Well since i haven’t seen any of these types of posts yet, i might as well put one ![]()
This is just a general List of the 3 basic builds, and how to play them effectively.
Mobility Build
This one is simple, your upgrading your speed, jump, and recovery.
What seems to be the best starting point for the mobility build is to
upgrade your jump. Having the ability to double, and triple jump is
extremely useful for chasing your targets. If someone is high in the
air, you can continue to chase them by jumping again.
Next you could upgrade either Recovery or Speed, but it is based
purely on personal preference.
I like to upgrade speed first seeing
as most people in the game are jumping, and when you can run as
fast as the people jumping, it takes people by surprise when you
chase them down on the ground and get them when they are
vulnerable.
Recovery is nice for when you attack someone, and they shield.
At it’s highest level you basically bounce off your target and can
get right back in the fray. That’s really all it’s useful for though…
The Mega Perk for mobility is the ability to stun other robots when
you use your slam ability (left-shift). This, if the person you stun
doesn’t know how to react to it, can get you easy kills; easy kills
are a good thing if you ask me ![]()
The general thing you need to do when playing a mobility build is
to chase your opponent down as fast as you can, but make sure to
either A) Stay in the air using your tipple jump, or sneak up on them
by running on the ground. I find that floating with the 3rd level of jump
above a group of people helps pick out a target.
Defense Build
Defense builds are great if you either A) die a lot, or B) know what
your doing. The focus here is knowing where you opponent is at all
times, and being able to stop their attacks.
Shield is the second most important ability if you play using a defense
build. The shield can stop your opponents attacks if you time your shield
correctly. The flaw with geting shield first though, is the lack of knowing
if someone is locked on to you or not. This is why we get Warning first.
Warning gives you the ability to know if someone is locked on to you or not.
At it’s first level, it just shows an exclamation mark above your head, letting
you know that your being chased. At it’s second level, if your being locked on
to, the exclamation point is transparent, but if your chaser is at close range,
the exclamation point becomes solid red. And at the third level you can see
how many people are tracking you, and what direction they are coming from.
Shield recharge is either one of the more important abilities to get, or the last
one you would get. What it does is obvious, it recharges your shield. This is
useful if you have many people tracking you at one time. The three levels only
increase the speed at which your shield recharges, so there isn’t much to say about
this particular upgrade.
The Mega Perk for defense is the ability to shield through an explosion, which is pretty
useful if you accidentally run into someone that is going nova.
What you want to do when playing a defense build is to get your Warning up to the
second level, and then get a single level of shield. When you see that the exclamation
point above you head has become solid red, use your shield to block any possible
incoming enemy attacks. Use your warning to track those enemy’s who are following
you so that you can face them head on and attack after you block their attacks.
“Charge” Build
I call this a Charge build seeing as you are focusing on upgrading your dash, and your
detonation. The upgrades you can get from this build are Detonate speed, Dash charge,
and Dash Power.
Detonation speed is extremely useful to get at the beginning of a match. If you can
detonate before someone can attack you, you get extra points
I only suggest getting
the first level of detonation, untill you can accumulate more points later on in the match.
The second level of detonation upgrades the speed again, while the third lets you detonate
instantly, or hold the detonation until the opportune moment.
Dash Charge is an upgrade that lets you charge up your dash much faster then normal. This
skill is the second skill you should get, after a single upgrade of detonation. The three levels
only increase the speed at which you charge your dash, so there isn’t much to talk about the
upgrade; It is the uses that we want to talk about. If you can charge up your dash in less than
a second, you can attack the same person more often than the rest of those who don’t get
their charge speed upgraded.
Dash power is the third skill you should get, and the second to max (following dash charge).
The only changes in the three levels of this upgrade are the power of your dash. The uses though
are what makes this a need to get upgrade. It gives you the ability to dash farther than you
normally can, which makes chasing and killing your enemies much easier.
The Mega Perk for the charge build is the ability to draw enemies into your detonation, which can
get you much needed extra points.
How you play this build is, in a sense, wildly. You want to constantly be attacking your opponent,
but do not let your guard down. Make sure that when you are at a high energy level to use your
detonation at the best possible time to make sure you get your points, and not lose them.
Those are the three basic builds that you can use as you begin to play. Use variation as you get
better, and make sure to just have fun in the end
