Genome Guardian

Genome Guardian

Not enough ratings
Daisy for Dummies
By Aphotic Amaranth
Everything you need to know about Daisy!
   
Award
Favorite
Favorited
Unfavorite
Introduction


Unlike most other turrets, Daisy cannot manually aim. Instead, it constantly spins, firing at wherever its barrels happen to be pointing at when you click; the location of your cursor is irrelevant.

Daisy tends to struggle with getting kills in the early game; as such, playing in classic or abyss mode is recommended.

Daisy can be unlocked by discovering all microbes.
Recommended Perks
Turbo and Antifreeze work well together, allowing you to constantly fire at a decent rate once Turbo has spooled up. This is especially useful once you get a weapon with decent spread/coverage, such as GGG Wavespread. Add a Smokebomb, and you're invulnerable during Turbo's spool up time.

As for the last perk, I recommend either Funnel or Vice, for the increased firerate. Funnel is the 'safer' option; while Vice does give more firerate, it also requires you to have low health. Chances are, you'll naturally achieve low health after the early waves, but there's also a chance of healing powerups disabling Vice.

Of course, there are many other perk combinations that can work. You can even try removing Smokebomb in favour of other perks if you like to live dangerously. Some other noteworthy perks are as follows:
  • Amber / Binoculars - The downside is not a big deal when you have Antifreeze.
  • Slug - Slowing down your projectiles means they last longer, which is great for defense.
  • Blossom - Reducing accuracy effectively means more spread, which is important for Daisy. Can be helpful in the early game, but tends to fall off late game once you have other means of getting spread.
  • Prism - Okay, this one is honestly not good. If you want reduced accuracy, you're better off taking a mod which reduces accuracy, since accuracy reduction typically comes as a cost of increasing other stats anyway. I suppose you could combine it with Amethyst, but the real reason to use this is for the Daisy Master award.
  • Chloroplast - With Antifreeze, you'll almost always be at maximum heat.
Recommended Weapons
I recommend starting with G Shotgun, since it has the most spread and can evolve into some of Daisy's best weapons. Focus on trying to get 180° accuracy ASAP. Easiest way to do so is by evolving your starting G into GGG Wavespread, but if you happen to be offered a -accuracy mod, that works too.

In general, Daisy wants weapons with wide spread and/or coverage, to compensate for the inability to aim and to quickly deal with microbes/offspring coming from any direction. High firerate, projectile count, and size can help as well. GGGG Wavequake is generally considered the best for this, due to its base 360° accuracy and 12 projectiles. However, AGGG Wavespread Repeater is not bad either; while it is by default less reliable than GGGG, it has the advantage of being able to use both A and G mods. With the right mods (+size/-speed), AGGG can potentially outperform GGGG defensively and might be worth considering, especially if you happen to be unlucky and only get A mods.



Homing weapons are generally unable to reliably hit stuff without aiming, with two exceptions: AATT Homing Mine Launcher and CGTT Bubble Burster. Their homing is good enough to make aiming not matter, perfect for Daisy. While they may be great offensively, they aren't reliable defensively, so it's only recommended to build them once you can consistently avoid getting hit.



Another decent option is ATTT Mega Mine Launcher. Even if you aren't hitting anything with them at first, the mines will sit there for a while, and can be triggered by microbes later on. Likewise, weapons with an added sticky mod might be able to achieve similar effects, with varying degrees of success; of which there are a few I think are worth mentioning: AACC Hyperbeam (highest base firerate, piercing/hitscan), ACCG Broadbeam (high width, piercing/hitscan), CCCT Tracking Laser (it's CCCT Tracking Laser, need I say more?) These hitscan lasers can be great for deleting offspring, though they do require the right mods to build.

GTTT Megatov can potentially work as well, since it produces an area which lasts for a while. It does require some mods before it becomes consistent enough, though. If building it, it might be worth considering -range mods, as that will bring the area of effect closer to your turret in the likely event that it does not land a direct hit.
Recommended Turret Mods
+Size to weapons with G DNA is a solid choice due to many of Daisy's good weapons having G DNA.

+Firerate, -Health Max can be good, since Daisy does need that firerate, but keep the health reduction in mind before picking it. Do not pick it too early in the run when you still have a lot of health, as that would result in losing health prematurely and potentially dooming the run. Once you've already sustained damage from the first few waves and the health max reduction would not bring your max to below your current health, that becomes less of a concern. Do note, however, that if you are using the Vice perk, it makes it harder to meet its condition.

+Firerate to weapons with A DNA can work, depending on your weapons. If you do decide to pick this, it might be worth considering AGGG over GGGG, to benefit more from this mod.

+Damage at above 50% Heat works well if you're running Turbo + Antifreeze perks, since you'll almost always be above 50% Heat anyway.

Wave time -5 seconds works well with the Smokebomb perk; it reduces the amount of time you're vulnerable after Smokebomb expires. With the maximum of 3 copies of this, you're only vulnerable for a grand total of 5 seconds per wave! Do note however that if you are not playing Classic mode, less wave time means less kills, which means less Biomass.

+Powerup Chance will increase healing powerups, allowing you to recover from the initial damage you might have taken during the first few waves. However, it can potentially deactivate vice by causing you to heal over the required threshold. Also, your default GGGG / AGGG might not have enough range to hit powerups that spawn further away; you'll either need range/size increases, or another weapon. You probably won't need the healing if you're just aiming to clear wave 30, but it helps for endless.

+Health max for every wave survived without taking a hit is rather situational. During the early waves, taking hits is inevitable, and later on when you can reliably avoid taking hits, you likely don't need the health max anyway. However, it can still help by increasing the threshold for Vice. It can also work for endless; once you go deep enough that you can no longer reliably avoid taking hits, you can replace this with another mod and still keep the increased health max.
Mutations
Mutations to pick
  • Benign - It's benign.
  • Murky Fog / Invisible microbes/offspring/projectiles/whatever - You can't aim anyway, reduced visibility doesn't hurt much.
  • Microbes spiral towards you / Microbes are completely insane - Doesn't matter once you have full 360° coverage.
  • Turret spins constantly / Turret aims backwards - Daisy already spins constantly and aims both ways.
  • Anything that affects heating/cooling - Doesn't matter if you have Antifreeze.

Mutations to avoid
  • Painful powerups - Since you can't aim, it might sometimes be impossible to avoid triggering a powerup.
Turret Trial


In this trial, all weapons will have pinpoint accuracy, so GGGG has no power here. We also do not have Antifreeze, so spamming fire is not an option, at least not in the beginning. We do, however, get a Firerate bonus, which is key to winning this trial.

Do not immediately start firing once the wave starts. Wait for about 5~7 seconds, and then start firing until you overheat, by which time the wave should be ending. Prioritize building for higher firerate, and adjusting the time at which you start firing accordingly. Since firerate affects heat buildup, as you increase your firerate, you'll be able to start firing sooner. Ideally, you should be able to start firing once the wave starts and have enough heat max to last until the end of the wave.

As for the weapons, you'll need to build differently. Go for weapons with a high base firerate, as this will make it easier to max out your firerate. AACC Hyperbeam has the highest base firerate, followed by ACCG Broadbeam, and finally, AAAA Minigun / AAAG Plasmathrower / AACG Frostthrower. AATT Homing Mine Launcher can work too with enough +firerate mods. Prioritize weapon mods with +firerate, until you reach 60/s firerate.

As for turret mods, prioritize anything that can help achieve your goal of not overheating before the wave ends, be it firerate increases, wave time reductions, or heat max increases.

DO NOT pick the wave time +15s mutation, you will not have enough heat to last you that long.
4 Comments
󠀡󠀡 12 Mar @ 11:34pm 
I thought even the game said firerate doesn't affect heat buildup or amount.
YuRia 3 Aug, 2024 @ 9:39pm 
RIP antifreeze
now it's Furnace time
Aphotic Amaranth  [author] 3 Aug, 2024 @ 5:12pm 
Yeah, that could've worked, I kinda forgor about Burner tbh. Not that it matters anymore now that the recent update pretty much made Antifreeze unusable for this :(
YuRia 3 Aug, 2024 @ 1:49am 
No Burner perk? Double Damage at Max Heat tho