Dam

32 | 10 | 105

## Overview

* **Dam** is the first map of **Outskirts** and introduces two new lumes - the Heavy Pup & the flying Bliskeblaske.
* There are two time limits, before waves 3 and 6, one minute each.
* In the beginning there are 32 tower bases in the field, and 4 towers - Gatling, Violator, Lightning & Rocket
* Starting resources are 300 and the reward after each wave is 250, for a total of 2550 at the end.
* The bases given are:
	+ 42 at the start (32 on the field + 10 granted)
	+ 7 after each wave
	+ a total of 105 in the end

## Trivia

The map has some Easter eggs (link in Youtube: [1] - the button is by the car on the lowered platform on the left - it is a thumbprint scanner)

## Notes & tactics

* This map is of average difficulty. It gives few resources and towers, but also some towers and bases are placed at the beginning
* The map is massive and one of the bigger maps in Sanctum 2. Focusing on the centre of the map is good, since this can help for a big radius of action for the towers, especially if there is a Range spire.

* Weapons
	+ It is good to have a weapon, that can deal with fast and big groups of enemies.
	+ Gatling Laser - the charge up of secondary fire allows to do good area damage, capable vs medium lumes and instantly destroying the small ones.
	+ REX - good against groups of enemies and flying units.
	+ Plasma Rifle - good vs groups of lumes with the secondary fire, potent vs single ones with the primary
	+ Shotgun is effective on Haigen with the bonus damage when being close makes enemies. However, it can prove tricky vs the bosses and when being around Hoverers & Rhinos
	+ Weapons that do good area damage, combined with a weapon that does good single target damage vs heavy enemies are good on this map.

* Towers
	+ ACP - effective vs crowds, able to wound seriously or even kill minor enemies later on at ease. Helps player(s) to concentrate more easily vs the bigger lumes.
	+ Focus - effective vs heavier enemies like the Armoured Heavies, Super Heavyes and Soakers. Needs proper construction of field of action for the range. Ineffective vs crowds due to constant losing of the warmed-up state.
	+ Anti-Air - effective vs both waves with flying enemies (5th & 8th)
	+ Scatter Lasers - useful mainly against non-armoured small & average lumes. However, Heavy pups, Armoured Heavies & the bosses are immune to them, unless Amp is applied for >300 damage per hit. Overcharging them is cost-inefficient.
	+ Drone - helpful vs Bobble Heads & Hoverers
	+ Lightning - potent, effective mainly if stacked as level 1 towers. Problematic in the waves with Hoverers, and Bobble Heads are immune, so it can be tricky around these enemies due to the low atack speed of the tower
	+ Violators - can be good if stacked in numbers before upgrade, although the upgrade is overall cost-effficient. If used as one/few towers, they are fine vs armoured & heavy enemies, but ineffective vs crowds due to the low attack speed.
	+ Rockets - used as a few (like 6+) can overcome the low attack speed, but if there are only few Rocket towers or just one, the ACP tends to shine more vs the crowds.
	+ Gatling - effective vs random non-armoured enemies, mainly smaller ones, but armoured lumes like Heavy pups, Armoured Heavies & Super Heavies are immune, unless the damage per hit goes above 300 via overcharge +/- Amp
	+ Mind Control Spire can be taken as a support tower in the non-boss waves, but can become a real threat if reached by the bosses, so if there are such, in the last wave it is good to remove them.

* Perks
	+ Tactical Juxtaposition - one of the best weapon perks in the game, but the player should be wary that used on slow weapons it reduces their damage per hit and this might reduce their capability vs the armoured enemies
	+ Corpse Explosion - good on levels such as this with big waves of lumes gathered together.
	+ Against All Odds - good when being around enemies
	+ Armour Shredder - effective vs Bliskeblaskes, Heavy pups, Armoured heavies and the bosses.
	+ Core Guardian is another optional weapon perk. It might be problematic vs Hoverers, unless the player has picked the Drone launcher
	+ Synergy is an optional perk, more potent in Survival mode, while the usual Campaign often feels better with other measures
	+ Penetrator Rounds can be tricky to apply and tend to be trickier than most other weapon perks
	+ Engineer can be tricky, since if the bosses come closer to the towers in the last wave, there might be a great risk for the towers & bases
	+ Core perks
		- Shocking Revelation - potentially helpful against Bobble Heads and random other enemies if you find yourself struggling to defeat them before they reach the core.
		- Resilient Core can help if the player has too much trouble keeping the core alive. Particularly effective if used with other core perks.
		- Unstable Core - effective mainly vs smaller enemies like Runners & Brood mothers, if they happen to reach the core.

* On wave 10 the Super Heavies spawn first, so measures have to be taken in order to not risk the maze or yourself while dealing with them and the 20 Heavy pups.

## Video playthroughs with links, towers, modes & results

* [link] - with ACP, Anti-air, Amp & Range spire; 5 Feats of strength; undamaged core
* [link] - with 2 ACPs, 3 Rocket towers, Anti-air and the Gatling, Violator & Lightning; 5 Feats of strength; undamaged core
* [link] - with Focus, 2x Anti-air, Range spire, Amp and the Rocket, Gatling & Lightning; 5 Feats of strength; undamaged core
* [link] - with 3 Lightnings, Kairos & the Gatling; 5 Feats of strength; 3940 core health remaining