Piercing arrows draw straight lines through crowds • Revolver/Firestaff cover angles • Aura protects on‑contact • Dice/Bananarang fill lanes
Bow
Revolver
Firestaff
Aura
Dice
Bananarang
Quantity
Cooldown
Precision
Damage
Projectile
Tactical Glasses
Power Gloves
Thunder Mitts
Sucky Magnet
Turbo Skates
BatteryA ranged lane‑clear shell that capitalizes on Bow’s piercing. You’ll “draw lines” through packs by kiting laterally and firing down lanes. Pair with Revolver (tight angles, single‑target) or Firestaff (cone burn) to cover blind spots, keep Aura for contact safety, and add Dice or Bananarang as flexible lane fillers. Tome order: Quantity ▶ Cooldown ▶ Precision ▶ Damage, with optional Projectile Speed for feel.
Mid‑range kiting • piercing lanes • sidearm cleanup
Medium — spacing and pathing matter
Early–Mid as Quantity + CDR land
Open maps, speed‑clears, ranged mains
Keep to 3–4 total weapons to avoid upgrade dilution

Piercing arrows excel at lane clearing. Scales hardest with Quantity and Cooldown; later appreciates Precision/Damage to finish packs.

Pick Revolver for angles and elite focus, or Firestaff for cone burn cleanup.

Hands‑free chip damage vs. melee chasers; stabilizes greedy ranged play.

Flexible lane filler: Dice scales passively into late game; Bananarang offers orbiting coverage that loves Size.
Order: Quantity ▶ Cooldown ▶ Precision ▶ Damage · Optional: Projectile Speed for feel

More arrows = more pierce lines. The single biggest throughput increase.

Pushes rate of fire so you keep lanes carved at all times.

Improves crit/accuracy breakpoints for finishing power.

Finalizes thresholds once your engine is online.

Quality‑of‑life for travel time and reach — take if it improves your spacing and aim.
Crit/precision • projectile QoL • uptime • mobility

Reliable crit/precision boosts for ranged finishes.

Adds punch to arrows and sidearms.

Knockback and control QoL for ranged spacing.

Keeps your fire rate and sidearm cadence smooth.

Sustained speed for lateral kiting and lane drawing.

Vacuum XP while keeping distance so you don’t break formation.
Minute‑by‑minute; high‑rarity rolls can preempt
Secure Bow start and prioritize Quantity → Cooldown. If feeling unsafe, add Aura early.
Pick Revolver (angles) or Firestaff (cone burn). Keep weapons at 3 to focus upgrades.
Add Dice or Bananarang depending on preference. Start Precision ranks.
Add Damage and optional Projectile Speed. Slot key items (Tactical Glasses, Battery).
Cap remaining tomes. Add mobility/pickup QoL and keep carving lanes until the map is clean.
If a key roll doesn’t show
| Category | Primary | Alternatives |
|---|---|---|
| Sidearm | Revolver | Firestaff (cone burn) |
| Lane Filler | Dice | Bananarang (orbit coverage) |
| Control | Aura | — (identity pick for safety) |
| Tomes | Quantity ▶ Cooldown ▶ Precision ▶ Damage | Projectile Speed (optional QoL) |
| Items | Tactical Glasses, Power Gloves, Thunder Mitts | Battery, Turbo Skates, Sucky Magnet |
Throughput beats raw damage in this archetype.
3–4 total keeps upgrade density high.
This build expects lateral kiting so arrows pierce entire waves.
No Projectile Speed/Battery can make the build feel clunky.
Bow’s pierce lets you “draw lines” through dense packs, and meta write‑ups frequently highlight Revolver + Bow as a fast clear combo. Quantity and Cooldown multiply arrow throughput, while Precision/Damage secure kills. Aura ensures safety for a greedy ranged posture, and Dice/Bananarang flexibly fill lanes depending on preference.