One of the positive characteristics of the cyborg is that it starts with 1 Minigun.
In addition, his ranged damage modifiers are increased by 300%.
Halfway through the wave, 100% of his ranged damage is temporarily converted to Engineering at a 1:8 ratio.
The negative traits are that his technique modifiers are reduced by 75%.
In addition, both his melee damage and elemental damage modifiers are reduced by 100%.
In order to have a good balance between ranged weapons and technical weapons, we start the run with a Wrench.
This ensures that you can deal full damage with the Minigun for the first half of the wave and then cover the second half with the tech gun's turret.
While this won't matter much for the first few waves, as enemies become more resilient, it becomes imperative that you have enough of both weapon types.
Get all the ranged damage you can get and forgo all other damage values, even engineering.
If possible, get more Wrenches and later more Miniguns or other ranged weapons.
Also take any turret sold to you in the shop.
Get items that give you knockback to make it much harder for enemies to get to you in the second half of the wave.
This will make the waves much more comfortable for you.
If that leaves you with close to 100 ranged damage by the time you get to the final wave, you can sell the Wrenches and keep getting ranged weapons instead, since you can then easily knock out the final boss in the first half of the wave.
As soon as you successfully complete the run with the character, you will unlock a really interesting item that can affect the attack speed of the turrets.
Guide for all Achievements
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