Breakin' Beats Wildcat Hero Loadout



Upchuck the boogie to the rhythm.

Commander

130

Breakbeat Wildcat

Legendary | Hero
Battle Beat+Eliminating 4 enemies in 9 seconds grants Rockin' Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds).

Team Perk

Totally Rockin' OutRockin' Riff also increases your Crit Rating by 160 (decaying over 8 seconds) and Heals for 73.75 base health. REQUIRES: 2 Totally Rad heroes
 

Support Team

Assault DamageIncreases Assault Damage by 17%.
Assault Crit DamageIncreases Assault Critical Damage by 75%.
Locked and ReloadedAfter reloading, increases Weapon Damage by 15% for 5 seconds. Switching weapons removes buff.
Sub WafersHarvesting Metal objects has a 32% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin' riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds).
FumbleEliminated enemies have a 7% chance to fumble a football. Footballs grant Rockin' Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds).

Gadgets

Adrenaline RushRestores health to you and friendly players in a 3 tile range. Purges negative effects. Heals additional health every second over 5 seconds. Revives downed allies.
 
Stationary Hover TurretDeploys the stationary hover turret that fires energy rounds at enemies within an 8 tile range at 6 rounds per second. Turret lasts for 30 seconds. An additional Turret is added. Turret deals damage to nearby enemies on death.
 

Recommended Weapons


 
 
 
 
 
+135% Crit Damage
 
 
 
 
 
+75% Reload Speed
 
 
 
 
 
Energy and +20% Damage
 
 
 
 
 
+30% Damage
 
 
 
 
 
+135% Crit Damage
Eliminating an enemy with this weapon causes nearby enemies to dance for a short duration. Does not affect enemies that have recently been dancing. Dance does not affect Mist Monsters or Bosses.

Breakin' Beats Wildcat Description

Breakbeat Wildcat is hands down one of the best heroes in the game at the time of this writing. With this build we will be focusing specifically on the new Boombox weapon that came out with the Rad Llamas called the Beat Blaster. In a basic sense, it is a typical assault rifle. Until you get to the 6th perk, that each have a crowd control element applied to them, in the form of causing the husks to dance based on a condition being met. It shoots two shots at once and has a base magazine size of 24, meaning you get 12 shots before needing to reload. We will keep that in mind when creating this loadout.

Due to the low ammo capacity of this particular weapon, we focused on getting the most damage out of a small burst window. Adding base Assault Rifle damage, Assault Rifle Critical Damage and extra Damage after reloading with our first three heroes. Rescue Trooper Ramirez, Tactical Assault Sledgehammer and Skull trooper Jonesy respectively. We passed on First Shot Rio since we have the Totally Rockin' Out team perk to keep the passive Crit Rating high. We passed on Urban Assault Headhunter since the two projectiles fired at once have a low chance to both hit husks in the head. We passed on Crackshot and/or Bullet Storm Jonesy due to the clip size being so low.

The final two heroes are needed to activate the Totally Rockin' Out team perk and we went with the standard Varsity Hiro and Main Stage Quinn setup for our typical Breakbeat Wildcat loadouts. They tend to offer the best combo outside of using weapons with a heavy attack or an axe. You can eat a Sub Wafer to start Rockin' Riff going and Battle Beats will keep it active once the fighting begins, while you can run over Fumbled Footballs as needed or when necessary to keep it refreshed.


Weapon Description

Since the uptime of Rockin' Riff is expected to be extremely high once a tense battle begins, we went with NO critical rating perks on our weapon this time. To capitalize completely off of the critical damage potential of this hero loadout we went with Energy Damage, Damage and Crit Damage x 2. The Reload Speed perk will help with keeping the Locked and Reloaded buff up as we will empty out our clip and subsequently reload it faster. The 6th perk is where things get interesting. That one you have to evaluate on a weapon by weapon basis.

For the Beat Blaster in this loadout it has a natural synergy with the eliminations for the 6th perk condition. You will be eliminating lots of enemies quickly with this weapon. Thatway the crowd control element of this weapon is reaching it's full potential. You won't hit very many husks 6 times before they're dead, except Mist Monsters so it doesn't make much sense to go with that or the Stun/Knockback conditional perk.