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Genki Dama Buzzer - Energy/Crit Build (APOCALYMPICS viable)
By Parallel Platypus
Quick, original but pretty efficient build for our lovely regulator.
   
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Why this build?
  • Buzzer can be build in many ways because he's already efficient enough with his crowd control skills :

    Power Shot: a (long range) stun ability which make him really essential in a party (as is Kati Sagan of course). Make sure to always stun interrupt the boss while he is channeling his spells.

    Rigged Decoy: an AoE taunt with a little slowing aftereffect. When no bruisers are in the party, max this spell first to lower the cooldown. Like Power Shot, this is a key ability, don't spam it.

    Acid Rain: a big slowing AoE which turns into a root ability while building up a lot of Tech Power (TP) later in the game. Also reduce healing and regeneration so use it on mobs when the enemy healer is surrounded and may cast heals.


  • If you'r familiar with MOBA games like DotA you can see Buzzer as an 'hard carry' if you want to play him as a DPS character : without natural steroid ability like Kati's 'Lockdown' he's not as reliable as she to deal damage on duration.

  • He's a fantastic burst damage dealer with an hybrid build though.
    3-Rad-Icator and Haglebreaker II let you to build a fantastic amount of TP and AD while Bofors 75 Plasma add additional damage on top of your first shot, thus, in combination with his passive, making him able to one-shot many weak targets.

  • However the purpose of this build is to focus on his ultimate skill Hyper Discharge to deal damage on a large group of enemies, which is pretty efficient for crowd controls, especially on the hardest difficulty mode where being overwhelmed can make the situation hardly manageable. With this build you will be able to often eliminate champions whereas standart Buzzers's ultimate may leave them alive. Also, this build don't need an huge amount of offensive stats, letting you to focus on survivability (and you want to survive the Mayor Mayhem's wave), especially on hardest difficulty mode.

  • Here are the ratios for Hyper Discharge:

    Attack Damage
    Tech Power
    x 2
    x 4

    Level of Hyper Discharge
    Energy ratio
    1
    x 0.75
    2
    x 1.5
    3
    x 2.25
    4
    x 3
    5
    x 3.75
The Core Items
Starting item: Intact Battery Pack

Price
Energy
Passive
850
500
Your normal attacks have a 3% chance to Energy Tap its target for 3 seconds. Attacking an Energy Tapped target restores 15% of your energy over 3 seconds.

As you begin with a low amount of energy earlier you may run out of energy very soon. Buying this item first will let you to use more frequently your abilities. This is a fantastic starting item because it also adds one of the best passive earlier in the game: when energy tap applies to an enemy (you can see the debuff on the mob, surrounded by a blue circle), all allies attacking this enemy profit from the mana regen. This is particulary useful when you don't have a Kati Sagan in your team (as her ultimate also applies energy tap on enemies). As Hyper Discharge damage depend on your current energy, you want to be full of energy before using your ultimate! Of course, the nice amount of energy make your ultimate more powerful from the level 4.

Magnified Mosquito Field

Price
Energy
Tech Power
Armor
Passive
1150 for a total cost of 4000
700
70
5%
Your normal attacks have a 5% chance to Energy Tap your target for 3 seconds.
While your Energy is above 50%, you gain an additional 10% Armor. While your Energy is full, you gain an additional 15% Armor instead.

This is the natural evolution of Intact Battery Pack. more energy and more TP for more damage on your ultimate. TP also make other skills more efficient. You gain another nice passive, which would be usefull later in the game, giving you up to 20% armor in total with a single item. Not bad.

Lansman's Boots

Price
AD
Crit Chance
Move Speed
Passive
Active
3225
25
15%
20%
Movement Speed does not stack with other Boots.
Gain 100% Crit Chance and 100% increased Movement Speed for 5 seconds. 60 seconds cooldown.

This is your true core item because of his active. The trick is simple. Each time before using your ultimate, use your active. This will make your energy ball to crit for sure, doubling the damage! (if you didn't know already, damage skills can crit in this game). The cooldown of the active share almost the same time as the Hyper Discharge, so make sure to always use your active in combination of your ultimate. The movement speed bonus is also another great addition because Buzzer has no movement skill. Avoiding Mayor Mayhem's mortar shots will be a bit more confortable. You can buy it before upgrading Intact Battery Pack into Magnified Mosquito Field.

Rustic AC

Price
Energy
Tech Power
Passive
1075
250
20
Enemies attacking you are slowed by 70% for 1.5 seconds.

I like this item because it is offensive and defensive in the same time. But I think this is a situational item, it really depends on your partners. Still a good choice because its evolution synergizes notably well with this build.

E.T-Shirt

Price
Energy
Health
Passive
1225
250
250
You gain Health equal to 10% of your maximum Energy.

Again, another great offensive and defensive cheap item making your stacking amount of energy even more profitable! Remember: you want to survive, so build HP! Will be upgraded later.
Midgame/lategame items
Matrix Coating

Price
Energy
Health
Passive
Active
925 for a total cost of 3000
1000
500
You gain Health equal to 25% of your maximum Energy.
Sacrifice 25% of your maximum health to restore 50% of your maximum energy. 30 seconds cooldown.

Matrix Coating is build from the E.T-Shirt. This will add a huge amount of HP, houra! Also the energy given by this item is considerable! MOAR DAMAGE MOAR

Alfred's DynaVisor™

Price
Energy
Health
Armor
Passive
Active
3400
300
800
15%
The duration of negative enemy effects on you are reduced by 75%.
Place a T-30 Bomb. After 30 seconds the bomb explodes, dealing massive damage and stunning enemies in a large area. Enemies are dealt 1000 + 500% of your Tech Power damage. 120 seconds cooldown.

I love this item and I recommend it in all tech build, especially for this one. Again, energy, HP and the most important things to have later in game: more armor giving you around 30% of armor in combination with Magnified Mosquito Field (remember diminishing returns begin from 25%) AND a nice reduction of negative effects on you, mainly deadly stun and nasty movement speed debuff. And the cherry on the cake: a nice active.
Suitable items for late game
Defensive choices:

Rimfrost AC-2.0

Price
Energy
Health
TP
Passive
Active
825 for a total cost of 3200
300
300
70
Enemies attacking you are slowed by 70% for 3 seconds.
Slow all enemies in a large area around you by 85% for 10 seconds. Cooldown 60 seconds.

This is a really optional. The passives and actives are useful if you'r not confident on your team, and in particular on your Bruiser's job. This is a bit redundant with your skills, so it's up to you but the stats are still nice.

Underside power Armour

Price
Health
Armor
Passive
3400
1000
20%
Reduce damage taken from enemy attacks by 10. Every 2 seconds, up to 3 nearby enemies are dealt 100 damage.

If you'r for armor, there is a good value on this item. But because of diminishing returns, you may skip it and go for armor implants late game.

The Black

Price
Health
Passive
3300
1500
Increases your maximum Health by 20%. All healing is 20% more effective on you.

Synergizes with your amount of HP. The definitely HP choice. Also make healing from healer characters more efficient on you.

Mix between defense and offense:

Curse Clan Idol

Price
Energy
TP
Deflect Chance
Passive
3105
450
60
12%
When you fall below 5% Health, all your current Energy is converted into health. 30 seconds cooldown. Base Teleport cast time is reduced to 0.5 seconds. After using Base Teleport, you gain 50% Movement Speed for 15 seconds.

This item give a good amount of offensive stats for your Genki Dama but still remains useful to survive with his handy passive. With this insane amount of energy you will replenish your health bar in critical situations. Make sure to use Matrix Coat active to get some of your energy back just after that. Deflect Chance is really welcome, since you can't buy this stat with implants after being full stuff.

Offensive choices:

B2 Power Rod

Price
Energy
AD
Energy Regeneration
Passive
3100
400
20
4
Gain Attack Damage equal to 3% of your current Energy.While below 50% energy, you gain 6 Energy Regeneration.

Getting so much amount of energy and not getting Power Rod will be sad! The definite endgame boost for your attack as your ultimate.

Machine That Goes Ping

Price
TP
Passive
4000
100
Increases your total Tech Power by 35%.

Very expensive but give your abilities a nice boost.

Frikken Kritten Mitten

Price
AD
Crit Chance
Crit Damage
Passive
4750
70
15%
50%
Your critical hits inflict Grevious Wounds which reduces the health regeneration and efficiency of heals on the target by 50%.

If you focus only on your Hyper Discharge this is the best item to finish your build so far. Forget the passive, you just want your +50% Crit Damage. This adds around 8.5k damage to your energy ball with a full build and a level 20. Also the Crit Chance is really welcome.
How to Genki Dama
1. Use your taunt ability in a corridor.
2. Use Lansman's Boots active.
3. Press R. You'r now gathering energy from all surrounding life forms.
4. Profit.

N.B: The user must have a pure heart or the move can backfire.

Numbers.
Conclusion
Thanks for reading me! Feel free to correct my grammar, add recommendations, ... or discuss about anything about the game.
Thanks you devs for making such an entertaining game!

17 Comments
zaeb 20 Nov, 2016 @ 10:43am 
guides are for noobs :milky:
Parallel Platypus  [author] 15 Jun, 2015 @ 10:31pm 
I might do other guides. Would think about that but no promise.
Ren 15 Jun, 2015 @ 5:23pm 
Thank you for this detailed guide. It has helped me greatly in beating apocalyptic 1 with relative ease (that and a good team). Would love te see you make more guides for other toons. Please consider doing that.
Parallel Platypus  [author] 21 May, 2015 @ 6:45am 
Exactly.
Rook 20 May, 2015 @ 8:40pm 
Yeah I basically ignore my regular attack. I mean I grab B2 energy rod mainly for the stronger first hit and because I'm building energy anyway, but I wonder about dropping it for a crit mitten or extra defensive item later on in the higher difficulties. If your first strike with the Q passive doesn't nuke them you're not going to easily kill them with repeated lower power regular attacks so I leave slayers/kati to finish them and firstshot someone else.
Parallel Platypus  [author] 20 May, 2015 @ 1:47pm 
Yeah, there is really room for customization. As DPS Buzzer is really weak in late game though, so he benefits more from survivability stats and pure crit chance or crit dmg increase. TP ratios are not that good, especially E (0.75) and without steroid, he becomes really weak even with high AD amount. Buzzer is a nuker/support character imo. You can also go for Nimoy for a more support role (active let you some seconds to revive the medic). Nailgun is really a neat item for this build, but I made the guide before the new items arrived. Will probably update it.
Rook 20 May, 2015 @ 8:02am 
In terms of ability progression I personally tend to go W then E for early holding off the first wave while everyone else grabs the starting puppies (so they reset for the beginning of wave 1), then focus Q and of course grab the ulti as soon as and whenever it comes up. Personally the CD reduction and damage boost on W aren't enough for me to focus it early although getting that first point is key because it's a great skill and scales well to apoc. Especially for holding the wave / boars in place ready for a crit ulti bowling ball down the lane.

Anyway piles of random thoughts on how I play buzzer in the awesome energy+ulti+lansman boots style that PP came up with. All props to him, but hope this also helps some people. And remember regulators don't have to be the first guys to go down to havoc: curse clan + matrix is awesome.
Rook 20 May, 2015 @ 8:00am 
... (cont.)
Grabbing battery before lansman can help if you want a wave 1/2 moose and need the energy tap.
Curse clan + matrix are awesome synergy for defense, while curse clan also gives run speed after recall.
For implants pump armour, then boot equal hp and energy for the curseclan+matrix. Buzzer will be surprisingly surviveable, use him to delay (alternate w and e around stuns) while the others retreat/heal/revive
Rook 20 May, 2015 @ 8:00am 
Did a massive long comment but we're limited to 1000 characters... so short form, this is how I play it:

energy+ulti+lansman buzzer is awesomeness, all props to PP
personal build order: lansman > matrix > trollsfoot (very cheap and effective partial build) > b2 > curse clan > the black (mainly for endless, replace with mosquito for 10 waves)> nailgun (crit boost, bleed active, my buzzer = if the first shot doesnt kill it move on or use abilities, others will get it) or facemask (regular attack boost from hp, synergises well with the other items), mosquito (for cheap armour if nothing else), mittens (for ulti damage over anything else), dynavisor (grit+stats mainly), or whatever else.
Parallel Platypus  [author] 13 May, 2015 @ 3:00pm 
First is nice for the CD reduction. In a team of two, I recommend maxing W though.