Super Monday Night Combat

Super Monday Night Combat

42 ratings
How not to suck at Blitz
By Kazzymodus
Blitz is currently one of the two modes you're likely to get a game in, and also the only one you can play solo without looking pathetic. If you think Blitz is just shooting at bots, you still have a lot to learn. This guide will teach you how to last longer, die less and most of all, have more fun!
   
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An introduction to Super Blitz
What is Super Blitz?

Super Blitz is a game mode in Super Monday Night Combat in which you and up to four teammates fend off waves of bots untill your moneyball is destroyed. To stop the bots, you have access to your conventional weaponry, but also to turrets, the Fuzz, Shelly and the Annihilator, among others.

How do I play Super Blitz?

To play Super Blitz, click the PLAY button in the top left corner of the screen. Click the Super Blitz option (third in the list).



Your best bet is to host a Custom Game. Then you can invite up to four players to join you. Or if you like a challenge, you can play it on your own!



To invite players to your party, right-click a name in the lobby list, then click "Invite [name] To Custom". You can also accept invites yourself, should they be sent to you.



What do I need to play Super Blitz?

Nothing! While there are some things that can help you in-game, there are no requirements for Super Blitz.

I can't get a game while matchmaking!

This is because there are not enough people matchmaking. Your best bet is to host or join a custom game.

What is your personal best?




Though in the beta, before some changes were made, I made it to 300. This is impossible to do now, though, but you're welcome to try!
Preparations to make (Part 1)
Now, I assume it's pretty exciting to just rush into the game and see for yourself what happens. However, if you do so, you'll find you will nor get very far, nor learn a lot. Before you start Blitzin', let's take a look in the store. Don't worry, you won't have to spend any money.

Blitz weapons



Here we see the Blitz Weapons. Just as every Pro has two weapons, they also have two Blitz variants thereof. Blitz weapons are recognisable by their distinct green colour, but they are not just for show. Selected here is the Skewer, Artemis' primary weapon. As you can see, this bow can only be used in Blitz, however it does 50% more damage. Ignore the green ticks, they indicate that I personally own said weapon.

Blitz weapons have the following properties:

  • All Blitz weapons do +50% damage.
  • All Blitz weapons with ammo have a 100% increase in ammo capacity.

There are two exceptions to this rule, each with their own personal benefits:

  • The Blitz Combat Healer (Combat Girl's primary weapon) fires 60% more quickly. Every instance of heal adds 20 armour to players.
  • The Blitz Healgun (Support's primary weapon) fires 60% more quickly. Every instance of heal adds 10 armour to players. This weapon does not have to be reloaded, unlike its normal counterpart.

As you can see, you can buy a Blitz weapon for either $0,99, or for 1500 Combat Credits. Combat Credits are awarded after a game of Super Crossfire, Turbocross or, you guessed it, Super Blitz. 1500 CC may look like a lot, seeing how you only earn around 100 per game, but you should see a Blitz weapon as an investment, because they will help you get further into Super Blitz games and therefore earn more CC.

Blitz weapons can also be awarded after a Super Blitz match. This is uncommon, however, and it's possible to get duplicates.

How important are Blitz weapons?

Blitz weapons are not mandatory. However, I highly recommend using them. They make a significant difference in a Blitz match and, like I said before, are investments that help you earn more Combat Credits.

How do I equip Blitz weapons?

While in pre-game, click the weapons tab, and then the name of the Blitz weapon. The names of Blitz weapons are in red.




Blitz Products

If you look at the lower right corner of your screen during play, you might notice these three icons.



While this might be good for your average Turbocross game where you die a lot (and even there it isn't), this will NOT do for Blitz.

What do these icons mean?

These icons represent your products. There are 40 products in SMNC, 6 of which can only be used in Super Blitz. Products add little effects to your character during gameplay, like igniting people you grapple, automatically collecting money in the area or increasing your jump height when juiced. You can only use three products at a time.

So why are these products not desireable for Super Blitz?

Simple. The top one will give you increased movement speed for a short duration after you respawn, the second one will activate a bomb that will heal allies in the are when you die.

Have you found the problem yet?

Exactly. To use these products, you have to die. Why would you want to do that?

The bottom one slowly gives you armour when at full health (you have to be level 10 for this). This is not a terrible choice for Super Blitz, however, you will find there are much better choices for both products and getting armour.

How do you get products?

Products can be unlocked with Combat Credits. They can not be bought with real money. That would be Pay 2 Win, and we don't want that now, do we?

You can also find products after a game, don't rely on this though. You can find regular products from Super Crossfire, Turbocross and Super Blitz matches, but only Super Blitz products from Super Blitz (sounds logical, doesn't it?).

How much CC do products cost?

That depends on the tier of product. There are three tiers, higher tiers being more valuable, rare and powerful. A tier 1 product costs 1125 CC, a tier 2 product 2250 CC and a tier 3 product 3375 CC. Not exactly a bargain, but worth your while, believe me.

Which product should I use.

There are quite a few good choices, but you can only use three. It's ultimately up to you which you use, but I'll outline the best choices for you.

BEST

These are the best you can get. Ideally, you should use three of these.



An incredibly powerful product that can only be used in Blitz. Every bot you kill will increase damage you do to bots by 1%. This will go up to a maximum of 300%. 300% more damage to bots! An excellent choice for any Blitzer! Note that your turrets will also get this damage bonus, which can result in some incredibly powerful RockIts. But be warned, dying will reset the counter! So try to stay alive!



Just like Blitz Buster, only this one only goes up to 100%, meaning you will ultimately 'only' do double damage. However, this stacks with Blitz Buster, so after killing 400 bots without dying, you will do a whopping 500% damage against bots (make that 550% with a Blitz weapon). Also note that you can use this product in Super Crossfire and Turbocross as well, and if you are good at staying alive, it's actually a great choice.



Another product that can only be used in Blitz, but is very powerful nonetheless. Blitzy Spunky deals massive damage to nearby bots (and nearby is actually quite a large distance), as well as knocking them back. If you are using the Busters as well, you will find that you will be able to instakill even Jackbots with a large number of bot kills. This product is great when in a pinch (since juice will also fully heal you) or when the moneyball is getting swarmed. At later rounds, when all turrets are fully upgraded, you will find that you usually have enough money to keep some juice ready, making this an excellent product if you can already last long in Super Blitz.

And let's just assume the image says "GLITZ. loaded." instead of... well... you know.



Another Blitz only product. If you use this product, you will fire 25% faster while juiced. Besides that, you also gain juice much, much faster! It is great in combination with Blitzy Spunky, as it makes those bot clearing waves a lot more frequent, as well as allowing you to pick off the bots out of the Blitzy Spunky range with the guaranteed crits from your juice.

GOOD

These products can be used when you don't have all the best ones. They are not as good, but they are always better than the default three.



This little Blitz only baby will grant you 100% air control, while also massively increasing your jump height. Comes with an annoying jump sound to boot. This product gives you good mobility as well as a good escape from bots. It also allows you to get into the jungle without buying jumppads. Be careful not the jump of the map, though!
Preparations to make (Part 2)
(Continuation from Part 1)



Another Blitz only product. Whenever you drop below 10% of your max health, this product will send you to one of the spawns after a 0,5 second delay, where you will quickly be healed back to full health. A good product when you die a lot, especially when you use the Buster products. Don't rely on it too much, though. 0.5 seconds is a long time when there is a horde of Buzzers coming straight at you. Also be wary of the 15 second cooldown. Don't jump straight back into the mettle if you're not sure you can handle it.



This product will let you automatically collect money in the area. Will quickly get you levels in the early game, as well as the money to buy turrets. Doesn't scale well in the late game though, when money from bots quickly exceeds money from drops. Can also be used in Super Crossfire and Turbocross, but please don't. It hinders your team more than it helps you.

MEDIOCRE

If you happen to stumble upon these, you could use them instead of the default products, Try to replace them with better ones as soon as you get the chance, though.



The last of the Blitz products. When you juice, bots will not target you untill your juice ends. Could be used when you get burst down a lot or if you are getting chased by Buzzers, but in my opinion it's overkill, seeing how juice fully heals you anyway. You can probably find a better use for that product slot.



Spunky Juicy will give you a 40% damage bonus whenever you are juiced. Bot Buster products vastly outclass Spunky Juicy in both damage as well as in not requiring juice, but it's useful if you happen to have it. Note that you have to be level 15 for this to work, but you probably won't get juice before level 15 anyway if you're not using Massive Juice.


How do I equip my products?

Equipping products is a tad more difficult than equipping weapons. First you must go to your Locker Room, then select Products.



First you must make a new Product set, by using the drop down menu above the product slots. Then, drag your choice of products into the three slots. Click save and start a game.



In the pre-game, select the product set you made. Your selected products should show up on the right. Don't mind all the other options. I have a product set for all Pros, you don't have to.



If everything goes right, your products should show up in the bottom right corner of the screen.


Blitz tokens




In the store, you can also buy these Blitz tokens. The Blitz arena has two nodes on which you can use these tokens: one will heal 25% of the moneyball as well as raise it when it's down (left), the other will heal all turrets to full health (right).




Blitz uniforms




Finally, let's just quickly glance at Blitz uniforms. Blitz uniforms can not be bought with Combat Credits, only with with real money. They can only be worn in Super Blitz and are purely cosmetic, having no function whatsoever. You can also find individual pieces after Super Blitz games if you're lucky, so if you're patient enough, you might get a whole set!
Know thine enemy (Part 1)
Before you start playing Super Blitz, you should know what you're playing against. There are many different kind of bots you will encounter. Most of them will follow a standard route towards your moneyball, but there are also some odd ones which you have to look out for.

Breach rounds

Super Blitz consists of an infinite (practically, theoretically at some point you will break an integer or something) amount of rounds. These rounds are not always the same, they differ in what bots are spawned, how much are spawned, and where they are spawned. Sometimes it's hard to predict when a specific round will happen, but generally there is a rough pattern to follow.

Rounds come in sets of ten. Between each set is a little game that you can play that gives you a certain reward. More on that later.

Slimbot rush

Round 1 to 5 are Slimbot rushes. A wave of Slimbots will spawn on at least one lane and make its way to the moneyball. They are not dangerous to players, but definitely to the moneyball, since you should only have two Longshots at that point. Take them down with area of effect damage or with a weapon with a high rate of fire, like the Assault Rifle, the Minigun or the Jetgun.

Shadybot rush

Round 6 and onwards may contain a Shadybot rush, which is basically an upgraded Slimbot rush. Instead of many Slimbots you get a few Shadybots, which have more health and do more damage to the moneyball, should they get to it. It's harder to miss a Shadybot than a Slimbot, but it's not impossible.

Fuji round

Unique to round 10. Every spawner will spawn a Fuji bot, which you will have to take down before they reach the moneyball, where they can do some considerable damage. You might want to team up to destroy them, as they usually appear before you do enough damage or have a decent amount of turrets.

Jackbot round

Appearing every 10th round after round 10 (round 20, 30, 40, 50, etc.), every spawner will spawn a Jackbot. These rounds can be countered rather easily with the Fuzz, but if you don't, you may find a lot of your turrets get wrecked. Do not try to take them down one by one, instead, try to take them down all at once.

Slim Shady combo

(Don't look at me, it's not my reference)

Multiple Shadybots, each accompanied by two Slimbots, will make their way to your moneyball. The main round of the early game. Not much to say here, just take them out.

Shady Fuji combo

Just like the Slim Shady combo, only instead of Shadybots you get Fujibots, and instead of Slimbots you get Shadybots. This combo will persist throughout the game, so get used to it... and how to destroy it.

Eliminator rounds

Occasionally, every first 5 waves of a set will contain eliminator bots. Generally, this means safe moneyball, free money, however you are more likely to die in such a wave than in a breach wave, so watch your six.

Note that when all players are on the upper ring, all eliminator bots will stop dead in their tracks. This makes it incredibly easy to pick off all bots without any risk of taking damage.

Gremlin rush

Packs of Gremlins will rush to players on the screen. Incredibly easy to take down. If you have problems with this, you're doing something amazingly wrong.

Blackjack rush

More lethal that the Gremlin rush, but shouldn't really pose a problem either if you have some decent turrets up. Beware their punches, they can and will ring you out if they punch you near an edge.

Bouncer rush

Massively rewarding, but with a large risk. Bouncer will swarm the map and attack all players. You might want to take this one to the upper ring if your turrets can't handle the flood, because Bouncers can do a lot of damage once they get a hold of you.

Buzzer rush

Signalled by their loud buzzing noise, packs of Buzzers take the field. Will kill players that aren't paying attention, and because they can spawn during normal breach rounds, that happens more often than not. If you're lucky, they will rush the moneyball, exploding harmlessly against it, but it's still better to be safe than sorry and take them out before things get messy.


There are more combinations possible, but these are the general ones. Expect the unexpected, because it will happen, and you have to be ready for surprises.


Breach Bots

Breach Bots are the bots that will try to take your moneyball down. They should have the priority above eliminator bots.

Slimbot



The first bots you will encounter. They can me one shot with most weapons, and area of effect weapons and skills will make short work of the clusters they come in. Don't underestimate them, though. They may be small, but perfectly capable of taking down the moneyball, should they latch on to it.

Shadybot



A step up from Slimbots, but still rather weak. They can both shoot you as well as punch you, but you should keep your distance anyway if you are not a melee character and their damage is barely noticeable, especially if you have a healer. If you use a Buster product or use Blitz Weapons, you can consider them no more than a nuisance rather than a hazard.

Fujibot



Here things start to get a little more dangerous. Fujibots are large, do moderate damage and have a lot of health, and without Blitz equipment they can be tough to take down. Try to destroy them one by one with the entire team: it's better to get 2 full-health Fujis on your moneyball instead of 5 heavily damaged ones. If you use Blitz Buster, you can take them down quickly, but if you die, you will find them a lot harder to destroy.

Jackbot



The big one. They are massive, deal major ranged damage to turrets, can slam the ground, knocking back players and temporarily disable turrets and drop a lot of goodies when taken down. With Blitz weapons and a maxed Blitz Buster, they will be no harder to take down than a Shadybot, but without them they will wreck your defenses. The Fuzz is an excellent way to take them down (more on that later).

Occasionally they will also spawn on the upper ring of the arena. There are two kinds that can spawn: a normal one and a gold one. The normal one spawns in round 37 and possibly in round 60 onward and does absolutely nothing. All it does is stand there and slam players that get close. Taking it down should be a very low priority. The gold one, however, will snipe your turrets while out of range of them, and when left unattended can level the entire field. Taking these down should be the highest priority.

GapShot

(Considered eliminator bots in MNC, but I consider them breach bots in this context)

A MNC veteran. GapShots will only spawn on the upper ring and on the spawners on said upper ring. They have low health, but they can do massive damage to turrets when unnoticed, which they are more often than not. A good indication that there are GapShots on the field is when you have seemingly killed all bots, yet the round is not ending. You need to take these down quickly, especially when they come in packs.
Know thine enemy (Part 2)
(continuation from part 1)

Eliminator bots

Eliminator bots cannot and will not attack the moneyball. Instead, they will try to take you down. Generally you want to keep out of their range and kill them, but don't forget defending the moneyball is more important than not dying (unless you use Blitz Buster of course, but then they shouldn't pose a problem).
Gremlin



Gremlins are nothing more than GG Stack giving you money. They die incredibly fast and give you $50, and if you have a RockIt turret up the only you will see of them is your credits rocketing up. While they can do a lot of damage if you get swarmed, chances are you are already sufficiently leveled when they first appear.

Blackjack



(Blackjacks are considered eliminator bots in SMNC, unlike in MNC)

Blackjacks are a step up from Gremlins. They do more damage, have more health, but also give you double the money. They appear in backs and their ranged damage is negliable when taken out quickly, but close up they can clobber you to death with their melee attack and even ring you out! So keep your distance!

Bouncer



This is where things get dangerous. Bouncers are hulking, fast and most of all dangerous bots that can grapple you. They will always appear in packs, so getting chain-grappled is a very real possibility. You can grapple them back, but if you know what's good for you, you shouldn't. If you jump just before you reach them, they can't grapple you, but still punch you, knocking you back and potentially ringing you out! They do award you $200, so with a fully charged Blitz Buster and a fully upgraded RockIt turret, they are an excellent way to get rich real quick.

Buzzer

The bane of your existence. Returning from MNC, Buzzers are small, quick, annoying and incredibly lethal. They will spawn in packs and explode on contact with players, dealing massive damage. You have to take them out as soon as you see them, because they can and will kill unaware players. True to their name, they make a loud buzzing noise. If you hear it, drop everything you are doing, search them out and take them down. They can be oneshot with most, if not all weapons, but do not try to melee them, as they will also explode on death.

Scramblers

You will barely see Scramblers, first of all because they rarely spawn, secondly because they die incredibly fast. When they latch on to you, they disable your skills, however you are still perfectly able to shoot them, which will dispatch of them with relative easy.
What Pro to pick? (Part 1)
So, are we finally ready to take the field? Almost. Before you enter the arena, you have to pick a Pro to play. And you can have all the Blitz weapons there are and a perfect combo of Blitz products, a good Pro is just as important as good equipment.

Which Pros to avoid?

There are some Pros that are not good for beginners but great for more experienced players, but there are also Pros that are basically useless for everyone. I'll list them here, so you at least know what to keep away from.

Artemis



Artemis is Pro designed to disable and harass players, not bots. She has only one skill (Outerang) which works against bots. Her shots only pierce when fully charged, and in Super Blitz, you don't have the time to fully charge shots. Furthermore, Artemis is squishy, has no mobility, and spends a lot of her time standing still. Therefore, don't take Artemis into Blitz. Keep her for Turbocross.

Assassin



Assassin is not terrible for Super Blitz, but she definitely isn't good. Her main weakness is that she relies on melee damage, and for a Pro with such little health, she will only excell in that if she is constantly healed by a defender, which defenders don't have the time for. Her Mega Jump isn't particulary useful for anything and her Cloak would only be effective if it was permanent. Her Smoke Bomb can stun a lot of bots at the same time, but that is not enough to make a good Pro for Blitz.

Captain Spark



Spark is an excellent bot killer, I won't deny that. But in Blitz, he does not really work, for the same reason the Assassin doesn't: melee damage. He relies on melee damage and is squishy. Do the math. His Arc Flash is a good escape, but ideally you want to stay in the field, slashing at the bots. Flip Switch and Megahurtz only work against Jackbots and eliminator bots, and if you use Blitz Buster, your primary weapon is much more powerful. The Ray Gun is poweful, yes, but once again, that's not enough to properly play Blitz.

Veteran



Much like Artemis, Veteran is designed to take out players, not bots. His Klaw won't work at all, his Skid Row Throw can be used to ring out Bouncers or grapple Jackbots, but once again your weapons should be sufficient enough for that. Your Flying Falcons fire too slowly to effectively use, their alt fire stuns bots in only a very small area for only a very short duration, and your Hot Seat once again is a melee weapon. Vet is tanky, yes, but not enough to take down swarms of Fujis.

Wascot



The counter-commando Wascot is argubly more durable than Assassin and Spark because he can lifesteal, but Shifty Shuffle has a high cooldown. Crook Hook is a good Jackbot killer, but lacks any other utility. Party Pooper only works against Jackbots and eliminators, and does very little at that anyway. Your Coin Launcher isn't reliable, as the firing pattern is rather random, and Tofu Bacon only work on a single bot. Don't pick Wascot if you want to get reasonably far in Blitz.


Pros for beginners

If you are rather new to Blitz, or simply don't get far, here are some Pros good for beginners.

Assault



Assault is good at keeping range, is mobile, has a strong area of effect weapon and skill, and is all around very versatile. Pick Assault if you have a good aim and are familiar with the bot waves.

Cheston



Cheston has a strong primary weapon with a lot of ammo, and at close range the accuracy decrease won't be much of a problem. Exploding Barrel can damage a lot of bots at a time (be careful not to light yourself on fire!), Roar can be used when you need the health and/or speed, and Rampage is good at clearing light bot waves. Besides that, Cheston himself has high health, can use his lunge to get around and use his melee weapon, should it be necessairy.

Gunner



Lots of damage, lots of ammo, lots of health and a large area of effect stun and damage make Gunner a good pro for beginners. Beware of the long reload time on the Minigun, though, try to reload in between rounds.

Megabeth



Massive damage, easy to hit, splashing rockets, ricocheting paintball bullets, a bouncing disk that stuns and deals damage, a large area of effect spinning attack and decent escape make Megabeth a great choice for newbies and experienced players alike. She is squishier than most others in this list, but she is good at keeping range, so that shouldn't be much of a problem.

Support



A 'homing' life drain which keeps him at full health, a Firebase to guard the lanes he can't be physically at, a speed boost which also reduces cooldowns, a powerful shotgun and of course the ability to heal turrets make Support an excellent choice for new players. Your Airstrike is somewhat limited by the upper ring of the arena, but then again that makes it easy to take out GapShots. Support is also extremely powerful in the hands of experienced players, so don't be afraid to stick with him!

Tank



Massive area of effect damage in the form of Death Blossom, Product Grenade and Tank Charge, coupled with lots of health and decent mobility? Yes please! Tank is a powerful, bot trashing behemoth. Coupled with Blitz Buster, a single level 4 Product Grenade will annihilate a Jackbot in no time.
What Pro to pick? (Part 2)
(continuation from part 1)

Pros for experienced players

The Pros I have already named under the beginner section are not in this list, but that definitely doesn't mean they aren't useful! Try them out, see how far you can get!

Combat Girl



Combat Girl is much like Support, only she requires a little more strategy to properly play. Instead of one Firebase, she has 4 Kitties. You can spread them out, covering more ground but limiting the effectiveness of Fortify, or pack them together to secure one lane, but leaving the others open. You can also block Jackbots by placing your Kitties on certain points on the spawners, giving you basically infinite time to heal all other turrets, as long as your teammates don't screw up.

Gunslinger



Gunslinger does amazing damage to bots, but is squishy and and has no mobility. If you have great aim, try her out! You can deny an entire lane if your headshotting skill is up to scratch. You can also use Gun Flurry to take out smaller bots and Knee Cap to slow and damage Jackbots and eliminator bots.

Karl



Karl requires some dexterity, but is an amazing bot killer when played right. His Handler alt fire sends a highly damaging area of effect attack towards bots, while his primary fire can wreck the larger bots. When in a pinch, Prop Hop and Short Circuit can be used to disable attacking bots, and Bouncing Buddies can take out GapShots.

Leo



Leo is difficult to play, but an incredibly powerful Blitz Pro. His global heal can save both allies and turrets. HIs Venice defense can destroy ensueing bots, gives armour to allies as well as allowing them to teleport to the spawn to heal in cases of emergency. He can also use his Adoration to take over bots and blow them up, smashing huge craters in the bot waves. Definitely consider Leo for Blitz if you are an experienced player.

Robo Hobo



I wasn't sure whether to put Robo Hobo into the beginner category or into the experienced category, but I'm going to put him here. Robo Hobo has lots of health and high damage, which makes him good for beginners, but to get the most out of him, he is better suited for experienced players. With Sound Wave you can either shoot down the lanes, or from the upper ring to utilise the double damage. You can use your Ghetto Blaster as a makeshift ShaveIce turret and your Sound Blast to escape or as an emergency stun.

Sniper



Sniper does more damage than Gunslinger, but also deals it less quickly. He can use his Traps to freeze bots in place, his Flak to tag oncoming bots and his SMG for the smaller bots. Not as powerful as the other Pros in this lineup, but a good support Pro for the large bots.


Lineup

So now you know individually what to pick. But Super Blitz is a team game, so you can't all go Tank and expect to make it to round 100. A solid Super Blitz team contains at least 1 defender (Support, Combat Girl or Leo) to heal turrets. Without them, you will soon find yourself without turrets. Furthermore, you need some Pros capable of taking out threats from far away (think freshly spawned bots, but also the golden Jackbots on the upper ring), like Assault, Megabeth, Sniper, Gunslinger. You also need Pros that can demolish ensuing waves, like Tank, Gunner or Cheston. Always make sure you have a balanced team.
1-800-QUERY-HELIOS DOME (Part 1)
So, you have picked your Pro, equipped your Blitz weapons and Products, donned your Blitz uniform and are ready to show these bots what you're made off. Then let's go... to the 1-800-QUERY-HELIOS DOME.



This is the map where all your Blitz needs are satisfied. I'm pretty confident you already know your way around it, but just to summary, here is what the DOME has to offer:




Lower level

  • 1 moneyball
  • 17 turret nodes (with 2 pre-built Long Shots)
  • 5 lanes
  • 5 breach Bot spawners
  • 4 eliminator Bot spawners
  • 2 Fuzz nodes
  • 1 Spunky vendors
  • 1 Total Recoil vendor
  • 1 Metabolightning vendor
  • 1 Gobinumb vendor
  • 1 Regenitol vendor
  • 4 jump pads
  • 1 moneyball heal node
  • 1 turret heal node

Upper level

  • 1 Annihilator node
  • 2 Shelly nodes
  • 4 Ejectors
  • 5 player spawners
  • 4 bot spawners
  • 2 tower spawns
  • 7 jump pads

Moneyball



The moneyball is the most important object in the DOME. It is invincible until a bot latches onto it, or a Jackbot shoots it. At that moment, it drops to the ground, where it can be damaged by other bots. If the moneyball drops to 0%, it is destroyed, ending the gane. Your goal is to defend the moneyball as long as possible.

Turrets

Turrets are, besides yourself, the primary defense against the bots. Turrets will automatically shoot any and all bots in their range. Turrets will not change target untill their original target is either destroyed or out of range. At the start of the game, no turrets will have been built yet, barring two Long Shot turrets on two 'island' connected to the main field. Instead you will find 15 turret nodes: 5 in a ring around the moneyball, 10 in a ring around the lanes.



You can build turrets at these nodes, provided you have enough money. There are four types of turret that can be built: Laser Blazers, Long Shots, ShaveIces and RockIts. A turret can be upgraded two times after it is built, making for a total of three levels per turret. Upgrading a turret will increase its damage, firing speed and health, as well as fully repairing it.

Turrets are 'owned' by the person who built or upgraded it last, meaning all the bot kills that turret makes, as well as the money from said kills, goes to that person. Turrets get the bonus damage from Bot- and Blitz Buster, so it's a good idea to leave the final upgrades to someone with those products.

Turrets take damage from bots. Over the course of damage, the green light on turrets will go from green to yellow to red, sparks will fly of the turret and the paint will wither away, revealing the gray metal under it. When enough damage is done, turrets will be destroyed. After a while, the remains of the turret will disappear and a fresh node will appear. Turrets can be healed by Support, Combat Girl and Leo, and by using tokens.

Laser Blazer





Laser Blazer turrets are fast firing, low damage laser shooting turrets with low health. They are very weak against bots, even at level 3. It is advised not to buy these turrets at all, instead waiting until you have enough money for a RockIt turret.

A Laser Blazer turret costs $50 to build, $100 to upgrade to level 2 and $200 to upgrade to level 3.

Long Shot

Long Shot turrets, as the name implies, shell a large area with powerfull cannon shells. Despite that, they are hardly useful in Blitz, as they have low health, fire indirectly and cannot reach a large part of the lower level due to the upper ring, and therefore should not be bought either. There are two nodes that come pre-built with Long Shot turrets. You should always buy Long Shot turrets here, because any other turret does not have long enough range to hit anything.

A Long Shot turret costs $100 to build, $200 to upgrade to level 2 and $500 to upgrade to level 3.

ShaveIce




ShaveIce turrets do no damage to bots. Instead they slow in a wide area of effect. They also have a ton of health, making them an excellent damage sponge. ShaveIce turrets can be built in combination with other turrets (preferably RockIts) to destroy more bots and slow down the lanes. It is not advised to built ShaveIce turrets in the inner ring, because their area of effect is severely limited, nor is it advised to built two ShaveIce turrets adjacent to eachother, because their slow areas will overlap, but will not stack.

A ShaveIce turret costs $500 to build, $750 to upgrade to level 2 and $1500 to upgrade to level 3.

RockIt

The real deal. RockIts do massive damage, have a reasonable rate of fire, a reasonable amount of health and deal splash damage. These are the ones you want to build. They are expensive, but well worth it. Coupled with ShaveIce turrets and Blitz Buster, it's possible to let the Turrets do all the work, even capable of destroying Jackbots in three shots! Ideally, your entire inner ring is composed of RockIts, and your outer ring of either only RockIts or alternating RockIts and ShaveIces.

A RockIt turret costs $750 to build, $1500 to upgrade to level 2 and $3000 to upgrade to level 3.


Spawners

This is where the bots come from. Bots leave the spawner and then follow a path, marked by green arrows along the ground. On the lower level, spawners with a bridge spawn breach bots (or eliminators during eliminator waves), spawners directly connected to the lanes spawn eliminator bots. Spawners on the top level spawn Jackbots, GapShots and eliminator bots. Eliminator spawners also spawn Buzzers, so don't stay too close to them!

The Fuzz

Also found on Downtown Spunky, the Fuzz can be spawned for $500 by using one of the two nodes next to the bridge of the yellow spawn. When activated a massive stream of Buzzers will travel through the outer circle, destroying any bot in their way.These Buzzers can not hurt players, not even the one that spawned them. The Fuzz is an excellent way to destroy the Jackbots spawned at every 10th wave, and has a cooldown of around 10 rounds, so use them wisely!
1-800-QUERY-HELIOS DOME (Part 2)
(continuation from part 1)

Vendors



There are five vendors on the lower level. You can spend money at vendors to make your Pro more powerful or to keep him alive.

Spunky vendor



For $2000, you can instantly fill your juice meter. Make sure it's not already almost full when you spend your cash! Always assess whether it's better to wait for your juice meter to fill up.

Total Recoil



For $2000, you will gain +25% damage for the rest of your current life.

Metabolightning



For $2000, you will gain +20% speed for the rest of your current life.

Gobinumb



For $2000, you will gain +25% health for the rest of your current life.

Regenitol



For $250, you will gain massively increased health regen for a short amount of time. Very useful when you are about to die and a healer can't help you. Be warned: when damaged, regen will be disabled for a short time. So you can still die!

Jump pads



Jump pads cost $100 to permanently unlock. On the lower level, they can be used to reach the upper level. On the upper level, they can be used to reach the spawners, as well as the tower spawns.

Heal nodes



For more info about the heal nodes, see the Blitz Token header of the Preparations to make (Part 2) section.

The Annihilator



The Annihilator is an incredibly powerful asset. When activated, it will destroy every single bot on the field, no matter where they are, after a short delay. It has a cooldown of 5 minutes, so use it wisely! The Annihilator costs $1000 to activate.

Shelly



Activating Shelly costs $750, and will send a large number of massive cannon shells into the air, which will then rain down on inner part of the lower level and the entire upper level. This will usually clear the entire field, giving your team some breathing room. There are two nodes on the field, make sure you always have one in reserve when you need it. It can be a life saver.

Ejectors



For $150 you can activate the Ejector, sending a massive blast from the Ejector plate, which will greatly damage and slow all bots caught in it. You usually use it to quickly clear GapShots or to get rid of chasing eliminators. Ejectors do not work on Jackbots.

Player spawners



There are five player spawners on the map. When the game starts, every player will spawn on one of then. You can reach these spawners from the upper level by using the jump pads. While in the light ray, you will heal incredibly fast. Therefore this is a good place to escape from Buzzers, as you usually heal faster than they can damage you. When on the field, a healer should take care of you; don't go here unless you really have to, because it's difficult to kill bots from here. You will also return here when you die.

Tower spawns


Top left corner of the image.

These are special spawners on the upper level. You can reach them by using jump pads. Throughout most of the game, they are not used. In later levels, however, they start spawning GapShots. It's very difficult to spot GapShots on these towers, let alone destroy them. It's vital, however, that you do. Shelly will hit these towers, destroying all bots on them, but don't use Shelly just to clear these bots.
Mid-game diversions
After every 10th level, you will get to play a little minigame. These minigames can give rewards ranging from money to permanent boosts.

Bullseye



Bullseye is the Monday Night Combat mascot. He will walk around the upper level, dropping money and goodies in the meanwhile. You can grapple him to keep him on the field a while longer, if you time it right.

Bullseye can drop:

  • Coins
  • Churros
  • Juice boxes
  • Armour pickups
  • Speed pickups
  • Bacon

Churros will heal you and reduce your cooldowns, juice boxes will add 20% juice to your juice bar, armour pickups will grant you armour, speed pickups will temporarily make you faster, and the rare and prized Bacon will give you extra damage, speed and skill regeneration. Be sure to pick it up when you see it, but if you see another one, leave it for a teammate; it doesn't stack.



Juice Bot

The Juice Bot acts much like Bullseye, although instead of juice boxes, he will drop fruit, which also add 20% to the juice bar. Juice Bot also drops fruit more often than Bullseye drop juice boxes, giving your team an always welcome juice boost. If you already have full juice, leave the fruit for teammates that do not!

Chickey Cantor



Chickey Cantor is a giant chicken that will walk around the upper level for a set amount of time. If you manage to kill it before it leaves, your entire team will get extra speed, health regeneration and critical chance until you die, or after 15 minutes have passed. An effective way is killing Chickey is to wait untill it slams the ground, after which you can ride it (by grappling) for a short duration, doing massive damage. But be warned! The slam pushes you away and can even ring you out! Jump and keep your range just before Chickey hits the ground, then you should be able to safely grapple it.

Free prizes

For some time, goodies will drop from the sky on to the ground, ready for you to take. Most of it will be coins, but you can also get speed and armour pickups.

Find the real bacon

A large amount of tofu bacon (greenish in colour) will drop from the sky, together with one real bacon. Whoever picks up the real bacon gets the bonusses it gives (damage, speed and skill regen) as well as a free $1000.
9 Comments
eryn 28 May, 2020 @ 3:08am 
F for this game tbh
76561198128326591 14 Aug, 2015 @ 1:10am 
everyhone should read this, just got into a blitz game where the idiots spamed the 50 dollar turrets. I was spamming STOP BUYING THEM IDIOTS and they kept doing it. last after 40 seconds...
Kazzymodus  [author] 3 Jun, 2015 @ 4:17am 
@Snot Why in the name of sanity would you want to?
snot 3 Jun, 2015 @ 4:04am 
can also grapple gapshots
sung 21 Feb, 2015 @ 9:13pm 
I've been meaning to make a guide as well. There are so many bad blitz players making terrible rookie mistakes
Michael Who? 20 Feb, 2015 @ 5:41pm 
Wow, this guide is amazing, how is this not at least 4.8 stars?
Matihood 15 Feb, 2015 @ 4:07pm 
Everyone who plays Super Blitz should read it.
Alyson 3 Aug, 2014 @ 4:08am 
that's how you do it with kittens
RaAaK 1 Aug, 2014 @ 10:39am 
Block one base with the cg kitties :D