Sonic Boom Wildcat Hero Loadout



She goes to 11.

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

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).
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).
Faster ExplosionsIncreases Launcher Damage by 17%.
Locked and ReloadedAfter reloading, increases Weapon Damage by 15% for 5 seconds. Switching weapons removes buff.
Plasma ArcEnergy Damage has a 20% chance to zap nearby enemies for 58% of damage dealt.

Gadgets

Slow FieldReduces movement speed of enemies to 40% in a 1 tile range, for 45 seconds.
 
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


 
 
 
 
 
+30 Critical Rating
 
 
 
 
 
+75% Reload Speed
 
 
 
 
 
Energy and +20% Damage
 
 
 
 
 
+135% Crit 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.



 
 
 
 
 
+30% Damage
 
 
 
 
 
+75% Reload Speed
 
 
 
 
 
Energy and +20% Damage
 
 
 
 
 
+135% Crit 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.



 
 
 
 
 
+30% Damage
 
 
 
 
 
+30% Damage
 
 
 
 
 
Energy and +20% Damage
 
 
 
 
 
+135% Crit 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.

Sonic Boom Wildcat Description

This loadout is all about getting the most out of the Deciblaster explosive launcher. To do that we want to keep Rockin' Riff as active as possible and we want to add Totally Rockin' Out's buff to it as well for the massive critical hit potential. Breakbeat Wildcat seems like the best Commander to accomplish this.

First we have to activate the Totally Rockin' Riff team perk. We use Varsity Hiro and Main Stage Quinn to asccomplish that. Wildcat should keep Rockin' Riff pretty active all by herself and it's easy to keep refreshing the buff on demand via fumbled footballs. If you absolutely need to, you can also use a Sub Wafer to active the team perk but it is a bit inconvenient to do and not neccesary with this build. She is there mostly just to activate the team perk but there isn't a better option under these conditions.

There are a lot quality options for the next three support slots. Demolitionist Penny is a must add for the extra explosive damage. Skull Trooper Jonesy/Ramirez add 15% weapon damage after reloading as well. Saurian Might is good for additional base damage. Plasma Arc can add chain damage but I find it to be very situational since most stuff is dead by the first initial shot. Goin' Coconuts gives you extra damage and healing. It's your preference for the last spot.

The only weapon we're using for this build is the Deciblaster but you very easily could substitute in other just about any energy based explosive launchers here and they would work with this loadout no problem. In fact a weapon like the De-Atomizer 9000 works even better in some situations, like encampments.


Weapon(s) Description

The Deciblaster is a fun weapon with good crowd control (CC) potential due to the nearby dancing husks after an elimination. It reminds me of having access to a portable broadside, due to the fact that it's most impactful in a 1x1 space where the projectile can ricochet multiple times. It also has the potential to be aimed for a less concentrated burst that is able to hit multiple spots. It's an amazing weapon with a lot of versatility. Perhaps the best part is it doesn't set off propane tanks. Making it the ideal weapon for Storm Shield defenses.

It has an absolutely great synergy with the Totally Rockin' Out team perk as most weapons do. I won't just give you one version of perks since this weapon makes lots of sense to have do different perk setups for different scenarios of usage.

For the average mission with lots of husks unmitigated, like an encampment or eliminate & collect, I would suggest perking it up with Critical Rating, Reload Speed, Energy Damage, & Critical Hit Damage x 2. That makes it viable in those scenarios. The Totally Rockin' Out team perks uptime is so high with Breakbeat Wildcat, that you could easily change the Critical rating perk in the 1st slot to a Damage perk.

For other types of missions, like an SSD with a lot of front loaded traps, you could get away without the Reload and Critical Rating for Damage perks to up the damage potential on higher health targets like Smashers. Even going as far as a double Damage, double Crit Damage build like the last perk setup for some serious burst damage.