with certain moves - the Walker Patriarch & Super Heavy.
	+ Destroyed bases are marked in red with a cross on the minimap. They, alongwith the towers on them, can all be repaired for **no** cost at the next build phases.
* Tower Bases can be transferred to other players directly by aiming at them and by holding down the secondary fire button.
* During Survival and in a part of the maps in Campaign mode, after a certain point, players are no longer granted Bases. They will still earn resources in between waves.
* There is no penalty for recycling bases without towers on them while the Hardcore feat is active.
* Recycling a base also recycles the tower housed on it if there is one.

## Gameplay Notes (Enemy Side)

* On rare occasions, Walker Warrior may leap over the tower base if the player leads them to a base adjacent to an "open" space, where the players can cross, but lumes would normally ignore, resulting in it ignoring most of the maze built.
* Rhinos will accelerate to very high speeds on straight lines, about as fast as Runners, so creating a maze with twists and turns is highly recommended to prevent them from speeding through towers and reaching the core prematurely.
* Jumpers, who appear often in Brightholme, can leap over single tower bases unless a tower is built on top. However, they cannot leap over two tower bases built adjacent to each other, which should form a wall two bases thick.

## Trivia

* Originally, both resources and bases were stored into dropboxes that would appear around the Core once a wave ends, and needed to be picked up before consuming. After a patch, however, they're now immediately distributed to players' account.
Hold your Fire

## Overview

* You gain 20% more damage each second you don't deal damage. Max 100%.
* Community perk by 94Connor949.
* Unlocked at Rank 46 for players, who have **The Last Stand** DLC.
* Only counts instances where you inflict damage, missed shots will not reset the bonus.

## Notes & tactics

* Some weapons that can work well with this perk are the Ballista, Sniper Rifle and Shotgun. (if these are used without Tactical juxtaposition)
* If using this perk it is recommended to avoid weapons with area-of-effect or rapid fire as most of the bonus will be lost. Explosions that deal damage to multiple enemies will only deal increased damage to one.
* Don't feel you need to wait 5 sec. between each shot to optimise damage, you will generally do more damage just attacking and just take advantage of the bonus damage when swapping weapons or moving to engage different enemies.
* Effectively guarantees 100% damage on the first shot of each wave, as there are no enemies present during build phases, and therefore nothing to damage.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Limiter Removal

## Overview

* Press USE *(F by default)* to boost tower damage by 50% for 10 seconds. After this, the tower is disabled for the remainder of the wave.
* Community perk by ChrisH36.
* Unlocked at Rank 48 for players, that have **The Last Stand** DLC.
* Stacks multiplicatively with Amp Spires.

## Notes & tactics

* This can be a potentially good perk if it gets use in the last part of a wave, or in a specific time of it, to kill a boss lume or specific potentially problematic lumes.
* It can find good use in all game modes, including survival.
Sweet Autumn

# Abilities

* Sweet's shots set targets on fire
	+ Enemies hit by her burn for 4% of the original damage done (before armor) every second for 6 seconds (i.e. they burn for 24% of the weapon damage over 6 seconds).
	+ The burning effect will be applied even if Sweet hits otherwise invulnerable body parts of the lume, i.e. she can burn Armoured Heavies, Bobble Heads, Hoverers and all other armoured lumes even if she doesn't deal any weapon damage to them.
	+ If the Hydra Hunter Feat of Strength is activated, enemies on fire regenerate health 50% slower.
	+ The burning effect applies only on initial hits/shots - it wouldn't be triggered by random other damage-over time (DoT) effects such as the Circle Saw's bleeding DoT of its secondary fire, the Sub Mini-Gun's poison DoT of the secondary fire or the DoT that follows the primary fire of the Gatling Laser. Also the Plasma rifle's secondary fire balls have to explode for the burn to trigger - the ticks of electric damage don't trigger the fire.
	+ This damage **does** apply or extend effects such as those of perks like Slowing rounds, Synergy or Exposure rounds.
* Sweet has great air control
	+ She jumps higher than most other characters, except Skye.
	+ Sweet has better movement control while in the air than other characters.

# Biography

Imagine Skye as a 19-year old and you're looking at Sweet. Except remove the bad attitude of Skye and replace it with an equal amount of over the top cuteness. Sweet Autumn is oddly creative when it comes to renewing her own appearance and it's not uncommon to find her sneakily tagging other peoples gear with random doodles. Her appearance and behaviour makes it easy to dismiss her as a naïve and harmless girl but then again she is the younger sister of Skye.

Sweet has a fondness of all things that go boom. Loud, flashy and heavy is her way of dealing with Lumes. She rushes into any battle without hesitation and makes sure to have a damn good time while she's at it.

Equipped with her brutal REX and a sturdy exo-skeleton she's ready to withstand heavy recoils and wild leaps through the air. It's not uncommon to see her bouncing around the battlefield like a kid in the middle of a sugar-rush. She might seem careless and easily distracted, and that's exactly what she is. She's still killing off Lumes as if she was custom built for the job.

# References

Coffee Stain Studios Official Blog

# Notes & Tactics

* Sweet is good vs crowds, since she can apply the burn damage to multiple lumes at once.
* Her burning damage makes her very effective vs Soakers as well, since every tick of fire makes them more vulnerable, and every weapon hit she deals is technically seven damage ticks (1 weapon + 6x burning).
Perks

## General notes

* New perks are unlocked at certain ranks.
* New perk slots are unlocked at ranks 4, 8, and 12, giving a maximum total of 3 perk slots.
* There are a total of 63 perks - 25 base game ones and 38 from the DLCs (6 from Road to Elysion, 7 from Ruins of Brightholme, 7 from The Pursuit & 18 from The Last Stand).
Dicey Shootin'

## Overview

* Each shot fired has a 50% chance to missfire, dealing no damage. Successful shots deal 250% damage.
* Unlocked at Rank 42 for players, who have **The Last Stand** DLC.
* The missfire roll is performed for each instance of damage the player causes, not per shot. Therefore, it is likely that an Area of Effect weapon will damage some enemies and not others within each explosion.
* The bonus damage is dealt as +150%, stacking additively with other bonuses. Misfires will always deal 0 damage.
* Despite of the initial hits of some weapons not doing damage, they still would apply damage over time (DoT), if there is such. This means that the poison of the SMG's secondary fire, the Circle Saw's bleeding DoT of the secondary fire, the Gatling Laser's DoT that follows the primary fire and Sweet's burn would apply even if the "injecting" shots don't deal damage to the affected lumes.

## Notes & tactics

* Potentially effective against armoured targets, since misfires can't be weakened futher by armour and bonus hits are less affected overall by armour.
* In the case of single target damage, the inconsistency created by this perk will be least pronounced with high rate of fire weapons. With any weapon, the inconsistency loses relevance as the HP of the target increases, similar to optimal Focus damage targeting.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage in Survival. In this mode it could also be used to penetrate the armor of some lumes in order to apply debuffs such as Synergy, Exposure rounds & Slowing rounds.
Grenade Launcher

Damage
 Shots per Second
 Magazine Size
 Damage per Second
 Sustained Fire Time(seconds)
 Weakspot Damage Bonus
 Reloading Time(seconds)

## Overview

* Unlocked at rank 31 for players, that have The Pursuit DLC.
* The grenades fired by both fire modes are heavily affected by gravity.
* Fire modes
	+ The primary fire shoots a grenade, that bounces once before exploding in the next obstacle they meet, regardless of whether it's a lume, a wall or something else.
	+ The secondary fire shoots a cluster grenade, that explodes into smaller bomblets after 3 seconds, covering a wider area than the primary fire's grenades and dealing overall more damage. This bomb also bounces at first, although to a much lesser degree than the primary fire's grenades.

## Notes & tactics

* The primary fire shoots grenades at a decent velocity, and due to the bouncing mechanic of the primary fire's grenades, players can get grenades to bounce at various angles to fire around corners or high up into the air, making the primary fire very versatile.
	+ The closer to the player the primary fire's grenade is shot, the higher the grenade will bounce, but the distance it travels before exploding will be shorter, and vice versa.
	+ To aim relatively accurately and hit lumes in front of the player, usually he has to aim a bit below them, thus ensuring that the grenades 'd explode into their bodies quickly after bouncing.
* The weapon can damage tricky enemies such as Bobbleheads, Hoverers, Hoverer Queens & Fiskeplaske but this is difficult - the primary fire's grenades have to bounce off the ground first, to explode into the vulnerable body parts. It can also trigger Laser Bridge's lasers, but, again, doing this is tricky and hard to do. The secondary fire clearly cannot damage Bobble Heads & Fiskeplaske, although it can hit the backs of the other partially-invulnerably lumes if the explosions hit their backs.
* The usage of this weapon with Hip Fire is mostly fine, since the weakspot damage of it is much below 40% and the damage with the perk would be more, regardless of whether hitting weakspots or not.
* The Tactical juxtaposition perk doesn't seem to lead to a higher switch-delay if using secondary fire last before switching to the other weapon, unlike the the conversion of some other fast weapons into slow, which makes picking this perk a somewhat fine choice.
Rolfinator

## Overview

* Rolfinator is a fixed grand manual turrent, found in the maps Arc, Radar & The Last Stand of the **Arc Islands**.
* A player can hop in and control it by pressing the use button *(F by default)*.
* It has 20 ammo and is automatically reloaded after each wave and if ammo is depleted out-of wave. Outside of waves, it can be manually reloaded.
* Every shot fires two explosive projectiles, each dealing 2,500 damage.
* It has weakspot damage (around +30% damage when hitting weakspots).
* Its shots trigger the "defensive mechanism" of Bliskeblaskes.
* Spore keepers would still fire spore balls if they are close enough to the player who controlls the **Rolfinator**, but then they cannot hit him.

## Notes, tips & strategies

* It can aid vs the **ground** lumes relatively well, but its somewhat lacking acuracy makes it not as good vs the flying lumes.
* While it shines mainly in solo campaign games, it still can find some good use in coop and against the first dozens of waves in **Survival**.
Rhino

10 (weakspot)

## Overview

* Rhinos are heavy lumes that will charge on straight segments at high speeds, but if they encounter an obstacle, be a maze constructed or the map, the Rhino will slow down considerably until it has another clear path to charge again.
* A Rhino is not aggressive towards players, although it will damage those who stand on its way. Only attacks the Core once it is within range.
* Accelerates on straight paths. The player will take damage (~75) if he/she stands in its way once it has started to gain speed. At average or max speed a player can be immediately knocked out.
* Its attacks are *Impale* - When the Rhino reaches the core, impales it with its horn. Deals 75 damage per hit.
* Its weak spot is on the *Chin* (below the horns) - indicated in red on the lower part of its head.
* This lume appears in most game maps. There are only 6 maps without **Rhinos** - the 4 ones from the first region (Facility), 3-4: Abandoned Lab and 7-2: Field.

## **Trivia**

* At some point the Rhino 's name was changed from 'Charger' to 'Rhino'. When a round with Rhinos begins, sometimes you will hear your character make a comment about how Chargers are coming.

## Notes & tactics

### Tower Strategies

* A small bend in your maze will keep Rhinos from charging very far. Consider adding bends to the long straight paths of your maze when you know Rhinos are coming. Creating a maze which forces the Rhino to turn more can decrease its threat level substantially.
* Build towers at corners or bends to maximize the time they can spend attacking Rhinos.
* Rupture Mines can kill or seriously injure a Rhino if it charges while (or a bit after) being caught by the mine.

### Player Strategies

* Don't stand in front of a Rhino. It can suddenly charge and knock you out across even short distances. Interestingly, even heavily slowed or tightly stunned Rhinos still remain a huge threat and any player/friendly AI in their path can easily get fainted by slightly accelerated Rhinos, despite of this sometimes being visibly strange.
Fighting Explorer Conscripts

## Overview

* The **fighting Explorer conscripts** will aid the player vs the lumes in 9 of the game maps:
	+ Introduction (11x)
	+ Park (2x)
	+ Bio lab (6x)
	+ The gate (25x)
	+ Cliff lodge (4x)
	+ Outpost (8x)
	+ Train station (14x)
	+ Laser bridge (18x)
	+ Power relay (6x)
* They have 50 health, don't regenerate and don't respawn if they faint.
* Their damage is 225 per shot. They occasionally can hit weak spots, even such on Bobble heads, Armoured heavies and Fiskeplaske.
* Fiskeplaske is the only aggressive lume, that will ignore the **Conscripts,** never targetting them, but they will be killed or damaged if his exploding particles hit close.

## Notes, tips & strategies

* They can find some use mainly as baits for enemies, although they will also deal some minor damage. Often they cannot be protected, due to their bad positioning, so they will fall victims of the lumes.
* There are some scenarios, where they can be problematic.
	+ One is the fact that they can be targeted by a Super heavy. This is valid for the maps Outpost & Train station. This is one reason why it is good to try to place the towers & bases a bit further from them, since parts of the maze are likely to get destroyed if the boss has sight on the **Conscripts**. Having, however, a weapon with explosive knockback, can be utilized to try to move them via hitting them (they don't take damage). Some of the weapons with such are the Battle rifle, Rex, Grenade launcher and the Assault rifle with its secondary fire.
	+ Another tricky thing is when there are Hoverers, although then the player can just try to keep some distance when a **Conscript** provokes their attacks.
Screamer Matriarch

37 (weakspot)

## Overview

* The Screamer Matriarch is a superior version of the Screamer - it has more Health, some Armor and causes more damage with its attacks, although these lumes appear in smaller numbers.
* A remarkable difference is in the range of the attacks - Matriarchs are capable of reaching the core, players and friendly AI with their attacks from a very big and sometimes unexpected distance.
* Like the Screamer, this enemy will stop to attack players on its way to the core. It spits green projectiles at its target, which explode on impact and deal area damage to nearby players.
* The Screamer Matriarch has a large weakspot on its rear as well.
* When it attacks the core, it deals 75 damage per hit.

## Appearances

Screamer Matriarchs appear in 22 game maps:

* 2-1: Construction site
* 2-2: Com tower
* 2-4: Outpost
* 3-2: Canopy
* 3-3: Roadworks
* 4-1: The Depths
* 4-4: The End
* almost all DLC maps, except only 8-1: Below Arc.

## Notes & tactics

* The Screamer Matriarch's attack is considerably stronger than of a regular Screamer. It can knock out a player in just a few direct hits and it also has some splash damage.
* Due to its largely improved health, stronger attack and still capable of moving at considerable speed, the Screamer Matriarch should never be underestimated even on small numbers.
* Due to the high range of their attacks, it is sometimes better to spend some bases or to change path just to restrict the Matriarch from getting at dangerous range from the core. The problems with their high range can sometimes be very confusing, particularly on some maps like:
	+ Roadworks (the simple solution there is to change path, since they snipe only when walking in one of the paths)
	+ The End (if bases are put on the row, closest to the core and Matriarchs reach their range)
	+ The Smasher (bases have to be spent in order to reduce their vision to the core)
	+ Shortcut (bases can be put closer to the core to prevent the sight of the Matriarchs)

* The Screamer Matriarch has much more health than the average enemy, along with some armor, so it is recommended to use towers with high single-target DPS, such as the rank 3 Cannon, the Lightning, and the Focus towers.

* Player Strategies
	+ The Screamer Matriarch behaves very similarly to the Screamer, so players can employ identical strategies, such as luring the Screamer Matriarch within range of the towers and evading the projectiles to keep them from running further.
	+ Players can also utilize this distraction tactic to expose the weakspot for an easier kill.
	+ If the Matriarch has started to attack the core, but hits a player instead, it will start to shoot at the player instead. This can be utilized as a core-saving method if Matriarchs have reached the core. The same method can be applied to the other spitters - the Spitflies & the usual Screamers
Core-Tower Synergy

## Overview

* Towers deal 0.6% additional damage for each percent of Core health that was lost during the previous wave (=0,6% more damage per 40 core health lost)
* Stacks additively with Amp Spires.
* Unlocked at rank 17.

## Notes & tactics

* A potentially good pick if there is a very high likelhood that the core will take damage, particularly in Survival mode.
* It can have a particularly good co-action with the Resilient core perk, since if there is a high likelihood that the core will get damaged, then some healing can also come in handy.
* It can find good use in all game modes, although it appears more useful in **Survival** or if the player(s) have too much trouble with keeping the core without damage.
Achellios el Desterrado

Masculino
Centauro (Humanoide)
46 - 62 Raro
3,826
3 59
Alianza Horda
Las Mil Agujas [71, 49]

**Achellios el Desterrado** es un centauro de carácter hostil y de clasificación rara de nivel 46 a 62 que se encuentra patrullando una meseta en el suroeste del territorio en disputa de Las Mil Agujas. Camina junto a tres canes de manada Galak, lo cual implica que pertenece o perteneció a la tribu Galak.

## Habilidades

* **Cargar** — Carga contra el objetivo, se mueve rápido hasta su ubicación.

## Últimos cambios

* **Parche 7.3.5 (17 Ene 2018):** Ahora su nivel escala del 46 al 62.
* **Parche 4.0.3a (23 Nov 2010):** Se ha reubicado dado que su campamento fue inundado tras el Cataclismo.
* **Parche 1.1.0 (07 Nov 2004):** Añadido.

## Enlaces externos

* Wowhead
* WoWDB
Player Ranks

Players rank-up after earning sufficient amounts of Experience Points (XP). Ranking up unlocks new items, such as Weapons, Towers, Perks, and occasionally achievements. The current rank cap is 50, with 16 weapons, 20 towers, 63 perks, 8 loadout slots, and 7 achievements to unlock.

# Gameplay Notes

* Players gain experience primarily by killing Enemies.
* Experience is rewarded either after the last wave in campaign, or after the core is destroyed in survival.
* Small experience bonuses are awarded after each wave, based on various accomplishments. These are the only kind of experience points that can be gained from Sandbox mode, though is far less productive than even a brief Survival run.
* Experience earned is increased by 20% for each active Feat of Strength, up to a total of 100%.
* Each DLC increases the maximum rank cap and adds additional items to unlock.

# Player Rank Unlocks

## Base Game

The base game has a rank cap of 20, which unlocks 8 weapons, 12 towers, 25 perks, 7 loadout slots, and 2 achievements.

## Road to Elysion

The Road to Elysion DLC raises the rank cap to 25, which unlocks an additional 2 weapons, 2 towers, 6 perks, and 1 achievement.

## Ruins of Brightholme

The Ruins of Brightholme DLC raises the rank cap to 30, which unlocks an additional 2 weapons, 2 towers, 7 perks, and 1 achievement.

## The Pursuit

The Pursuit DLC raises the rank cap to 35, which unlocks an additional 2 weapons, 2 towers, 7 perks, and 1 achievement.

## The Last Stand

The Last Stand DLC raises the rank cap to 50, which unlocks an additional 2 weapons, 2 towers, 18 perks, 1 loadout slot, and 2 achievements.
"Puñalada" Bindo Tuercabum

* Esto significa que objetos y misiones ya no pueden ser obtenidos nunca más o se encuentren sin uso.
* La razón de mantener la información de esta entrada es puramente para propósitos históricos por lo que no debería estar incluida en ninguna otra categoría.

<Maestro de batalla de arena>
Masculino
Goblin (Humanoide)
70
Bajo Arrabal (Ciudad de Shattrath)
Desconocido

**"Puñalada" Bindo Tuercabum**  fue un goblin maestro de batalla de arena localizado en el Bajo Arrabal de la ciudad neutral de Shattrath. Fue eliminado en el Parche 4.0.3a.

## Últimos cambios

* **Parche 4.0.3a (23 Nov 2010):** Eliminado.

## Enlaces externos

* Wowhead
* WoWDB
Rymdskor

## Overview

* Movement speed is increased by 25%
* Gives you the ability to double jump. (If used on Skye, it would allow her to triple jump)
* Unlocked at Rank 8.

## Related achievements

* **LOOK MOM, IM FLYING:** Finish a map playing Sweet Autumn with Rymdskor, Plumber Shoes, and Upper Class.
* **MLG noscope maximum skill:** Finish a map playing SiMo with Tactical Juxtaposition, Rymdskor and Trickster.
* **Swedish police can't track this one:** Finish a map playing TSYGAN with Rymdskor, Trickster and Parthian Tactics.

## Trivia

* Rymdskor comes from the update title of a Swedish Sci-fi short story by John Sladek published in 1975, **Gudarnas rymdskor.** Original English title (translated from Swedish): **Space Shoes of the Gods**.

## Notes & tactics

* Along with the bonus movement speed, the jump can help with kiting, allowing for holding aggressive lumes at a certain zone, and can help for an easier reach of targets, or escape.
* It can help for easily getting to some otherwise hardly accessible locations, like the upper AR mines from 2-1: Construction site & 3-2: Canopy.
* It can feel pretty good if combined with Plumber shoes.
* It can find good use in all game modes, including Survival, where it can allow for a bit easier kiting of the aggressive lumes.
Introduction

17 | 3 | 26

## Overview

* **Introduction** is the very first map in Sanctum 2 and the first map of **Facility**.
* This map can be played only in single player mode.
* The map can be played only in the Campaign mode, solo. It cannot be played with feats - for this particular map all enabled will be reset and it 'll be played as a Campaign-mode game, regardless of what mode's been chosen before start.
* There are no time limits, like in 3 other maps - The Depths, The Labyrinth & The End
* If one plays the game publicly, it 'll appear as "Game lobby" in the open games' list and players can join it like if the player 's created an usual public lobby.
* This map can be played **only** with Skye, with the Assault rifle & Voltaic hand cannon, with the Cannon tower in possess.
* The map has 3 Lightnings.
* This map has 11 fighting Explorer conscripts, that will aid vs the lumes.
* The resources given are 160 after wave 1 and 225 after waves 2 & 3, for a total of 610.
* The bases given are 17 on the field and 3 after each wave, for a total of 26.

## Waves

* There is only 1 spawn location which is located to the west of the playable map area.

### Wave 1

#### **Starting Resources**

* 160 Resources (Extra 450 if you destroy pre placed towers)
* 3 Tower Bases (Extra 17 if you destroy pre placed bases)

#### **Enemies**

* Walker (As the very first enemy) - Encountered shortly after the Assault rifle is obtained.
* Walker warrior (The second enemy) - It appears after the door of the spawn point gets broken and has 50% of his base health, thus making it the only one that has 7500 health without the **Easy mode** being enabled.

#### **Reward**

* 225 Resources
* 3 Tower Bases

### Wave 2

#### **Reward**

* 225 Resources
* 3 Tower Bases

## Trivia

The map has some Easter eggs (link in Youtube: [1])

## Notes & tactics

* **Sanctum 2** works by using tower bases to build towers with resources to destroy lumes. Lumes are the enemies in the game that spawn in each wave giving you time between waves to construct what is generally called the maze.
* The maze is the path you force the lumes to take and usually you want this to be as long as possible with lots of turns to get the most value out of towers.
* Apart of this map, you also can choose a character, weapons, towers and perks before you start any of the next maps.
* Once lumes begin to attack the core they will generally no longer attempt to attack players. However, while being tricky, if using weapons with pushing effect, such as the secondary fire of the Assault rifle, this can produce enough knockback to some of the aggressive lumes and this to result in them starting to attack the player instead after some distance is gained by the knockback.
* The core is the structure that you are defending. It is a giant blue ball and your job is to prevent the lumes from destroying it, which is how you win in **Sanctum 2**.
* Make sure to create a maze and force the lumes to go into your towers and the towers provided by the level (although you can sell these and use the resources & space for Cannons in this particular map)
Runner

## Overview

* The Runner tends to spawn in groups.
* It ignores players, opting instead to rush directly to the core.
* When it attacks the core, it deals 20 damage per hit
* Runners appear in most game maps, except 11 of them - Construction site, Outpost, The Depths, The Labyrinth, The End, Laser Bridge, The Slums, Field, Below Arc, Radar & The Last Stand

## Notes & tactics

* The Runner is very similar to the Brood Mother, so identical strategies may be employed to take down both enemy types.

### Tower Strategies

* Runners have very low health (the lowest enemy health in the game), so towers that can hit in an area, such as the Rocket, ACP perform admirably. Lightnings are also capable, although they tend to overkill them. This allows multiple Runners to be taken out at the same time. The Orbital strike relay is also potent vs **Runners**, passing through the beam.
* Scatter Lasers also works well against groups of **Runners** because of the random firing pattern.

### Player Strategies

* The Runner's weakspot is the red region on its front.
* Runners move very quickly, but any weapon that causes damage in an area, such as the Assault Rifle's secondary fire, the REX, the Ballista's secondary fire, and the Battle Rifle, can take them out very quickly.
* Since Runners have quite low health, the player can usually concentrate on other, more threatening targets and just let the towers take care of the Runners.
* The Unstable Core perk renders Runners ineffective at damaging the core. Depending on how many players are in the game, standard rank 1 runners will only be able to hit the core 1-3 times each before being killed. The perk can be stacked for up to 8000 damage per hit, instantly killing any Runner that hits the core.
Default Loadout Wiki/Sekcja 2

Zawartość

* **Lewy nagłówek 1**
	+ Link 1
	+ Link 2
	+ Link 3
	+ Link 4
* **Lewy nagłówek 2**
	+ TBA

* **Prawy nagłówek 1**
* Link 6
* Link 7
* Link 8
* **Prawy nagłówek 2**
	+ TBA

Nagłówek B i linki

* **Lewy nagłówek A**
	+ Sekcja B link 1
	+ Sekcja B link 2
	+ Sekcja B link 3
	+ Sekcja B link 4
	+ Sekcja B link 5
* **Lewy nagłówek B**
	+ Sekcja B link 6
	+ Sekcja B link 7
* **Lewy nagłówek C**
	+ Sekcja B link 8
	+ Sekcja B link 9
	+ Sekcja B link 10
	+ Sekcja B link 11
* **Lewy nagłówek D**
	+ Sekcja B link 12

* **Prawy nagłówek A**
	+ Sekcja B link 13
	+ Sekcja B link 14
	+ Sekcja B link 15
	+ Sekcja B link 16
* **Prawy nagłówek B**
	+ Sekcja B link 17
	+ Sekcja B link 18
	+ Sekcja B link 19
* **Prawy nagłówek C**
	+ Sekcja B link 20
	+ Sekcja B link 21
	+ Sekcja B link 22
Warming Up

## Overview

* Every non-weakspot hit increases your weakspot multiplier by 12%. This bonus lasts for 15 seconds and can stack up to 10 times.
* Unlocked at Rank 40 for players, who have **The Last Stand** DLC.

## Notes & tactics

* Hits that deal no damage do not count.
* The secondary fire from the Plasma Rifle can rack up stacks extremely quick, however this works poorly against Soakers and just slightly armored foes.
* Similarly, the primary fire of the Gatling Laser as well as the secondary fire of the Sub Mini-Gun have damage over time effects (dealing non-weakspot damage), which fill up the stacks quickly.
* The Drones from the Drone Launcher are also very effective to gain stacks, and in turn benefit from the bonus.
* Alone by itself, this perk finds use mainly in the **Campaign** & **Easy** modes, since in **Survival** it tends to lose impact over time, due to the increasing health of the enemies.
	+ However, if used along with the Concussion rounds perk for 2500+ damage weakspot hits, it still can find some more usage.
Weapons

## General Notes

* There are 16 different weapons - 8 from the base game & 8 from the DLCs (two per DLC).
* New weapons are unlocked when reaching certain ranks.
* Players have a total of 2 weapons slots in Campaign and Survival modes. In Sandbox mode up to 4 weapons can be picked.
* The primary weapon slot is unlocked upon reaching player rank 40. Until then, players must use the character's preset weapons.
* If a weapon's clip is empty, the weapon will automatically reload, even if the player switches to the other weapon. Switching weapons on empty clips can reduce weapon fire downtime immensely.
* The values in the table are in action for the weapons in their base (default) state, without Tactical juxtaposition. If this perk is used, many of these change correspondingly.
Jumper

## Overview

* As a part of the Ruins of Brightholme DLC, the Jumper at first appears in 6-1: Shortcut.
* The Jumper is a tricky foe, that ignores players and actively leaps over bases on their way towards the core, being able to di it in straight line or diagonally. They can jump **only** over single bases, that have **no** towers on them. They **cannot** jump over any towers, **dual-base** walls and non-base (environmental) terrain obstructions; even small towers like Slow Field Dispenser, AR-mine Dispenser, Rupture mine dispenser or Drone tower would block their jump.
* Jumpers tend to spawn in large groups, or in medium-sized groups, usually accompanying other enemies.
* Their attacks to the core deal 50 damage per hit.
* Jumpers appear in 7 game maps - all 4 maps from the 6th region (Brightholme) and the first three from the 8th region (Arc Islands).

## Notes & tactics

* Without a perfect obstruction, Jumpers can swiftly bypass the densest part of your defense, so it's crucial to ensure that no Jumpers can draw a shortcut inside your killbox, and that they won't go easily to the core. Their jumping nature cannot always be ignored, especially on the map 6-3: Radar.
* A Jumper's weakspot is fairly small and located on their front, similar to a Runner's.
* Although running into a Jumper will not cause any damage, it can severly knock a player around and throw off their aim, or worse, into dangerous lumes or even off safe terrain.
* Jumpers will only jump over walls that are one block thick. Walls in crucial places can be made two blocks wide to prevent Jumpers from leaping over.
* Jumpers can detonate the mines that are placed on the bases they leap over.
* Player can strategically place towers to discourage them from jumping over bases. Cheap towers like AR-Mine Dispensers can be helpful for this purpose as even the smallest towers would block the jumps.
* Because they prefer to jump rather than walk, it can be difficult for players to hit them with much accuracy. Attacking with explosive weapons, REX or Battle Rifle for example, is one effective strategy at overcoming this.
* Another possible strategy is to employ slowing effects, such as by setting-up a Kairos tower or by placing Slow Fields, as these can even slow them mid-air, thus making them easier targets. Slowing Rounds and Slowing Presence also can help in this direction, but one should keep in mind that if there are multiple types of slowing effects, only the strongest one applies (i.e. they don't stack for a stronger slow).
* Lightnings can do decent job vs Jumpers, being potentially able to burst them down in a few hits.
Adrenaline Rush

## Overview

* Increases your movement speed by 5% for each hit on the enemy.
* Stacks up to 60 times for a cap of 300%.
* Each instance lasts 7.5 seconds.

## Notes & tactics

* The perk can be a good pick on random characters, e.g. on Tsygan (to further improve her superior movement speed) and on Haigen (to kite and survive more easily when close to lumes). Usually not very needed on Simo.
* It can serve random in-combat purposes like kiting, faster reach-to-target or escape, but also a longer jump, if needed.
* It is among the perks, that work fine in all game modes, including Survival, since there the **rush** can help the player to kite more effectively or to escape danger/reach a target at more ease.