Full Metal Furies

Full Metal Furies

76 ratings
Skills & Equipment
By ℳusʰ®°°m
Describes and rates upgrades for each class.
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Introduction
This spoiler-filled guide describes and rates the talents and equipment in the game, and is current as of v1.1.0-23R. It also contains loadout suggestions for cooperative play, but these loadouts are not necessarily optimal by any measure.

This guide does not provide skill builds. It is sufficient for a casual playthrough to purchase skills as needed. The optimal skill build for an individual is a compromise between damage output and fragility.

Hopefully, this guide will help you make decisions about your build and help reduce what little grind you may need.
Skills Overview
Skills are sold by the Shopkeep at Camp, and each purchase raises a character's level and skill prices.

Each character has three basic skills: Health Up, Strength Up, and Tec Up. Health Up increases Maximum Health and the amount of Health that can be regenerated. Strength Up increases the damage of basic Attacks. Tec Up improves the effectiveness, usually damage, of the other Abilities. These basic skills are among the highest priority upgrades.

Character-specific skills, such as 'Hero Talents,' are locked behind one skill and a level requirement.

Early on, the 'Mysterious Box' trophy provides a growing discount (max 4000). This is especially valuable for low-level characters. Near the end of the regular game, the 'Ring of Cronus' trophy increases the maximum skill level. Hero Talents are unaffected, basic skills rise from 14 to 20, and other skills increase from 3 to 6.
Equipment Overview
The Equipment Tree is unlocked with the 'Golden Fleece' found early in the game. Equipment alters one of a characters' abilities: Attack, Secondary, Evade or Power. Like skills, the price of equipment for a character increases with each purchase.

One purchase option for each character is available with the Golden Fleece. The remainder are hidden or are rewards for stage completion.

All equipment can gain experience towards Mastery. Mastery is capped at Level 3 at first, and the cap is raised to 5 by the 'Ring of Cronus.' Attack, Secondary, Evade, and Power Masteries increase Strength, Tec, Health and Gold, respectively, for all characters in a profile.
Triss (Tank) Intro
Tempo: Endurance: Attack: Excludes Corner Fighter effect.Excludes Corner Fighter effect.Excludes Corner Fighter effect.Excludes Corner Fighter effect.Excludes Corner Fighter effect. Mobility: *Skills and shield-canceling significantly increase damage output. *Skills and equipment heavily affect mobility.
Triss is great at defense. Her shield can Bash enemies up, Block attacks, and protect her while reviving allies. Cloaks can provide great mobility and/or break up groups. Her Shouts have great defensive and set-up potential. Triss can cancel moves with her shield, making her easy to play.
Triss (Tank) Skills
Tec Up is very important. It increases Shield Durability and improves her burst damage with her other Tec Abilities.

Talent Branch
Reflective Coating
Level 5 Hero Talent
Rating:
In-Game: "Blocking Bullets now Reflects them."
60% Tec Damage, Reduced to 12% on consecutive hits.
Triss can now improve her damage with the enemy's own!

Morale Boost
Level 15 Hero Talent
Rating:
In-Game: "Shouting now restores Shield Durability. (max 25%)"
Faster shield recovery makes a better defense, which in turn helps keep up the offense.
Hit 5 or more enemies to maximize recovery.
Does not help restore broken shield.
Does not restore Cold Adamantite.


Judo Master
Level 25 Hero Talent
Rating:
In-Game: "If Triss falls, all allies will gain Barrier."
I'm not a fan of quickly purchasing the on-death skills, but if Triss' team is having trouble and she happens to fall, the barrier definitely buys a couple seconds.

Strength Branch
Bull Rusher
Level 10 Skill
Rating:
In-Game: "Dashing for longer than 1.5 seconds boost damage."
After dashing for long enough, Triss' shield will burn red and deal more damage.
At maximum level, Bull Rusher multiplies damage by 2.5.

Marathoner
Level 20 Skill
Rating:
In-Game: "Increase Triss's Dash duration."
Marathoner greatly improves Triss's mobility, which is already pretty good excluding Cloak of Strength and Cloak of Constitution.

Corner Fighter
Level 30 Skill
Rating:
In-Game: "Missing health becomes bonus strength (per 25%)."
Good at glancing and dodging? You don't need health, time to get bloody! At maximum level, the Strength Damage multiplier increases by a hefty 0.3 per grade of health loss. That is x2.2 damage at critical, and x1.6 at maximum regenerated health!


Tec Branch
Glancer
Level 10 Skill
Rating:
In-Game: "Blocking at the last moment reduces damage."
The first point may not help much, but glancing later becomes essential for shield durability. At maximum level, damage taken is reduced to 10%!

Lung Capacity
Level 20 Skill
Rating:
In-Game: "Increase Triss's Shout range."
Shout is a powerful move, offensively and defensively, so improve it!

Willpower
Level 30 Skill
Rating:
In-Game: "Triss has a chance to survive killing blows."
Instead of falling, Triss survives with 1 health. Willpower can help decide a win, but it is not reliable.
Surviving does not trigger Judo Master.
Triss (Tank) Equipment 1/2
Attack
Triss' basic attack is a 3-hit combo, with 30% Strength Damage on the first hit, 60% on the second, and 90% on the finisher, Shield Bash, which launches enemies into the air.


Aegis
Rating:
Gets the job done.





Riot Shield
Location: Stage 2-2
Rating:
At the cost of about 20% Strength Damage and some speed, the finisher, Spin Strike, has signficantly greater reach, which is a double-edged sword shield. Play around it, and you won't miss the damage loss.





Wind Shield
Location: Stage 1-C
Rating:
Losing 25% health for permanent Haste is a good trade. Speed improves dodging and chasing, which helps with damage output, crowd control, and shield durability.




False Ancile
Location: Stage 3-6
Rating:
Apparent effects: larger hitbox/hurtbox, ignore hits (but still take damage).
Overcome the downsides of being large and unstoppable, and enjoy the upsides plus a 25% Strength Damage boost.




Secondary
Triss holds up her trusty shield. The shield can be used to cancel animations, and it can remain active while reviving allies. Cancelling the Shield Bash allows Triss to stun lock enemies into a Stun Crit.


Orichalcum
Rating:
~400% Tec Shield Durability
Don't want to deal with the other options' downsides? Then this material is for you.



Dragon Stone
Rating:
~70% Tec Damage
~300% Tec Shield Durability
This shield's melee reflect has different properties from Alex's Counter, such as knocking some enemies into the air.




Cold Adamantite
Location: Stage 2-6
Rating:
~1600% Tec Shield Durability
With excellent use of Glancer, quadruple shield durability is good for avoiding shield regeneration and Tec Ups.
Unaffected by Morale Boost.

Royal Titanite
Location: Stage 3-7
Rating:
~500% Tec Shield Durability
This shield makes Triss immobile while deployed, and grants flinch immunity at all times. Triss still receives invulnerability and knockback when hit directly.
Triss (Tank) Equipment 2/2
Evade
Triss dashes with her shield in front, bashing enemies unfortunate enough to be in her way.
Deals 80% Tec Damage.


Cloak of Wisdom
Rating:
The wise keep it simple.








Cloak of Strength
Location: Stage 5-A
Rating:
160% Tec Damage
Exchange mobility for a shield bash that hits twice as hard and recharges almost twice as fast. Not as great at dealing with groups as dashing away in some situations.
Great for Tec Up builds that lack Strength.



Cloak of Dexterity
Location: Stage A-A
Rating:
Gotta go fast? For slightly longer recharge, you can.







Cloak of Constitution
Location: Stage 3-2
Rating:
No speed increase, slowest recharge (not sure why it has 3 stars alongside Cloak of Dexterity) and the inability to turn makes Runway the least mobile of the dashing options. The barrier and unstoppable charge help start or leave a fight.




Power
Triss' shouts are powerful enough to affect all enemies in a large area.
Deals 90% Tec Damage.


Bear Shout
Rating:
100% Tec
Gets fleas, ticks and enemies off your hair and into the air. Fastest recharge.






Ram Shout
Location: Stage 1-B
Rating:
50% Tec
Destroy enemy projectiles, potentially hit more enemies, and still launch enemies into the air? No wonder the Ram Shout gets a longer break.





Winter's Shout
Location: Stage 4-5
Rating:
35% Tec
The Winter's Shout recharges the slowest. The area stun is useful, but it merely pinches enemies that are immune, and grounds airborne enemies.






Turtle Shout
Location: Stage 4-1
Rating:
100% Tec
Exchange crowd control for the ability to directly protect your friends and/or yourself. Protect Meg, run away from the mob, or wail recklessly on the enemy while you can.
Triss (Tank) Loadouts
Anti-Air Supporter
Attack
Sec.
Evade
Power
Riot Shield's range can help gather aggro and launch enemies with less movement. Wind Shield
Orihalcum
Cloak of Dexterity
Ram Shout can help protect Erin, who has less range than Meg. Turtle Shout is an auxiliary barrier for Meg.
In single player or co-operative, Triss is the best at crowd control and setting up for Air Crits.
Meg (Sniper) Intro
Tempo: Endurance: Attack: Mobility:
Meg is the engine of the Furies' offense. Her Attack and Power can slay enemies in one shot from across the map, and Mines are good for set-ups and crowd control. Meg's largest faults are her long recovery animations following most of her moves, and her relatively weak Evasive options.
Meg (Sniper) Skills
Strength Up is essential to reach the full potential of Meg's Rifle.
Can Meg deal too much damage? Yes.

Talent Branch
Graplant
Level 5 Hero Talent
Rating:
In-Game: "Mines can now be planted while grapnelling ."
Mine planting, but not prep time, is instant while grapnelling. It can be used to more safely plant mines.

Marksman
Level 15 Hero Talent
Rating:
In-Game: "Consecutive hits deal bonus damage."
Ever wonder why a Meg shoots at grass? At maximum level, the Strength Damage multiplier increases by 0.1 after a hit with Attack or Power, for a maximum 1.3 multiplier!
Taking damage, or missing with Attack or Power, breaks the streak.

Explosive Expert
Level 25 Hero Talent
Rating:
In-Game: "When Meg falls, a mine will spawn by all bodies."
The mines that spawn promptly explode. This talent is more impressive with more players.
Perhaps to combat griefing, Gravity Well mines are reduced to Remote Mine with half damage and without Slow.

Strength Branch
Meg Launcher
Level 10 Skill
Rating:
In-Game: "Increase Grapnel speed."
Meg can not get enough grapnel speed. Grapnel aim is a bigger factor.

Skeet Shooter
Level 20 Skill
Rating:
In-Game: "Increase damage of Meg's Air Crits."
Standard Air Crits multiply damage by 1.25. Skeet shooter increases it by 0.2 per level, nearly doubling it at maximum.

Air Traffic Controller
Level 30 Skill
Rating:
In-Game: "Air Crits reduce all cooldowns."
Air Crits already deal a lot of damage, recharging Meg's Evade or Empowered Shot is a nice bonus.

Tec Branch
Hoarfrost
Level 10 Skill
Rating:
In-Game: "Mines now apply Slow."
The Slow debuff improves the mine's crowd control, especially against grounded or vulnerable, shielded enemies.
Gravity Well does not apply Slow.
Enola Gay can apply Slow to the Meg that planted it.

Visual Acuity
Level 20 Skill
Rating:
In-Game: "Empowered Shots Slowdown is more potent."
Lower time scale is helpful but not needed for Tec Abilities. Meg's allies could get more use from the slowdown than herself (use Grapnel to cancel).

Spoolant Coolant
Level 30 Skill
Rating:
In-Game: "Grapnel now applies Weaken."
It can last for a long duration, but Weaken is a weak debuff, increasing damage to the victim by 10%. Not worth exhausting grapnel and bringing Meg to the enemy; it is truly for "turn[ing] mistakes into opportunities."
Meg (Sniper) Equipment 1/2
Attack
Meg's rifle deals an astonishing 160% Strength Damage per shot, and can knock targets into the air.


Arigato Rifle
Rating:
100% Strength
Well-balanced.





Ciao Rifle
Location: Stage A-D
Rating:
85% Strength
Piercing bullets allow Meg to handle crowds with less frequent use of her Power, or pick a target behind other enemies.





Gute Nacht Rifle
Location: Stage 2-3
Rating:
160% Strength
Lots of power, lots of recovery.
Recoil from Attack.



Good Day Rifle
Location: Stage 1-No Chance Encounters
Rating:
75% Strength
Burn: ~3s, 20% Strength Dmg or 15% Tec Dmg

Safest to use, trades some burst damage for Burn damage.
Does not launch surviving victims.
Burn damage-type matches the type Meg used last (excluding Detonation).


Secondary
Meg plants a mine into the ground. She can Detonate it at will after prep time. In co-op, Meg can detonate her mine while fallen. Mines can also hit downed enemies, but not airborne enemies.


Remote Mine
Rating:
A simple explosive with simple knockback. Fastest prep time, smallest area. The explosions' arms can miss enemies that were inside the ring.






Donut Detonator
Location: Stage 4-3
Rating:
The Donut Detonator's unwiedly ring of explosions occur over a longer period, deal 50% more damage and can knock targets high up.






Enola Gay
Location: Stage 3-B
Rating:
The nuclear option, with double damage and extreme knockback. Send foes, and Meg, flying.
Due to the extended arms of the explosions, Meg can safely stand between them.
185% Tec Self-Damage
Meg can slow herself with Hoarfrost.



Gravity Well
Location: Stage 2-Crystals, Walls and Stalls
Rating:
The pull and hit stun is good for crowd control and set up for area covering abilities.
Single explosion hits entire ring.
Does not launch surviving victims.
Does not apply Slow with Hoarfrost.

Meg (Sniper) Equipment 2/2
Evade
Meg's projectile grapnel chains are the most cumbersome defensive options, but she also possesses the effortless Preservation Barrier.
Grapnelling cancels Meg's animations and provide mobility. Aim it at nearby objects, such as the edge of the screen, to shorten grapnel prep time.


Carbon Chain
Rating:
75% Tec Damage
With its short cooldown, the default chain is the best suited for general mobility.




Preservation Barrier
Rating:
Deciding "fight or flight" is crucial to balancing safety and firing rate.
Preserve also provides haste.
Preserve does not cancel actions, which can be useful or hurtful.
The 3 Grapnelling skills do not affect this item.



Chomp Chain
Location: Stage 5-T
Rating:
75% Tec Damage
This chain's short range trades mobility for consistency and urgency.





Blood Chain
Location: Stage 2-7
Rating:
~244% Tec Damage
Meg can take advantage of sufficiently weak, lone enemies to both kill them and zip to safety. Definitely a higher risk-reward item.
Props, such as grass, barrels and supply bags, refresh Blood Chain when destroyed by it.




Power
Empowered Shots deal 200% Tec Damage, and can cancel animations.


Incendiary Coating
Rating:
100% Tec
The all-rounder round.





Burst Coating
Location: Stage 1-A
Rating:
60% Tec
Break crowds in a snap. The radius and knockback are comparable to those of Enola Gay.



Electric Coating
Location: Stage 3-3
Rating:
40% Tec
A relatively fast-charging, 5-second stun is very useful for picking a troublesome and/or priority target without collecting aggro from other enemies.





SAM Coating
Location: Stage 4-6
Rating:
130% Tec
With high stats, SAM Coating's Air Crit damage is second only to Gute Nacht. It recharges very quickly with Air Traffic Controller.
This shot can still knock a grounded enemy into the air with a pitiful 1 damage.
Meg (Sniper) Loadouts
Solo Sniper
Attack
Sec.
Evade
Power
Ciao Rifle Good Day Rifle safely and quickly softens up enemies for Meg's partner.
Enola Gay provides great damage, large coverage, and long air time. Donut Detonator can reliably stop enemies form approaching and knocks them high up.
Perservation Barrier is the most reliable option, especially when all enemies are after you.
Burst Coating can hit a prop or the edge, and still knock a group of enemies high enough for Air Crits. Incendiary Coating
This loadout for solo play emphasizes safely dealing damage to groups of enemies.

Titan Human Sky Sniper Lelantos Meg
Attack
Sec.
Evade
Power
Ciao Rifle Arigato Rifle
Enola Gay
Perservation Barrier is always good. Carbon Chain is best for re-positioning.
SAM Coating can behave like a second bullet in the rifle, dealing great damage with Skeet Shooter and Tec, or knocking an enemy into the air.
If Meg's team takes all the attention away from her, all she has to fear are invulnerable enemies, ranged attacks and the occasional stray.

Face-to-Face with Meg
Attack
Sec.
Evade
Power
Good Day Rifle
Enola Gay
Blood Chain
Burst Coating
This loadout is for fun, and is probably only optimal for sandbagging with Meg. Soften up enemies with burns, blast them apart with a mine or explosive coating, then zip 'n' kill with grapnelling. Whee!
Alex (Fighter) Intro
Tempo: Endurance: Attack: Mobility: *A skill increases mobility significantly.
Alex is the Fury that will survive a nuclear war, alongside cockroaches and twinkies. She can endlessly Counter any attack that comes her way, and her Legs allow her to chase or evade enemies. Her Hammer has a steady reach, and she can Spin it to deal damage and Stun Crits.
Alex (Fighter) Skills
Strength Up is best for Alex's Hammer, but she remains the weakest (if Triss lacks Strength). Her Spins have long cooldowns and her other Tec Abilities are not a great source of damage by themselves. Mastering Counter makes Alex invincible.

Talent Branch
Flow
Level 5 Hero Talent
Rating:
In-Game: "Alex's Big Swings reduce all cooldowns."
A cheap ~2s saved with each Big Swing.

Resonance
Level 15 Hero Talent
Rating:
In-Game: "Leap Strikes now apply weakness."
The Weakness debuff is weak and brief, but it is a free addition.

Body Builder
Level 25 Hero Talent
Rating:
In-Game: "If Alex falls, allies gain Dmg Boost and Haste."
A great buff, but it requires Alex to fall.

Strength Branch
Adrenaline Boost
Level 10 Skill
Rating:
In-Game: "Successful Counters give Alex Haste."
This skill can have very high uptime, granting Alex above-average mobility.

Anger Management
Level 20 Skill
Rating:
In-Game: "Taking damage reduces all cooldowns."
The ~5s reduction is nice but does not make up for taking damage like Triss' Corner Fighter.

Embolden
Level 30 Skill
Rating:
In-Game: "Increase Counter window."
Better to counter too early than too late.


Tec Branch
Wind Barrier
Level 10 Skill
Rating:
In-Game: "Take reduced damage while Spinning ."
At maximum, damage taken is reduced by 90%. This skill is not very useful, except in combination with the unstoppable Tide Jewel Core.

Heavy Weight
Level 20 Skill
Rating:
In-Game: "Increase Leap Strike's damage radius."
Increased radius helps to catch more enemies. Dead perk with Puss-in-boots Boots.

Pirouette
Level 30 Skill
Rating:
In-Game: "Increase Spin duration."
Slightly increases potential mobility, damage and Stun Crits. It can supplement time lost closing the distance to enemies.
Alex (Fighter) Equipment 1/2
Attack
Alex' basic attack is a 4-hit combo, starting with 25% Strength Damage, then increasing by 25% until it reaches 100% Strength Damage with the finisher, Big Swing.


Hephaestus' Hammer
Rating:
No thrills, no frills.





Empusa's Ender
Location: Stage 2-B
Rating:
Lifesteal equal to 25% Strength.
Good for proficient players: If you are taking hits often, the health loss can hurt, and if you have mastered Counter, you don't need Lifesteal.





Maul of Mjolnir
Location: Stage 3-4
Rating:
Big Swings are useful for launching lightweight enemies and reducing cooldowns (with Flow).




Striker of Sharur
Rating:
Molten Strike: 125% Strength Damage
Burn: ~5s, 15% Tec Damage

Molten Strike has an even longer wind-up, but if you can connect with it, it deals more damage and 10 ticks of Burn.
Tec is altered while Spinning.




Secondary
Alex's Counter can cancel her actions, block any attack and reposition herself while dealing some damage. Unlike Triss' Shield, Counter has no damage limit, but if Alex misses, she is temporarily stunned.
Deals 60% Tec Damage.


Nemean's Hide
Rating:
No thrills, no frills.






Leviathan's Shell
Location: Stage 1-2
Rating:
This equipment can be a cheaper option than several levels of Embolden.







Tunic of Nessus
Location: Stage 2-C
Rating:
Dizzy lasts 1.5 seconds.
Dizzy is always useful against ranged enemies, and larger mooks that are immune to hit stun. The short movement keeps Alex closer to stun victims, but it can severely increase the number of counters needed to approach enemies.



Thundercoat
Location: Stage 3-5
Rating:
This coat takes Alex too far! The lengthy dash is most useful for kiting enemies, and increasing invulnerability duration. For reaching distances in between, Adrenaline Boost helps make large corrections.
Alex (Fighter) Equipment 2/2
Evade
Alex is invulnerable while jumping, but look before you leap.


Sandals of Talaria
Rating:
50% Tec Damage
A versatile pair. Please don't wear them with socks.







Jordanian Slippers
Location: Stage 1-4
Rating:
75% Tec Damage
Alex wants to be like Mike Triss. This spectacular move can provide some crowd control, and set up for Spinning and other anti-air attacks.






Helskor's Heelys
Location: Stage A-C
Rating:
50% Tec Damage
With Flow and Heavy Weight, Graviton's pull allows Alex to combo enemies.






Puss-in-boots Boots
Location: Stage 5-C
Rating:
The Backstep is well-suited for mobility and defense. As a substitute to Counter, it lets Alex frequently dodge attacks without the risk of exhaustion, and move Alex an alternate distance.
Despite its visual lack of height, the Backstep can be used to leap over the same obstacles as the other options.




Power
Alex becomes the Tasmanian Devil, striking enemies rapidly with her hammer and deflecting airborne enemies back into the air. This technique can be used for crowd control and Stun Crits.
Deals ~35% Tec Damage.


Baetylus Core
Rating:
100% Tec
A balanced core for a balanced body.








Thunderstone Core
Location: Stage 2-1
Rating:
75% Tec
This core turns Alex into a Air Crit juggling, spinning top of doom. Extended spinning overcomes the damage lost by the reduced Tec.





Tide Jewel Core
Location: Stage 4-7
Rating:
100% Tec
If there is any Pull, it is hardly noticeable.
Its longer duration, combined with Wind Barrier, makes this core Alex's most reliable source of Stun Crits. The sluggish speed can reduce the ability to Air Crit juggle or cover ground.
The Tide Jewel Core actually recharges faster than the Thunderstone Core.


Philosopher's Core
Location: Stage 4-The Gates
Rating:
125% Tec
This core's burst of damage is ideal for tackling slow enemies, or aggressive melee enemies, that do not shift shields or gain barriers.
Alex (Fighter) Loadouts
Alex's primary equipment are near-interchangeable, leaving much of the variation to the abilities with cooldowns.

The Strongwoman
Attack
Sec.
Evade
Power
Maul of Mjolnir launches lightweight enemies and activates Flow with each strike.
Tunic of Nessus' stun and short distance helps set up for Mjolnir.
Puss-in-boots Boots can be used to cancel Mjolnir and close distances. Jordanian Slippers can set up for air crits and effectively stun a large group of lightweight enemies.
Thunderstone Core can help give chase and keep airborne enemies in the air. Baetylus
Support the damage dealers by launching enemies into the air and keeping them in the air.
Erin (Engineer) Intro
Tempo: Endurance: Attack: Mobility: *Skill increases mobility further.
Erin is a balanced damage dealer; of the Furies, she is most easily pressured into using her entire kit. Her rapid-firing Pistol packs a punch, but it requires Reloading. She can Roll out of danger while her Turret stun-locks light-weight enemies.
Erin (Engineer) Skills
Erin's pistol benefits from both Strength Up and Tec Up. Both Basic Shots and Big Shots can deal great damage, but share Clip. Turrets and Rolls are useful even without damage.

Talent Branch
Barn Burner
Level 5 Hero Talent
Rating:
In-Game: "Big Shot now applies Burn."
Burn: ~4s, 15% Tec Damage
Potentially add more than 100% Tec Damage to a single Big Shot for free.

Aerolldynamics
Level 15 Hero Talent
Rating:
In-Game: "Rolling now applies Damage Boost."
Counter enemies after rolling with a brief but hefty 25% damage boost.
Turrets planted while boosted are affected for their entire duration.

Mechanic
Level 25 Hero Talent
Rating:
In-Game: "If Erin falls, a Cooldown potion will spawn by her body."
The most interesting on-death perk, however, it is easy to unintentionally collect the potion.

Strength Branch
Ammo Expert
Level 10 Skill
Rating:
In-Game: "Increase Pistol Ammo Capacity."
Increases clip size by up to 60%. Essential for Strength-based builds.
The ammo cost of Big Shots is based on the increased Ammo Capacity.

Battery Charge
Level 20 Skill
Rating:
In-Game: "Increase Turret Duration."
Slightly increases Turret Duration, and slightly increases cooldown duration.

Sharp Shooter
Level 30 Skill
Rating:
In-Game: "Increases Pistol Range."
Increases Pistol Range by up to 30%.
Extra range helps avoid being caught with Roll on cooldown.


Tec Branch
Final Shot
Level 10 Skill
Rating:
In-Game: "Big Shot deals bonus damage on last bullet."
Erin's answer to Meg's Skeet Shooter, this skill multiplies damage by up to 2.5.
Skill requires 1 bullet remaining for effect.

Magnifier
Level 20 Skill
Rating:
In-Game: "Increases Turret Range."
Increases Turret range by up to 30%, especially improving TRT-LOCKDOWN and
TRT-ANTIAIR.

Master Loader
Level 30 Skill
Rating:
In-Game: "Reload grants Haste."
Haste is a great boon for Erin in one of her most helpless states.
It helps to keep Rolls for more difficult attack patterns.
Does not activate while rolling.
Erin (Engineer) Equipment 1/2
Attack
Erin fires at the closest grounded enemy in her circular sector, dealing 37.5% Strength Damage.
The pistols vary greatly by range, damage and average rate of fire.

Brown Terrier Pistol
Rating:
100% Strength
12 Ammo

Strikes a great balance, yet it probably also has the highest single-target damage rate.
No movement from recoil.
Fastest reload.





Mousse Shepard Pistol
Location: Stage 3-A
Rating:
140% Strength
4 Ammo

This pistol can briefly stun and deal high damage to tight groups, but it is weak against lone targets.
Does not cause Big Shots to hit all enemies.





Dessert Beagle Pistol
Location: Stage 1-4
Rating:
200% Strength
8 Ammo

Good burst damage, and still capable of stun locks.
The small arc can help Erin pick a target.
Largest movement from recoil.
Longest reload duration.




Hot Dogger
Location: Stage A-B
Rating:
35% Strength
40 Ammo

Fully automatic fire is the easiest source of Stun Crits in the game, second to Erin's Turrets.
Due to the rate of fire, it may be more difficult to activate Final Shot.





Secondary
Erin's Big Shot is her main anti-air option. It deals 85% Tec Damage in a single shot, consuming a rounded portion of Ammo. Its range is the same as Pistol's range.

Plasma Shot
Rating:
100% Tec
The standard Big Shot has little wind-up and the highest potential damage per reload.





Quick Shot
Location: Stage 2-1
Rating:
35% Tec
This quick-to-fire, little shot is useful for sustaining an air combo.
Does not launch lightweight enemies into the air.



Vodka Shot
Location: Stage 4-2
Rating:
135% Tec
This explosive shot is great for crowd control and setting up a combo.







Hot Shot
Location: Stage 5-G
Rating:
150% Tec
An excellent finishing move that can greatly improve Erin's damage output.
Ammo refill does not activate Master Loader.
Erin (Engineer) Equipment 2/2
Evade
Rolling is a reliable defense and mobility option.

Vanilla Rollnilla
Rating:
Short and quick, like a break from work.
Abundant, unlike breaks from work.




Banana Rollana
Location: Stage 2-4
Rating:
~275% Cooldown Duration
60% Tec Damage
The extended roll and enemy launching are good for getting into, or out of, battle.





Sushi Rollushi
Location: Stage 1-B
Rating:
~200% Cooldown Duration
The Haste is brief, but cheap.





Roller Reloader
Location: Stage 3-7
Rating:
~140% Cooldown Duration
The refill is great for both Strength and Tec Builds, but it may be the least evasive action.
It can help extend Pistol stun locks.
Does not help full reloads complete faster.




Power
Erin's turrets are great for offense or defense, either providing Stun Crits or extending air combos.

TRT-BUD
Rating:
25% Tec Damage
Buddy deals the greatest single-target damage.








TRT-LOCKDOWN
Rating:
~7.5% Tec Damage
Lockdown a large group with a single turret.









TRT-ZONE
Location: Stage 3-1
Rating:
~7.5% Tec Damage
Knock enemies out of the zone one by one with a quick succession of Stun Crits.






TRT-ANTIAIR
Location: Stage 4-4
Rating:
~31.25% Tec Damage including Air Crits
Damage reduced by 75% for extended combos.
Hope you like pinball.
This anti-air turret violently keeps victims in the space high above it until it expires or knocks them out of range.
Erin (Engineer) Loadouts
Launchpad
Attack
Sec.
Evade
Power
Hot Dogger has good reach and easily knocks enemies off their feet.
Vodka Shot can blast away groups.Quick Shot has the best chance among the Big Shots to sustain an air combo.
Banana Rollana knocks enemies straight up.Roller Reloader keeps the action rolling.
TRT-ZONE is a pitching machine for Air Crits.TRT-ANTIAIR provides defense in addition to setting up Air Crits.
Support Meg and deal decent damage at the same time.

The Hot-Shot Show-Off
Attack
Sec.
Evade
Power
Dessert Beagle Pistol has damage, range and precision.Mousse Shepard Pistol can soften multiple enemies at once. Its small clip makes it easy to use Final Shot
Hot Shot plus Final Shot is the key, thanks to its ammo refill.
Banana Rollana easily sets up a Hot Shot kill.Roller Reloader can help recover from a failed Hot Shot kill.
TRT-ZONE can set up a line of enemies for Hot Shot kills.TRT-LOCKDOWN both softens and stuns a group of enemies.
A decent loadout for destroying mobs.

The Gunslinger
Attack
Sec.
Evade
Power
Brownie Terrier PistolDessert Beagle Pistol
Vodka Shot is useful for breaking up groups.Hot Shot can still be used as a finisher even when it is weak, rewarding the player with an ammo refill.
Roller Reloader helps hold off breaks in firing.
TRT-BUDTRT-LOCKDOWN
Erin's strength builds are not as interesting, but she can deal a great amount of damage with less vulnerability than Meg.
Credits
Thanks to Draivin and Drogean for XNBNode and XNBExtract, respectively.

Thanks to bb420777 for the equipment location guide, so I don't have to rack my brain or re-play levels.

A huge thanks to Cellar Door Games for releasing a great game with Linux support.
6 Comments
Dame Puffball Dec 21, 2024 @ 10:40pm 
thought i might add that the false ancile also reduces damage *taken*, and removes all i-frames. this does mean you can get bursted down by machine gun attacks frighteningly quickly but it also means you're never stuck unable to defend your teammates since you can't block projectiles while in i-frames. it's the weapon of choice if you want to lean hard into being the team's tank
ℳusʰ®°°m  [author] Jun 27, 2022 @ 3:27pm 
Any of Triss's X attacks can be canceled by tapping Y to bring up the shield, which can be quickly followed up by another X attack.

So, for an infinite combo, you can chain together XXY. The infinite combo deals good damage against light, shieldless enemies because it does not knock them away and can stun lock them (until the game knocks them away with a Stun Crit).
Hyperiium Jun 27, 2022 @ 3:11pm 
How exactly can I execute the shield cancel technique you mentioned to do more primary attack damage with Triss?
hearrttu Feb 6, 2021 @ 11:09pm 
very useful thank you^^
天使な小生意気 Nov 17, 2020 @ 11:01am 
Thank you for your sharing!:cozybethesda:
Run The Jewels Apr 17, 2019 @ 8:23pm 
Thanks for the thorough guide. :)