Make Black Holes larger and more frequent to glue waves together; finish the pack with an execute or melee slasher.
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.
Macro control • grouping • execute cleanup
Medium — slow early, explosive mid-late
Mid-late once Size + Quantity stack up
High scores, timer pushes, dense maps
Browse the Weapons Database • Tomes List • Items List
Keep to 3–4 total weapons to avoid upgrade dilution
Your control engine. Size offers the best ROI—bigger pull radius means denser packs and longer hold. Quantity and Cooldown multiply uptime.
Converts grouped packs with execute checks. Great once enemies are already clumped by Black Hole.
Auto-targets the nearest enemy and excels at single-target DPS; pair with grouped packs to chew down elites/bosses.
Hands-free AOE around your feet so stragglers don’t chip you while you herd the wave.
Orbiting cleanup that scales well with Size; great for tidying edges of the pack.
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.
Order used by many players: Size ▶ Quantity ▶ Cooldown ▶ Luck/XP/Damage
Bigger radius = more enemies caught and longer control on Black Hole.
More instances → denser coverage and fewer gaps in control.
Reduces downtime between pulls; helps maintain continuous grouping.
Improves roll quality/consistency for high-rarity upgrades.
Accelerates leveling into Size/Quantity/CDR caps.
Take late—after control is solved—to push thresholds.
Full list on the Tomes page.
Uptime • control density • leveling flow • mobility/economy
+8% Attack Speed (cooldown reduction feel). Smooths rotations early-mid.
+Chance to spawn an extra XP shard—bolsters XP economy and tempo.
Cooldown reduction + energy sustain to keep pulls frequent.
Periodically vacuums map XP—helps maintain leveling pace while holding formation.
+8% XP Gain. Use it to accelerate access to Size/Quantity/CDR—it's not a cooldown item.
Grants gold when taking damage. Economy tool—not direct defense.
+Move Speed to herd waves into your Black Holes and reposition safely.
See more on the Items List.
Minute-by-minute; high-rarity rolls can preempt
Take Size the moment it appears. Keep weapons to 2–3 (Black Hole + finisher). If fragile, add Aura early.
Start Cooldown; pick up Battery/Energy Core. The map should feel ‘sticky’ now.
Cap Size/Quantity/CDR and add Damage late for thresholds. Hold lanes and eat grouped packs for score/time pushes.
If a key roll doesn’t show
| Category | Primary | Alternatives |
|---|---|---|
| Finisher | Dexecutioner | Katana |
| Cleanup | Bananarang | Lightning Staff |
| Safety | Aura + smart pathing | — |
| Tomes | Size ▶ Quantity ▶ Cooldown ▶ Luck/XP/Damage | Delay Damage until control is solved |
| Items | Battery, Energy Core | Sucky Magnet, Time Bracelet, Turbo Socks |
It’s the largest power spike for this archetype—don’t delay it.
Dilutes upgrades and delays your control spike; stick to 3–4.
Dead DPS does no DPS—solve grouping and uptime first.
Without Sucky Magnet you stall tomes and slow your scaling.
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.