Characters
Select a character to explore builds, perks, and strategy
戰士 — 角色總覽
評級:A
初始角色,無特殊機制。詳細攻略請參考 ja / en / zh 區段。
- 主流構築:流血特化
- 副角色:古參兵、懺悔者
戰士
A 級彈性,初始出血球。詳細請參考 ja / en / zh 區段。
構築 1:出血三位一體(A 級)
出血爆發+水蛭+犧牲。
構築 2:核彈群傷(A 級)
燒傷+鋼鐵→炸彈→核彈。
戰士 — 等級特典 (A-tier)
無住宅建築,僅靠收穫升級成長。詳細請參考 ja / en / zh 區段。
戰士 — 戰略 (A-tier)
詳細請參考 ja / en / zh 區段。
- 中期優先衝內出血進化
- 副角色:古參兵 / 懺悔者 / 盾持
快槍俠 — 角色總覽(B 級)
2 倍射速 + 移動中射擊型角色。初始球:火傷。詳細請參考 ja / en / zh 區段。
- 推薦:DoT 彈幕構築
- 副角色:古參兵、浪費家
腐敗保安官
B 級連射弹幕。詳細請參考 ja / en / zh。
構築 1:炎上彈幕(S 級執行)
構築 2:核彈連射(A 級)
快槍俠 — 等級特典(簡述)
住居:警長辦公室。住居能力:擊殺金幣獎勵。詳細請參考 ja / en / zh 區段。
快槍俠 — 戰略(簡述)
永遠移動中射擊。優先 AoE/DoT 球。詳細請參考 ja / en / zh 區段。
懺悔者 — 角色總覽
評級:S
懺悔者是 Ball x Pit 最強角色之一。每次反彈傷害+5%,到達後牆的球穿透敵人返回。從前期到後期穩定輸出。初始球:凍結。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 反彈特化(標準)
- 穿透反彈
- 凍結控制
懺悔者 — 推薦構築
詳細解析請參考 ja / en / zh 區段。
構築 1:無限反彈增幅(S 級)
反彈+5% 傷害 × 馬車車輪 × 苦行者副 = 全遊戲最高縮放。
構築 2:穿透-反彈混合(A 級)
馬車車輪未掉時的備用。配嵌入者穿透。
懺悔者 — 等級特典(簡述)
住居:幽靈屋。住居能力:工人彈跳+移速提升。詳細請參考 ja / en / zh 區段。
懺悔者 — 戰略(簡述)
反彈傷害累計。淺角度射擊。優先排除捕球敵。詳細請參考 ja / en / zh 區段。
雜耍者 — 角色總覽 (A-tier)
拋物線投擲,知力 8 全角色最高,AoE 殲滅型。詳細請參考 ja / en / zh 區段。
- 主流構築:範圍殲滅 / 爆破狙擊
- 副角色:西西弗斯、情侶
曲藝師
A 級精確投放。詳細請參考 ja / en / zh。
構築 1:4× 範圍狙擊(西西弗斯副)
構築 2:核彈狙擊(A 級)
雜耍者 — 等級特典 (A-tier)
住宅:劇場。L4/7/9 升級。詳細請參考 ja / en / zh 區段。
雜耍者 — 戰略 (A-tier)
詳細請參考 ja / en / zh 區段。
- 抛物線越過前排打後排支援
- 副角色:懺悔者 / 戰士 / 盾持
- 弱勢:敵分散、近距離戰
共住者 — 角色總覽 (A-tier)
雙體一組,每發弹同時向反方向複製一發,但傷害減半。HP 8 高耐久,初始球:育母。詳細請參考 ja / en / zh 區段。
推薦構築(簡述)
- 小球洪水(核心)
- 減益彈幕
- 耐久彈幕
夫妻
A 級鏡像球。詳細請參考 ja / en / zh。
構築 1:嬰兒球洪水(S 級)
構築 2:減益彈幕(A 級)
共住者 — 等級特權
住所:溫暖之家。詳細請參考 ja / en 區段。
- L3/6/10:收穫升級
- L4/7/9:住房能力解鎖/強化
共住者 — 戰略
2 體操作減半傷害但翻倍彈數。先耐久後火力。詳細請參考 ja / en 區段。
- 育母路線最穩定
- 對角位置分離覆蓋全場
深思者 — 角色總覽 (C-tier)
全屬性 5、自動選擇升級。挂機型。初始球:雷射(縱)。 詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 雷射特化
- 通用型
- 放置型
思想家
C 級自動選擇。詳細請參考 ja / en / zh。
自動選擇輪盤(情境化)
深思者 — 等級特典 (簡述)
住居:別墅。詳細內容請參考 ja / en / zh 區段。
- 4 級:住居能力解鎖
- 6/10 級:收穫升級選擇
- 7/9 級:住居能力升級
深思者 — 戰略與玩法 (簡述)
球和被動完全自動選擇,操作面 100% 集中是唯一強項。 詳細攻略請參考 ja / en / zh 區段。
- 不固執 build,靈活適應
- 回避優先,操作彌補 build
- 副角色組合需經驗累積
暗影 — 角色總覽 (B-tier)
奧向射出(屏幕後方)+ 10% 暴擊。暗闇 3 倍傷害與暴擊組合單擊頂級。代價:低耐久 + 冷卻。詳細請參考 ja / en / zh 區段。
- 標準:暴擊暗闇
- 副角色:罪人、曲藝師
影者
B 級暴擊縮放。詳細請參考 ja / en / zh。
構築 1:暴擊穿刺(S 級執行)
構築 2:吸血暴擊(B 級)
暗影 — 等級特權
住所:靈廟。詳細請參考 ja / en 區段。
- L3/6/10:收穫升級
- L4/7/9:住房能力
暗影 — 戰略
反向射擊 + 暴擊堆疊 + 暗闇 3× = 單擊質量特化。詳細請參考 ja / en 區段。
- 暗闇冷卻管理
- 4 短劍狙擊手十字(60%暴擊)+串刺
持盾者 — 角色總覽
評級:A
生命力 12 全角色最高,王牌坦克。盾反射球每次 +100%。速度 1 極慢但火力凶猛。初始球:鐵。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 鐵壁反射(標準)
- 炸彈坦克
盾持
A 級反射防禦。詳細請參考 ja / en / zh。
構築 1:反射鋼(S 級)
構築 2:炸彈坦克(A 級)
持盾者 — 等級特典
持盾者住所為鐵堡。詳細請參考 ja / en / zh 區段。
升級節點:等級 3 / 6 / 10 收穫升級,等級 4 / 7 / 9 住房能力解鎖與升級。
持盾者 — 戰略
速度 1 換取極致坦度。事前卡位決定一切。詳細攻略請參考 ja / en / zh 區段。
關鍵戰術:盾牆夾擊 ping-pong、極小縫隙反射爆發、迅捷優先。
戰術家 — 角色總覽 (C-tier)
戰鬥變為回合制。實時操作苦手的救濟角色,極致角度計算可達穩定傷害效率。初始球:鐵。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 回合制高傷害
- 石回合
- 暗蝕回合
戰術家
C 級回合制特殊機制。詳細請參考 ja / en / zh。
構築 1:每回合最大火力(戰術家內 S 級)
戰術家 — 等級特典 (簡述)
住居:隊長營舍。詳細內容請參考 ja / en / zh 區段。
- 4 級:住居能力解鎖
- 6/10 級:收穫升級選擇
- 7/9 級:住居能力升級
戰術家 — 戰略與玩法 (簡述)
回合制 = 無時間壓力,慢慢計算最佳角度。沙漏首擊 +150% 每回合發動是核心。 詳細攻略請參考 ja / en / zh 區段。
- 主動選擇速度劣勢球
- 倒置斧頭每回合穩定 +80%
- 副角色:罪人 / 曲藝師 / 古參兵
激進者 — 角色總覽(C 級)
完全自動化掛機角色。所有操作 AI 控制。初始球:風。詳細請參考 ja / en / zh 區段。
- 適合:掛機刷資源
- 副角色:思想家、戰士
過激派
C 級全自動角色。詳細請參考 ja / en / zh。
完全自動構築(情境化)
激進者 — 等級特典(簡述)
住居:露營地。住居能力遊戲內確認。詳細請參考 ja / en / zh 區段。
激進者 — 戰略(簡述)
100% 自動化,無玩家輸入。挂機刷建築資源用。詳細請參考 ja / en / zh 區段。
獨居老人 — 角色總覽 (B-tier)
每次發射改為多顆同時射出特殊球,無幼球。冷卻型球(暗蝕、超級炸彈)契合度極高。初始球:幽靈。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 暗蝕彈幕
- 超級炸彈量產
- 幽靈穿透
空巢者
B 級多球同步發射。詳細請參考 ja / en / zh。
構築 1:暗影齊射(S 級執行)
構築 2:核彈量產(A 級)
獨居老人 — 等級特典 (簡述)
住居:獨棟住宅。每 6 分鐘從相鄰森林自動收穫 1-3 小麥。 詳細內容請參考 ja / en / zh 區段。
- 4 級:住居能力解鎖
- 6/10 級:收穫升級選擇
- 7/9 級:住居能力升級
獨居老人 — 戰略與玩法 (簡述)
最大武器是多發齊射的瞬間火力。絕不取幼球系,優先冷卻型球(暗蝕、超級炸彈)。穿透球加速循環。
詳細攻略請參考 ja / en / zh 區段。
- 抓取者出現的關卡優先擊殺
- 暗蝕冷卻循環是核心
- 副角色:古參兵 / 影者
殘破的薛西弗斯 — 角色總覽
評級:S(特化型)
直接傷害=0,範圍傷害與DoT×4。初始球:地震。
詳細請參考 ja / en / zh 區段。
重點
- 絕對不取直接傷害球
- 標準範圍4倍構築(地震→沙暴)
- 終局:炸彈進化(×4 600-1200)
西西弗斯 — 推薦構築
詳細解析請參考 ja / en / zh 區段。
構築 1:4× 核彈(S 級)
4× 傷害 × 核彈 = 全遊戲最高單發。
構築 2:三重 DoT 4×(S 級)
燒傷+毒+出血全部 4× 增幅。
殘破的薛西弗斯 — 等級特典
概述
住所:岩山。詳細請參考 ja / en 區段。
摘要
- Lv4 解鎖住房能力
- Lv7、Lv9 升級
- 火力S級主推,優先升級
殘破的薛西弗斯 — 戰略指南
核心戰略
直接傷害=0,範圍/DoT×4。鐵律:禁直接傷害球。
詳細請參考 ja / en 區段。
摘要
- 灼燒+地震+炸彈為核心
- 副:杂技演員、情侣
- 鐵單獨禁,僅進化炸彈
自笞者 — 角色總覽 (A-tier)
直角反彈機制,馬車輪契合度全角色最佳。詳細請參考 ja / en / zh 區段。
- 主流構築:卵囊寶寶球 / 反彈特化
- 副角色:懺悔者、盾持
苦行者
A 級彈性,直角反彈機制。詳細請參考 ja / en / zh 區段。
構築 1:直角反彈×馬車車輪(S 級執行)
構築 2:蜘蛛女王嬰兒球(A 級)
自笞者 — 等級特典 (A-tier)
住宅:修道院。L4/7/9 升級。詳細請參考 ja / en / zh 區段。
自笞者 — 戰略 (A-tier)
詳細請參考 ja / en / zh 區段。
- 沿牆發射 + 馬車輪最優先
- 副角色:懺悔者 / 盾持
- 弱勢:開放關卡少牆環境
物理學家 — 角色總覽
評級:B(主角)/ S(副角)
球受重力向畫面後方拉扯。智力 8 全角色最高。初始球:光。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 後排集中(標準)
- 智力 AoE
物理學家
A 級重力操控。詳細請參考 ja / en / zh。
構築 1:重力太陽(S 級執行)
構築 2:重力黑洞(A 級)
物理學家 — 等級特典
物理學家住所為實驗室。詳細請參考 ja / en / zh 區段。
升級節點:等級 3 / 6 / 10 收穫升級,等級 4 / 7 / 9 住房能力解鎖與升級。
物理學家 — 戰略
重力將球拉向後牆,前排需大幅前傾補正。後牆系被動效果倍增。詳細攻略請參考 ja / en / zh 區段。
關鍵戰術:倒置斧頭常駐+80%、AoE 補足前排弱點、銀彈疊加。
頑固老兵 — 角色總覽
評級:S
頑固老兵是 Ball x Pit 最強角色之一。球穿透所有敵人直到撞側牆。初始球:毒。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 穿透+毒(毒霧/沼澤)
- 穿透DoT(毒+出血+灼燒)
- 穿透爆彈(鐵+灼燒→炸彈)
古參兵 — 推薦構築
詳細解析請參考 ja / en / zh 區段。
構築 1:幻之神器穿透(S 級)
原生穿透 + 以太斗篷+幽靈束身衣 = 全屏毒霧。
構築 2:穿透三重 DoT(S 級)
出血+毒+燒傷穿透施加全敵。
頑固老兵 — 等級特典
概述
住所:頑固老兵小屋。住房能力為鄰居 XP 加成。
詳情請參考 ja / en / zh 區段。
升級摘要
- Lv4 解鎖:邻近 +20% XP
- Lv7 提升至 25%
- Lv9 提升至 30%
頑固老兵 — 戰略指南
核心戰略
穿透是最強能力之一。沿側牆淺角度發射,DoT球+穿透一發整列叠層。
詳細請參考 ja / en / zh 區段。
摘要
- 抢奪者最優先擊殺
- 副角色:懺悔者最強組合
- 幻影聖物 +50% 穿透傷
揮霍者 — 角色總覽
評級:A
所有球同時弧形齊射。球數 = 火力密度。初始球:吸血鬼。
詳細攻略請參考 ja / en / zh 區段。
推薦構築(簡述)
- 吸血全彈
- AoE 殲滅
- DoT 散布
浪費家
A 級寬弧度大量球。詳細請參考 ja / en / zh。
構築 1:吸血全彈回復(S 級)
構築 2:全彈 DoT 散布(A 級)
揮霍者 — 等級特典
揮霍者住所為豪宅。詳細請參考 ja / en / zh 區段。
升級節點:等級 3 / 6 / 10 收穫升級,等級 4 / 7 / 9 住房能力解鎖與升級。
揮霍者 — 戰略
球數最大化是絕對優先。包匠必建。詳細攻略請參考 ja / en / zh 區段。
關鍵戰術:靈魂收割完成形回血、距離集中砲火、BOSS 戰吸血流耐久。
獵鷹人 — 角色總覽 (A-tier)
兩隻獵鷹左右側面同步射擊,本體加上共 3 方向攻擊。獵鷹球無傷害減半,純 3 倍火力。詳細請參考 ja / en / zh 區段。
- 標準:閃電交叉
- 副角色:古參兵、夫婦
鷹匠
B 級 3 方向同時發射。詳細請參考 ja / en / zh。
構築 1:3 方向暴風雪(S 級執行)
構築 2:彈幕減益(A 級)
獵鷹人 — 等級特權
住所:獵鷹人的小屋。詳細請參考 ja / en 區段。
- L3/6/10:收穫升級
- L4/7/9:住房能力
獵鷹人 — 戰略
3 方向攻擊,畫面中央保持位置。狀態異常構築最強。詳細請參考 ja / en 區段。
- 標準:3 方向 DoT 堆疊
- 進階:炮塔 4 方向、+夫婦 6 方向
狂歡者 — 角色總覽
評級:B
近戰特化。回收球短時間繞玩家旋轉造成接觸傷害。初始球:魅惑。
詳細請參考 ja / en / zh 區段。
推薦構築(簡述)
- 近戰魅惑(魅惑+灼燒/吸血)
- 旋轉坦克(鐵系+延長旋轉)
狂歡者 — 推薦構築
詳細解析請參考 ja / en / zh 區段。
構築 1:近戰秒殺(S 級)
臭殼+折磨者面具雙重秒殺。
構築 2:魅惑狂戰士(A 級)
備用 DoT 路線。
狂歡者 — 等級特典
概述
住所:派對屋。詳細請參考 ja / en 區段。
摘要
- Lv4 解鎖住房能力
- Lv7、Lv9 升級
狂歡者 — 戰略指南
核心戰略
旋轉中近戰為主力,結束後撤離,循環節奏。
詳細請參考 ja / en 區段。
摘要
- 抢奪者出現時旋轉中保持距離
- 副:持盾、苦行
- 臭殼+拷問者面具最終建構
基本資訊
- 角色: 躡足者 (Tiptoer / 忍び足で進む者)
- 特性: 不會被敵人(頭目與小頭目除外)偵測到,但生命值也大幅降低。
- 風味描述: 躡足而行之人。
Character Evaluation
| Category | Details |
|---|---|
| Overall Tier | A-Tier |
| Strengths | Undetected by regular enemies — safely approach close range for massive hits |
| Weaknesses | HP 2 means any hit can be lethal. Stealth doesn't apply to bosses or minibosses |
| Difficulty | Advanced |
| Best Build | Stealth Melee |
Tiptoer — Recommended Builds
Tiptoer is Ball x Pit's Shadow Update stealth character — she cannot be detected by any non-boss, non-miniboss enemy. This single trait rewrites positioning entirely: the "danger zone" center of a dense wave is actually the safest place to stand. The trade-off is sharply reduced HP (2) and STR (5), making any fight that does register her — bosses and minibosses — genuinely dangerous.
Build 1: Stealth Melee (S-tier)
Overview
Go fully into the undetected-by-trash trait by standing in the middle of every wave and unloading melee-range balls into the cluster. Lifesteal from Heart Swallower turns the low-HP downside into a non-issue once it's online: every close-range hit heals her back up while simultaneously weakening the enemy's attack.
Ball Evolution Path
- Dark + Poison → Venom Shadow — poison stacks accumulate fast at melee range; pairs with Dark's base trait
- Burn + Poison → Addiction — dual DoT layers from inside the cluster; enemies melt before they can escape
- Dark + Burn → Blazing Shadow — evolved form delivers AoE explosions from the center; devastates dense packs
Start with the initial Dark ball and commit to melee range from stage one — trash literally cannot hit you.
Passives (Priority Order)
- Heart Swallower (Shadow Update) — lifesteal + temporary attack-weaken on hit, once per enemy. The #1 mandatory pickup for Tiptoer; without it, early-game HP bleeds fast
- Pressure Valve — chain explosions on enemy death; Tiptoer standing at the center of a pack gets maximum value from every chain
- Arrow of Fate (Shadow Update) — projectile immunity window + retaliatory baby balls; essential for boss fights where stealth doesn't apply
- Magnet — ball recovery rate, sustain close-range shot count
- Archer Statue — crit rate patch for low STR
Subclass: Sisyphus
The 4× AoE multiplier from Sisyphus turns Tiptoer's melee-range shots into a wave-clearer that rivals dedicated AoE characters. This directly covers both her low STR and low HP by killing enemies faster before they can reach the boss spawn phase. No other subclass solves her two core weaknesses simultaneously.
Playstyle Tips
- From stage one, walk into the center of every trash wave — they won't shoot you
- At the first sign of a miniboss or boss, immediately reposition to mid-range or farther
- Before Heart Swallower, prioritize any healing or HP-adjacent passive that appears
- Once Heart Swallower is active, staying longer in the middle of the pack means more heals; the loop becomes self-sustaining
- Arrow of Fate + Heart Swallower together cover the boss-fight vulnerability almost completely
Build 2: Crit Build (A-tier)
Overview
Compensate Tiptoer's low base damage by stacking crit chance and crit multiplier. The Dark ball has inherent synergy with crit mechanics, and evolving into Pale Shadow (Dark + Ghost) gives pierce + crit rate on the same evolution. More accessible than Build 1 for players new to the character.
Ball Evolution Path
- Dark + Ghost → Pale Shadow — pierce + crit rate boost; chains crits through multiple enemies in a line
- Dark (second slot) — hold two Dark balls to open more evolution branches
Passives (Priority Order)
- Archer Statue — core crit-rate driver; the foundation of this build
- Sniper Amulet — crit rate bonus at range; counterintuitively useful because boss fights force distance
- Heart Swallower — lifesteal is mandatory regardless of build
- Pressure Valve — crit one-shots chain-explode into adjacent enemies
Subclass: Shadow
Shadow subclass boosts Dark ball performance directly, amplifying Pale Shadow's crit output. It's the thematic Shadow Update pairing, and often available early given the update's focus.
Playstyle Tips
- Pale Shadow is the absolute first evolution to target; grab Ghost ball whenever it appears
- Multiple Archer Statue stacks compound quickly; take every copy offered
- Sniper Amulet is a secondary purchase — secure it during a calm phase before a boss stage
- Arrow of Fate improves survival equally in both builds; take it in either setup
Decision Guide
- Maximize wave control → Build 1 (Sisyphus sub)
- New to the character, want easier handling → Build 2 (Shadow sub)
- Ghost ball offered early → Build 2 locked in
- Heart Swallower appears early → Snap-pick in either build
Tiptoer — Level Perks & Housing
Overview
Tiptoer is a Shadow Update character whose housing building is the Hidden Temple. The Hidden Temple must be built in the hub, and doing so simultaneously unlocks Tiptoer as a playable character. Her housing ability aligns with the stealth theme — it provides effects that interact with enemy detection and movement in the town defense phase.
Level-Up Rewards
Level 3 (~850 cumulative XP)
Harvest Upgrade choice unlocked.
Recommendation: Wood Master first. Early buildings consume lots of wood, and building the Hidden Temple itself has significant wood requirements — the synergy here is direct.
Level 4
Housing ability unlocked. The Hidden Temple's unique effect activates — an ability themed around stealth and concealment that restricts certain enemy behaviors in the town defense phase. Confirm exact numbers and radius in-game.
Level 6 (~3,500 cumulative XP)
Harvest Upgrade choice. Farm-related upgrades typically appear here. Manual harvesters pick Long Scythe; idle/AFK runners take Wheat Harvester.
Level 7
Housing ability upgraded — Hidden Temple's stealth effect broadens in range or frequency.
Level 9
Housing ability upgraded again — approaches maximum potency.
Level 10 (~14,000 cumulative XP)
Harvest Upgrade choice. Timekeeper (universal regen speed boost) is the safe default unless a specific resource is bottlenecking your town.
Shadow Update Exclusive Perks
Heart Swallower + Hidden Temple Synergy
Both the Hidden Temple housing ability and the Heart Swallower passive trend toward "reduce incoming damage / restrict enemy attention" — they compound well. From Level 7 onward when the housing ability gains its first upgrade, this pairing becomes tangibly powerful in practice.
How to Unlock Hidden Temple
- Obtain the Hidden Temple blueprint in-game (unlocked by achieving Shadow Update conditions)
- Build the Hidden Temple from the hub screen
- Tiptoer unlocks as a playable character upon construction completion
Leveling Efficiency
Players who have already built and are operating the Veteran's Hut can expect Tiptoer's leveling to proceed at roughly the same efficiency as other housing characters. The harvest upgrades at levels 3, 6, and 10 benefit the whole town's economy, so leveling Tiptoer for those unlocks is worth the investment even for players who don't plan to play her regularly.
Tiptoer — Strategy & Playstyle
Core Strategy
Tiptoer demands a constant two-mode mindset: trash mode (undetected, stand-in-the-cluster tactics) and boss mode (detected, mid-range evasion). No other Ball x Pit character requires this stark a role switch during a single run, and mastering the transition timing is the entirety of the skill ceiling.
Trash Mode
Non-boss, non-miniboss enemies simply don't register her existence. This means:
- Walk toward dense clusters rather than away from them
- Stand in the geometric center of the wave and fire
- With Heart Swallower active, standing in-cluster actually heals her back up — density of enemies equals regeneration rate
Boss/Miniboss Transition
The instant a miniboss or boss health bar appears on screen, switch modes immediately. They target her precisely and her HP (2) guarantees death within a few hits if she doesn't reposition.
- Miniboss appears → back off to medium range before it completes its spawn animation
- Boss phase begins → begin retreating while firing, don't stop moving
- Arrow of Fate buys short immunity windows if caught too close
Speed of this mode transition is the single most important technical skill when playing Tiptoer.
Early / Mid / Late Game
Early Game (Stages 1–3)
Two absolute priorities:
- Heart Swallower — without it, the low HP makes boss and unexpected miniboss encounters run-ending. It is the one passive that makes the character viable.
- Dark ball application — use the initial Dark ball from point-blank range on every trash wave. Stealth means no incoming fire; maximize exposure time inside clusters.
If only one passive pickup appears, Heart Swallower > Magnet > Pressure Valve in that order.
Mid Game (Stages 4–6)
The character comes online. With Heart Swallower and one evolved ball, trash waves become pure farming. Key notes:
- Miniboss frequency increases; mode-switching speed becomes the limiting factor on efficiency
- With Sisyphus sub, AoE from the center of a cluster starts feeling overpowered
- Pressure Valve chain explosions from inside the cluster become devastating; each death triggers the chain while she's already positioned at the epicenter
For ball evolution choices, prioritize evolutions that maximize simultaneous hits at short range — pierce especially, since a single ball penetrating through a cluster at melee range can hit every enemy in line.
Late Game (Stages 7–8)
Bosses hit hard and have diverse attack patterns. Every boss phase becomes a genuine survival test for Tiptoer.
Survival prerequisites at this stage:
- Arrow of Fate must be secured — projectile immunity is the clearest counter to most late-game boss attacks
- Heart Swallower lifesteal creates micro-recovery windows during positioning movement
- Learn to use trash reinforcements that appear mid-boss fight: if non-detected enemies spawn, briefly enter their cluster for lifesteal regen before returning to boss positioning
Stage-by-Stage Tips
Graveyard × Garden
Tiptoer's best biome. Dense clusters everywhere, and DoT from inside the cluster chains naturally. Pressure Valve + Poison evolution = each death explodes into more poison, which kills adjacent enemies, which explode. Garden mobs move slowly and stay dense — melee bombardment is trivially effective here.
Snow × Coast
Shield enemies block frontal shots but can't detect her. This means she can walk directly behind a shielded enemy and shoot it point-blank in the back — something no other character can easily execute. DoT evolutions handle the higher-HP coastal wave enemies. Coastal water-movers should be prioritized with sustained poison stacks.
Sky × Gate
Flying enemies pass through balls until they land. Since they don't detect her, she can stand directly under the landing zone and shoot the moment they touch down. Near the gates, enemies spawn in volume if not cleared quickly — position aggressively at the gate mouth to prevent overflow. Snatcher (ball-stealing enemy) is always first priority to preserve shot count.
Vast Void
Voidlings are immune to direct hits but vulnerable to DoT. Dark ball + Poison evolution handles Voidlings cleanly. Voidlings don't detect her — apply DoT, back off, let it tick. Rinse and repeat. This biome is effectively a free farming stage for Tiptoer when her DoT evolutions are online.
Subclass Selection Guide
Wave Control: Sisyphus
The 4× AoE multiplier turns melee-range shots into wave-wide explosions. Compensates for low STR by increasing the number of enemies damaged per shot rather than raw damage. When standing at the cluster center, the AoE radius catches every nearby enemy — it's the dominant pick for trash-clear focused play.
Crit Build: Shadow
Directly boosts Dark ball output. Pairs with Pale Shadow evolution for pierce-crit chains. Recommended for the Crit Build specifically.
Boss Safety: Physicist
Randomizes ball physics, generating angles that hit from unexpected directions. In late-game boss fights where patterns are memorized but shots are hard to land cleanly, Physicist's chaotic trajectories create unexpected hits. Trade-off: less predictable trash-clearing in exchange for more creative boss damage.
Advanced Techniques
Default Cluster Exploitation
Normal enemies scatter when threatened. Tiptoer's enemies never scatter because they never perceive a threat. This means enemies stay in their default spawn formations indefinitely. The optimal technique is entering the cluster in the first moments of each wave, before any AI movement can spread the formation — the initial spawn density is the highest density point.
Lifesteal Chain Management
Heart Swallower applies its lifesteal once per enemy. Once an enemy has been weakened, subsequent hits on that same enemy don't regenerate HP. Maximize lifesteal by continuously engaging fresh enemies — moving slightly forward into newly spawned sections of the wave ensures the chain never runs dry.
Miniboss Early Warning
Each biome has predictable miniboss spawn locations (near room edges, around gate structures). Rather than reacting at spawn, learn these locations and maintain pre-emptive distance from them. Predictive positioning means the mode switch happens before the miniboss's first attack resolves, not after.
Weak Situations & Countermeasures
Low HP
The existential weakness. Priority countermeasures:
- Heart Swallower (lifesteal patches it in-fight)
- Arrow of Fate (reduces hit frequency)
- Distance management in boss phases (mitigation by avoidance)
Low STR / Damage Output
Second core weakness. Countermeasures:
- Sisyphus sub (AoE multiplier, not raw damage)
- Crit stacking (Archer Statue × multiple copies)
- Evolution rushing — post-evolution output multiples are far higher than base
Boss Phase Fragility
Binary weakness: once detected, she's a glass cannon with the glass. Countermeasures:
- One-way rotation around the boss to delay projectile hits
- Arrow of Fate as the primary insurance item
- Mid-boss trash spawns as lifesteal stations
基本資訊
- 角色: 鑽洞人 (Tunneller / 穴掘り)
- 特性: 球會環繞螢幕頂部和底部。
- 風味描述: 永無止盡地深入挖掘。
Character Evaluation
| Category | Details |
|---|---|
| Overall Tier | A-Tier |
| Strengths | Screen-wrapping balls reach enemies from unexpected angles unavailable to other characters |
| Weaknesses | Loop trajectory requires practice — unintuitive until mastered |
| Difficulty | Intermediate |
| Best Build | Vertical Loop DoT |
Tunneller — Recommended Builds
Tunneller's defining mechanic is vertical screen wrap: balls that exit the top or bottom edge reappear on the opposite side, looping the stage indefinitely. This turns any ball with a persistent or area effect into a perpetual-motion damage engine. Two builds exploit this to A-tier.
Build 1: Vertical Wrap DoT Loop (A-tier)
Overview
Stack DoT balls — Bleed, Burn, Poison — and let the vertical wrap cycle them back through enemies repeatedly. Each pass re-applies the DoT stack, so a single launch can leave enemies stacking dozens of DoT ticks from a single shot. Sisyphus sub multiplies damage as stacks grow, reaching 4× output at high stack counts.
Ball Evolution Path
- Bleed — spam stacks on each pass; evolve second copy if available
- Poison — pairs with Bleed for two independent DoT timers per pass
- Burn — third DoT layer; all three can tick simultaneously
Carry two to three different DoT types simultaneously. Mixed DoT is stronger than double-same-type because each type stacks independently.
Passives (Priority Order)
- Pressure Valve — chain explosion on DoT kills; vertical wrap spreads DoT to many enemies, chain deaths are frequent
- Magic Wand — ball speed up; wrap cycles faster, DoT accumulation rate increases
- Midnight Oil — extended ball duration; ball survives long enough to complete many wrap loops
- Magnet — pulls enemies into the wrap lane; maximizes enemies hit per loop
- Ether Mantle — ghost effect; ball passes through obstacles, maintaining wrap lane uninterrupted
Subclass: Sisyphus
Sisyphus multiplies damage based on DoT stack count — up to 4× at high stacks. Paired with vertical wrap that applies stacks on every pass, DoT counts climb rapidly. This is Tunneller's premier subclass for the DoT build. Secure Sisyphus early, then spend the first few waves establishing Bleed and Poison balls before the multiplier kicks in.
Playstyle Tips
- Align launch position above dense enemy rows: vertical wrap returns the ball to the same column, so launching above a column packed with enemies means every wrap cycle hits the whole column. Works especially well when enemies stack vertically
- Sequence DoT types: Lead with Burn or Bleed to apply the first debuff, follow with Poison for a second independent timer. Mixed stacks give Sisyphus more to multiply
- Boss phase — DoT + Pressure Valve + chain: bosses take too long for DoT alone; keep Pressure Valve ready so minion explosions also chip the boss
- Once Midnight Oil is active, launch straight up: increased ball longevity means vertical shots complete many loops before disappearing
Build 2: Explosive Wrap (A-tier)
Overview
Iron and Earthquake balls hit hard on each pass, and Burn adds DoT on top. The vertical wrap repeats the AoE on every cycle, filling columns with blast damage. Couple sub doubles launch count, putting two wrap-cycling explosion balls on screen simultaneously.
Ball Evolution Path
- Iron + Iron → Steel — high base damage, armor pierce
- Burn + Earthquake → Magma — both effects in one ball; wrap cycles stack Burn while Earthquake provides AoE each pass
Hold Iron as a stable early-game ball; aim for Magma later.
Passives (Priority Order)
- Pressure Valve — best with explosive balls; kills trigger blasts that catch neighbors
- Magic Wand — faster wrap cycling = more explosions per second
- Dynamite — adds explosion proc on each pass; wrap loop becomes an explosion parade
- Silver Bullet — wrap counts as edge arrival every cycle; bonus triggers constantly
Subclass: Couple
Couple fires two balls simultaneously. With explosive wrap, both balls loop the stage independently — two explosion lanes covering separate column positions, effectively doubling coverage and raw damage.
Playstyle Tips
- Prioritize Couple when it appears: the damage multiplier before vs after Couple is a full tier jump; take it over competing subs
- Launch Iron vertically: establishes the persistent wrap lane early; Iron's durability keeps it alive for many cycles
- After Dynamite, widen horizontal angle slightly: Dynamite explosions affect an area, so a slightly angled wrap path covers more horizontal ground per cycle
Build Decision Tree
- Sisyphus available? → Build 1 (DoT wrap)
- Couple available? → Build 2 (Explosive wrap)
- Bleed/Poison/Burn plentiful in drops? → Build 1
- Iron/Earthquake plentiful? → Build 2
- Boss has very high HP? → Build 1 (DoT wears them down)
- Need fast wave clear? → Build 2
挖掘者 — 等級特典與住宅
解鎖:建造石域(Stone Domain)。石域為暗影更新追加建築,建造後挖掘者解鎖。
住宅能力:石域。等級 4 解鎖,7/9 強化。主練建議至少 9 級。
詳細請參考 ja / en / zh 區段。
Tunneller — Strategy & Playstyle
Understanding Vertical Screen Wrap
Tunneller's core mechanic needs a precise mental model before anything else.
In standard characters, a ball reaching the top edge bounces back or disappears. For Tunneller, a ball crossing the top edge instantly reappears at the bottom edge at the same horizontal position — and vice versa for the bottom. This is vertical screen wrap.
This is not a single pass: as long as the ball survives, it cycles through the stage vertically indefinitely. Think of it as a ball traveling through an infinite vertical corridor. The critical point: horizontal position (X-coordinate) is preserved during wrap. A ball fired straight up stays on the same vertical column forever. Angled shots shift X slightly each wrap cycle.
Core Strategy
Vertical Launch as Default
Tunneller's primary firing posture is "launch in a direction that keeps the ball cycling vertically." This usually means straight up, or a shallow angle close to vertical. Horizontal shots eventually wrap too, but only after bouncing off walls — harder to predict and weaker overall.
Vertical launches give you reliable control over where the ball passes on every loop cycle.
Position Over the Densest Enemy Column
Since wrap preserves X-position on vertical launches, stand above or below the column with the most enemies before firing. One vertical shot through five stacked enemies damages all five on every cycle. Scan the field before each shot, identify the densest vertical column, reposition, then fire.
Lead the Target
Enemies move horizontally. The wrap column is fixed at launch time. Good Tunneller play involves predicting where enemies will be when the ball reaches them — not just where they are now. Fire slightly ahead of a group moving left or right to intercept them on the next wrap cycle.
Firing Angles
Straight Up (Full Vertical)
The simplest approach. Ball stays on one column permanently. Maximum damage concentration on a single vertical line. Best for DoT builds and situations where enemies stack vertically.
Limitation: only hits enemies in that column; zero coverage of spread formations.
Shallow Diagonal (5-15°)
X-position shifts slightly each wrap cycle, gradually covering the full screen width. Total coverage is broader but peak damage on any single column is lower. Effective in wave stages where enemies spread out; let time and multiple wrap cycles blanket the stage.
Angle Selection Summary
| Situation | Recommended Angle |
|---|---|
| Enemies stacked vertically | Straight up |
| Enemies spread horizontally | Shallow diagonal (5-15°) |
| Boss at fixed position | Straight from directly below |
| Spreading DoT across stage | Diagonal, wide coverage |
| Explosive AoE blanket | Straight to shallow diagonal |
Boss Fight Tactics
Read the Movement Pattern
Most bosses follow a horizontal oscillation pattern. Since wrap columns are fixed, the tactic is to time launches so the ball's vertical column intersects where the boss will be, not where it is now. Watch the boss for a few seconds to internalize the rhythm, then sync launches to hit during the boss's column presence.
DoT vs Boss (DoT Build)
The goal is not to spam shots — it is to ensure DoT stacks stay accumulating. Once several DoT types are stacked on the boss, Sisyphus multiplier starts doing the heavy lifting. Resist the urge to constantly fire; instead focus on re-stacking expired DoT ticks by timing shots to the boss's movement.
Explosive vs Boss (Explosive Build)
High single-hit damage per wrap cycle. With Couple fielding two simultaneous wrap-cycling balls, the boss gets hit roughly twice as often. For oscillating bosses, use a shallow diagonal so the ball's shifting X-axis eventually catches the boss wherever it moves.
Stage-by-Stage Advice
General Note
Vertical wrap excels in open vertical corridors but is disrupted by obstacles crossing the wrap path. On every stage, identify obstacle-free vertical lanes first and use those as primary fire lines.
Boundary × Desert
Rotating platforms and moving obstacles frequently cut wrap lanes. Watch obstacle timing before committing to a fire line. The stage's side edges are often clearest — use the leftmost or rightmost column when center lanes are too disrupted.
Snow × Coast
Dense walls can cut wrap paths. However, enclosed pockets formed by walls can work in your favor: a ball wrap-cycling inside a walled pocket churns through all enemies trapped there. Identify wall-enclosed zones and fire into them for concentrated clearance.
Sky × Gate
Open layout, few obstacles — the most Tunneller-friendly stage geometry. Long wrap lanes form naturally. Use diagonal angles to spread coverage; enemies here tend to spread horizontally, so wide coverage outperforms single-column concentration.
Subclass Selection
Sisyphus (DoT builds)
DoT stack-based damage multiplier, up to 4×. Vertical wrap accelerates stack buildup. Best-in-slot sub for DoT Tunneller. Secure early; build Bleed + Poison first, then let Sisyphus compound.
Couple (Explosive builds)
Fires two balls simultaneously. Two wrap-cycling explosion balls cover separate columns independently — double effective coverage and raw damage. Best-in-slot sub for Explosive Tunneller.
Tiptoe (supplementary option)
Chance for balls to pierce enemies. Piercing during a vertical wrap cycle means one pass can hit multiple enemies in column simultaneously. Strong complement to DoT builds — each pierce pass stacks DoT on multiple targets at once.
Common Mistakes
Wrap lane blocked by obstacles Ball is negated mid-loop, killing the wrap engine. Solution: Ether Mantle for obstacle-ignore, or manually select obstacle-free columns.
Firing into low-density columns Wrap damage is proportional to enemies in the column. Habituate scanning for densest column before every shot.
Wrap column missing a moving boss Fixed column vs oscillating boss = inevitable gaps. Solution: time shots to boss position, or use shallow diagonal to spread the column over time.
基本資訊
- 角色: 持球者 (Ballbearer / 球持ち)
- 特性: 擁有兩倍的球欄位,但沒有被動欄位。
- 風味描述: 眼裡只有獎品。
持球者 — 最強構築
持球者特性一句話:球欄位翻倍,被動欄位歸零。球選擇比任何角色都更重要。
構築 1 (A 級):全 DoT 鋪場
同時攜帶出血、火焰、毒、雷、冰、地震。一發關鍵穿透球可同時對全場敵人觸發六種 DoT。副角色選老兵提升全部球傷害。
構築 2 (B 級):進化量產
多餘球欄攜帶素材+成品並行推進。黑鐵→鋼、吸血鬼系、暗闘系同時運作。副角色選鷹師提供被動外的額外傷害。詳細請參考 ja / en 區段。
持球者 — 等級特典
住宅:持球者專屬建築。詳細請參考 ja / en / zh 區段。
升級節點:等級 3 / 6 / 10 收穫升級,等級 4 / 7 / 9 住宅能力解鎖與升級。
核心思維:不是「沒有被動」,而是「有六個球欄位」。出血+火焰+毒做傷害增幅,冰+吸血鬼做生存,進化球做特殊效果。
持球者 — 戰略 (核心理念)
詳細請參考 ja / en / zh 區段。
核心:零被動 = 球的選擇決定一切。三軸均衡:出血+火焰+毒(傷害),冰+吸血鬼(防禦),鋼+進化球(特殊效果)。
進化優先順序:鐵+石→鋼(穿透最高價值)→吸血鬼進化(生存主力)。
BOSS 戰:毒(必須)+ 冰(打斷)+ 吸血鬼(持續回血)。
副角色:老兵(通用)/ 鷹師(進化構築)/ 盾持(生存保險)。避免被動協同副角色。
基本資訊
- 角色: 蒼髮囤積者 (Hoary Hoarder / 白髪の溜め込み屋)
- 特性: 只有2個球欄位,但任何剩餘的裝備欄位都會變成被動欄位。
- 風味描述: 你的垃圾,我的寶藏。
蒼髮囤積者 — 構築指南
特性要點
只有 2 個球欄位,其餘裝備欄全部轉為被動欄。被動疊加專家。
構築 1:鐵→炸彈 × 被動過載(推薦)
- 進化路線:鐵 + 灼傷 → 炸彈
- 推薦被動:壓力閥 > 磁鐵 > 沙漏 > 護胸甲 > 以太斗篷
- 副角色:雜技師
構築 2:鑽石 × 防禦特化(穩健)
- 進化路線:鐵 + 鐵 → 鑽石
- 推薦被動:護胸甲 > 沙漏 > 以太斗篷 > 磁鐵 > 壓力閥
- 副角色:盾持
詳細請參考 ja / en / zh 區段。
蒼髮囤積者 — 特典與等級獎勵
固有特典
- 囤積疊層:每個被動 +2% 傷害;被動越多傷害越高
- 鐵之意志:鐵系球(鐵/炸彈/鑽石)效果 +30%
- 節儉術:球進化消耗 -25%
等級獎勵
| 等級 | 報酬 |
|---|---|
| 3 | 收穫升級 |
| 4 | 住宅解鎖(倉庫) |
| 6 | 收穫升級 |
| 7 | 住宅升級 |
| 9 | 住宅再升級 |
| 10 | 最終收穫升級 |
詳細請參考 ja / en / zh 區段。
蒼髮囤積者 — 戰術指南
核心理念
2 球欄限制 + 被動欄過剩 = 被動積累驅動成長。鎖定 2 顆關鍵球,進化路線確定,剩餘欄位全部被動。
各階段要點
前期:防禦優先(護胸甲 + 以太斗篷)→ 確定路線 → 鐵之意志橋接
中期:7-10 被動後囤積疊層顯著 → 節儉術加速進化 → 填滿被動槽
終期:12-15 被動 +24-30% 疊層,加鐵之意志 +30%,炸彈/鑽石全開
關卡提示
- 密集敵:炸彈 + 壓力閥連鎖
- 分散敵:鑽石穩定傷害
- BOSS:滿疊層後挑戰,護胸甲控傷
詳細請參考 ja / en / zh 區段。
基本資訊
- 角色: 虛假救世主
- 特性: 若在 Twitch 上直播,觀眾可以投票選擇特定選項與隨機事件。
- 風味描述: 魅力十足卻備受爭議的領袖
角色簡介
虛假救世主是PC限定的Twitch聯動角色。評級: B。初始球:魅惑。
核心玩法是觀眾投票——直播時聊天室可影響升級選擇。無Twitch時以魅惑→幻影魅惑為基礎,魅惑敵人當肉盾,壓力閥將死亡轉化為連鎖爆炸。
詳細攻略請參考 ja / en 區段。
虛假救世主 — 推薦構築
B 級,起始球為魅惑(Charm),Twitch 聯動允許觀眾投票。單人遊玩中規中矩,直播時具備獨特的遊玩深度。
構築 1:魅惑中毒型(核心構築,無 Twitch 也可運作)
概述
將起始魅惑球的價值最大化。魅惑的敵人作為肉盾,進化為幻影魅惑(魅惑+幽靈)後增加貫穿,單發可魅惑多個敵人。
球進化路線
- 魅惑(Charm)+幽靈(Ghost)→ 幻影魅惑 — 維持魅惑率,增加貫穿效果
推薦被動(優先順序)
- 壓力閥(Pressure Valve) — 魅惑的敵人死亡時連鎖爆炸,將肉盾轉化為傷害
- 磁石(Magnet) — 自動追蹤大幅提升魅惑命中率
- 塔樓(Turret) — 自動清理未被魅惑的敵人
副角色:浪費者(Big Spender)
魅惑構築中後期資源容易溢出,浪費者的金錢紅利可加速構築成型。
構築 2:觀眾投票爆發型(Twitch 直播向・PC限定)
概述
Twitch 聯動啟動後,觀眾投票影響隨機事件。策略上先建立穩固的基礎構築,再讓觀眾投票來強化或干擾,同時備有高輸出進化球作為保險。
球進化路線
- 基礎:魅惑→幻影魅惑(同構築 1)
- 觀眾事件產生分歧時,考慮暗黑(Dark)球作為高DPS後備
要點
- 在投票期間口頭引導觀眾選擇有利選項
- 不利投票本身也是遊戲內容的一部分,心態放開享受
- 無 Twitch 時作為標準魅惑構築(構築 1)運作
決策樹
- 無 Twitch / 單人遊玩?→ 構築 1
- Twitch 直播中?→ 以構築 1 為基礎,疊加構築 2 框架
- 幻影魅惑可取?→ 必取,偽救世主的最佳進化
- 暗黑球作為替代出現?→ 考慮作為DPS保險
虛假救世主 — 等級特典
概述
虛假救世主的特典含有其他角色沒有的 Twitch 互動層。但觀眾投票效果需要 Twitch 整合(僅限 PC)——沒有整合時與一般角色相同。
升級獎勵
等級 3(累計約 850 XP)
收穫升級選擇。魅惑中毒構築優先支持磁石或壓力閥的資源。
等級 4
住宅能力解鎖 — 遊戲內查看具體數值。Twitch 啟動時住宅能力加入觀眾引導互動。
等級 6(累計約 3,500 XP)
收穫升級。強化魅惑中毒構築目前的弱點。
等級 7
住宅能力升級。Twitch 啟動時觀眾參與範圍擴大。
等級 9
住宅能力再次升級。
等級 10(累計約 14,000 XP)
最終收穫升級。無瓶頸時選通用強化。
Twitch 觀眾特典機制(僅限 PC)
- 投票引導: 觀眾對特典選擇投票,可透過口頭解說施加影響
- 管理隨機性: 有利/不利投票都可能發生,始終準備最差情況下的基礎構築
- 內容視角: 不利投票本身也是內容,將其視為娛樂而非失敗
住宅能力運用
遊戲內確認具體效果。L4/7/9 升級,主力使用建議至少練到等級 9。
虛假救世主 — 戰略與玩法
核心戰略
虛假救世主的強項在於魅惑球的敵人轉化,以及 Twitch 整合的觀眾投票隨機性。
無 Twitch 時,他是中等難度的魅惑型角色。僅僅命中敵人是不夠的——核心在於將魅惑的敵人持續放置在前線作為肉盾。磁石(Magnet)是最高優先級的早期被動,在構築成型前穩定魅惑命中率。
Twitch 啟動時,管理觀眾投票作為外部變數加入策略。因為觀眾不一定總選有利選項,先建立可靠的基礎構築再利用觀眾參與——這是穩定直播的基礎。
Twitch 觀眾投票管理(僅限 PC)
有利投票技巧
- 投票視窗開啟時,在解說中清楚說明有利選項的好處——透過資訊而非命令引導
- 構築設計為能一定程度上應對任何選項
- 保留保險被動,防止最差選項導致完全卡死
觀眾投票不利時
- 把它當成突發狀況正面看待,不利投票本身也是直播內容
- 了解每種不利結果的恢復步驟,確保遊戲可以繼續
關卡攻略
早期關卡(1-3 關)
魅惑命中率不穩定,磁石是絕對的首選被動。構築成型前不過度依賴魅惑。
中期關卡(4-5 關)
魅惑肉盾戰術全面運作。幻影魅惑完成後單發可連鎖魅惑多個敵人,穩定性大幅提升。此時即使觀眾不利投票,整體局面也不容易崩潰。
末期關卡(6-8 關)
即使在 Boss 戰中,魅惑的雜兵也可作為肉盾使用。注意高級 Boss 可能有魅惑抗性,保留輔助 DPS 進化作為後備。
副角色選擇
- 浪費者(Big Spender):魅惑構築中後期資源容易溢出,浪費者加速下個零件取得。最通用選擇
- 盾持者(Shieldbearer):需要早期穩定性時選擇。魅惑構築在命中率穩定前最脆弱
- 輕手輕腳(Tiptoer):增加機動性,補足魅惑構築機動力不足的缺點
高級技巧
魅惑連鎖
利用幻影魅惑的貫穿效果連續魅惑排成一列的多個敵人,將產生的盟友排成前線牆——後續攻擊幾乎全被肉盾吸收。
壓力閥協同
魅惑的敵人死亡時觸發連鎖爆炸。故意將魅惑的敵人置於敵群中心再讓其死亡,連鎖爆炸波及未魅惑的敵人造成大量傷害。
弱勢局對策
- 魅惑抗性敵人:轉為 DPS 副構築或靠塔樓穩定輸出
- 大量敵人同時出現:命中分散難以可靠魅惑。磁石聚焦幫助集中目標
- 無 Twitch:獨特優勢無法體現,專注幻影魅惑的穩定執行