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He's like a gimped one armed to start with, but when you get weapons on him to become more powerful it doesn't matter. The enemies were getting stronger the whole time.
Only problems are how much attack speed is needed, when to switch to more than 2 (3) weapons and gaining enough armor to not get oneshot.
Captain suffers the most from this dynamic. You desperately need to roll into XP gain items every round. You desperately need to find relevant weapons in the shop to upgrade, and then before key rounds to fill your loadout. You desperately need to roll into uncommon tiered stats on level up that directly shore up your current weakness. Doubled level ups ARE strong in a vacuum, but within the context of increased enemy scaling, they're effectively two in one go. It's not a bonus, it's a detriment. Taking a common tier upgrade is equivalent to taking two common tier upgrades in a row, and you might dump all your materials rolling for something remotely relevant to your current situation. Extremely frustrating.
At best, the puzzle isn't complex. Builder and Diver are both consistent because you can just start with the best weapon every time and steamroll, but they're garbage otherwise. How many times can you run Diver with Cacti club before you never touch him again? Meh.