⭐ S-TIER MECHANICS (Late-Game Ceiling)

🌀 Black Hole Grouping Control (Mechanics Archetype)

Make Black Holes larger and more frequent to glue waves together; finish the pack with an execute or melee slasher.

🎯 Build Overview

A late-game control shell: make Black Holes larger and more frequent so waves stay grouped. Finish with Dexecutioner (execute) or Katana (single-target slashes) while Aura protects up close. Cleanup with Bananarang or Lightning Staff. Tome order (common approach): Size ▶ Quantity ▶ Cooldown ▶ Luck/XP/Damage.

Playstyle

Macro control • grouping • execute cleanup

Difficulty

Medium — slow early, explosive mid-late

Power Spike

Mid-late once Size + Quantity stack up

Best For

High scores, timer pushes, dense maps

Browse the Weapons DatabaseTomes ListItems List

⚔️ Core & Supporting Weapons

Keep to 3–4 total weapons to avoid upgrade dilution

Black Hole

Black Hole

CORE

Your control engine. Size offers the best ROI—bigger pull radius means denser packs and longer hold. Quantity and Cooldown multiply uptime.

Dexecutioner

Dexecutioner

FINISHER

Converts grouped packs with execute checks. Great once enemies are already clumped by Black Hole.

Katana

Katana

FINISHER

Auto-targets the nearest enemy and excels at single-target DPS; pair with grouped packs to chew down elites/bosses.

Aura

Aura

BODYGUARD

Hands-free AOE around your feet so stragglers don’t chip you while you herd the wave.

Bananarang

Bananarang

CLEANUP

Orbiting cleanup that scales well with Size; great for tidying edges of the pack.

Lightning Staff

Lightning Staff

CLEANUP

Bouncing chain-lightning for lane coverage. Note: it does not innately stun; stuns come from the Lightning Orb item.

See all weapons in the Weapons Database.

📚 Tome Priority (common)

Order used by many players: Size ▶ Quantity ▶ Cooldown ▶ Luck/XP/Damage

Size Tome

Size

#1 — Commonly Prioritized

Bigger radius = more enemies caught and longer control on Black Hole.

Quantity Tome

Quantity

#2

More instances → denser coverage and fewer gaps in control.

Cooldown Tome

Cooldown

#3

Reduces downtime between pulls; helps maintain continuous grouping.

Luck Tome

Luck

#4 (tie)

Improves roll quality/consistency for high-rarity upgrades.

XP Tome

XP

#4 (tie)

Accelerates leveling into Size/Quantity/CDR caps.

Damage Tome

Damage

#5

Take late—after control is solved—to push thresholds.

Full list on the Tomes page.

🎁 Essential Items

Uptime • control density • leveling flow • mobility/economy

Battery

Battery

UPTIME

+8% Attack Speed (cooldown reduction feel). Smooths rotations early-mid.

Echo Shard

Echo Shard

ECONOMY

+Chance to spawn an extra XP shard—bolsters XP economy and tempo.

Energy Core

Energy Core

ENGINE

Cooldown reduction + energy sustain to keep pulls frequent.

Sucky Magnet

Sucky Magnet

PICKUP

Periodically vacuums map XP—helps maintain leveling pace while holding formation.

Time Bracelet

Time Bracelet

XP FLOW

+8% XP Gain. Use it to accelerate access to Size/Quantity/CDR—it's not a cooldown item.

Golden Shield

Golden Shield

ECONOMY

Grants gold when taking damage. Economy tool—not direct defense.

Turbo Socks

Turbo Socks

MOBILITY

+Move Speed to herd waves into your Black Holes and reposition safely.

See more on the Items List.

📈 Upgrade Path Timeline

Minute-by-minute; high-rarity rolls can preempt

0–3 min

Stabilize

Take Size the moment it appears. Keep weapons to 2–3 (Black Hole + finisher). If fragile, add Aura early.

3–6 min

Go Online

Add Quantity ranks and a cleanup slot (Bananarang or Lightning Staff).

6–10 min

Continuous Control

Start Cooldown; pick up Battery/Energy Core. The map should feel ‘sticky’ now.

10–15 min

Accelerate

Grab Luck/XP to speed rolls and leveling; upgrade your finisher (Dex/Katana).

15+ min

Close Out

Cap Size/Quantity/CDR and add Damage late for thresholds. Hold lanes and eat grouped packs for score/time pushes.

🔄 Alternatives & Replacements

If a key roll doesn’t show

CategoryPrimaryAlternatives
FinisherDexecutionerKatana
CleanupBananarangLightning Staff
SafetyAura + smart pathing
TomesSize ▶ Quantity ▶ Cooldown ▶ Luck/XP/DamageDelay Damage until control is solved
ItemsBattery, Energy CoreSucky Magnet, Time Bracelet, Turbo Socks

⚠️ Common Mistakes

Ignoring Size early

It’s the largest power spike for this archetype—don’t delay it.

Too many weapons

Dilutes upgrades and delays your control spike; stick to 3–4.

Taking Damage before control

Dead DPS does no DPS—solve grouping and uptime first.

No pickup radius

Without Sucky Magnet you stall tomes and slow your scaling.

🧠 Why This Works

Black Hole scales exceptionally with Size: a larger radius increases control time and enemy density, amplifying whatever finisher you pair with. Combining it with Dexecutioner (execute checks) or Katana (reliable single-target DPS) is a mainstream, proven approach.