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Guide to the strongest BASE loadout possible!

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Alright, everyone. So I have not been able to find a good guide to BASE comparison, and I'd been hearing conflicting stories, so I figured I'd draw up my own.

This is a comparison of BASE abilities, BASE strength and other BASE features (like faster trap reloads and FEEL THE BASE). Keep in mind that Constructors have other abilities (like Demolitionist's spammable rocket launchers), but that is not the focus of this guide.

Base BASE range is 3. While most BASE ranges are enough to cover a basic build, a larger range is useful for Electrified Floors, Feel the BASE, Trap tunnels, trap reload perks, and other general defense.

All constructors have Creative Engineering and the basic BASE ability. Abilities that buff the Constructor and not the structure like Exit Plan, Enduring Machine, BASE MD, and Building Speed are listed, but are secondary considerations to the strength of the base for this guide.

First, let's break down each Constructor subclass' building ability:

  • BASE
    • Automated (+1). Range is 4.
    • Electrified Floors, Safety Protocols, Lofty Architecture.
  • Controller
    • Range is 3.
  • Demolitionist
    • Automated (+1). Range is 4.
    • Exit Plan, Enduring Machine.
  • Electro-Pulse
    • Automated (+1). Range is 4.
    • Fully Contained, Electrified Floors.
  • Guardian
    • Automated (+1), Big Brother (+1). Range is 5.
    • Exit Plan, Faster Exit.
  • Heavy BASE
    • Automated (+1), MegaBASE (+2). Range is 6.
    • Feel the BASE, Overclocked Traps, Fast Build, Electrified Floors, Turn UP the BASE.
  • Hotfixer
    • Automated (+1), Big Brother (+1). Range is 5.
    • Hotfix, Modulation, Repair Cost, Recycling, Hyperthreading.
  • Machinist
    • Automated (+1). Range is 4.
    • Supercharged Traps, Overclocked Traps, Tough Traps, Electrified Floors, Lofty, Recycling.
  • MEGABASE
    • Automated (+1), Big Brother (+1), MegaBASE (+2). Range is 7.
    • Fast Build, Electrified Floors, Fully Contained, Lofty Architecture.
  • Plasma Specialist
    • Range is 3.
    • Exit Plan, Recycling.
  • Power BASE
    • Automated (+1), Big Brother (+1), MegaBASE (+2). Range is 7.
    • Safety protocols, Power Modulation, Fully Contained, Recycling.
  • Riot Control
    • Range is 3.
  • Sentinel
    • Range is 3.
  • Tank
    • Range is 3.
  • Warden
    • Automated (+1). Range is 4.
    • Exit Plan, BASE MD.

We can see that some classes- Tank, Sentinel, Riot Control, Controller- have no BASE investment whatsoever. We can rule them out.

Next, we can push out any Constructor whose building skillset is fully contained in another's. In other words, if a class has A, B and D skills while another has A, B, C, D, F, then we can rule out the former. Exit Plan and other "lesser" perks can be ignored for this comparison. This rules out Electro-pulse, Plasma Specialist, Guardian, Warden, Hotfixer, and Demolitionist.

This leaves us with our five best BASE Constructors:

  • BASE
    • Automated (+1). Range is 4.
    • Electrified Floors, Safety Protocols, Lofty Architecture.
  • Heavy BASE
    • Automated (+1), MegaBASE (+2). Range is 6.
    • Feel the BASE, Overclocked Traps, Fast Build, Electrified Floors, Turn UP the BASE.
  • Machinist
    • Automated (+1). Range is 4.
    • Supercharged Traps, Overclocked Traps, Tough Traps, Electrified Floors, Lofty, Recycling.
  • MEGABASE
    • Automated (+1), Big Brother (+1), MegaBASE (+2). Range is 7.
    • Fast Build, Electrified Floors, Fully Contained, Lofty Architecture.
  • Power BASE
    • Automated (+1), Big Brother (+1), MegaBASE (+2). Range is 7.
    • Safety protocols, Power Modulation, Fully Contained, Recycling.

We can break these down into simpler metrics: Range, Strength (Defense), Damage (Offense) and Utility. Utility is not a major stat, more of a tiebreaker.

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  • Range stat is how far the BASE reaches. Base is 3.
    • Automated Defenses (+1), Big Brother (+1), Mega BASE (+2)
  • Strength is how much damage walls can take. Base is 1.
    • Safety Protocols (+1), Lofty Architecture (+2), Power Modulation (+3)
    • Safety Protocols is mostly useful if the walls are never repaired manually or by modulation. Lofty is more useful if the walls are being repaired, which they should be.
  • Damage is how much damage BASE structures do, including via traps. Base is 0.
    • Electrified Floors (+2), Fully Contained (+1), Feel the BASE (+2), Turn up the BASE (+3), Overclocked Traps (+1), Supercharged Traps (+2)
    • Fully Contained is most useful in situations where walls are being directly attacked, which they should not be by late game. 'Feel the BASE' can be obtained via Tactical bonus but its upgrade may not. Supercharged is rated higher than Overclocked because it does not cause faster degradation.
  • Utility
    • Recycling, Fast Build, Tough Traps

First, I'd like to note that no hero has all three perks for increasing base Strength, and that both 'Supercharged Traps' and 'Turn up the BASE' are unique to their hero. The wildest variation is in the Damage.

So, with our new stats:

  • BASE
    • Range: 4
    • Strength: 4
    • Damage: 2
  • Heavy BASE
    • Range: 6
    • Strength: 1
    • Damage: 8
  • Machinist
    • Range: 4
    • Strength: 3
    • Damage: 5
  • MEGABASE
    • Range: 7
    • Strength: 3
    • Damage: 3
  • Power BASE
    • Range: 7
    • Strength: 5
    • Damage: 1

From this, we can deduce that in situations where the walls will be directly attacked, Power BASE will be superior. However, in late-game play, the base itself should rarely be attacked- "trap tunnel" play will be most prevalent, and therefore Heavy BASE is the strongest. His walls are relatively weak but his build deals immense damage even before traps, and his range is second only to Power and MEGA.

The last thing to consider is which Bonuses pair best to make the base yet stronger. – Support – Ability Damage supposedly boosts Electric Floors and BASE reflection (need to verify) +3 to Damage if true. – Fast Build, Hotfix, and Pre-Planning help with building but do not strengthen the base. Utility. – Tough Traps is also resource conservation, but is more effective during a defense. Let's say +1 to Damage. – Tactical – Feel the BASE grants the lesser BASE explosion. +2 Damage. Useless on Heavy BASE. – Power Modulation makes the walls self-repairing. +3 Strength. Useless on Power BASE.

So our two builds, with Ability Damage support ability, are:

  • Heavy BASE with Power Tactical
    • Range: 6
    • Strength: 4
    • Damage: 11
  • Power BASE with Heavy Tactical
    • Range: 7
    • Strength: 5
    • Damage: 6

So, while it is feasible to use other builds (such as a trap-heavy Machinist build), Heavy BASE Kyle fully invested and supported has top marks in most BASE stats and is not lacking in any of them. just make sure to buff your Tech stat.


**TLDR: While PowerBASE has a huge strong BASE, HeavyBASE can be made almost as strong and has a lot more tricks up his sleeves for endgame. His BASE is only one tile short, still larger than almost any Constructor. Use Heavy BASE Kyle with Shuriken Master support and Power BASE tactical, then buff your TECH stat. **


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