It Takes Two to Tango
Preface
BEFORE ANYTHING- this was literally made as a joke taken too far because we always sang ‘You Should Be Dancing’ by the Bee Gees whenever we were stalling Screamers.
We should start by saying that this guide is not for weapon or perk choice/recommendations, it is about enemy movements and how to strafe and dodge their attacks. All characters can do the basic movements though some (like Skye) have advantages when compared to others. Here, we are assuming that you are using no perks like Rymdskor, Overcharge, Trickster, Desperate Measures etc. This guide is not DLC exclusive either, it is DLC inclusive however it is not a requirement.
Another thing you will need to know is that this guide is for campaign level only. Feats of Strength are ignored as they would need a section of their own and we can only 100% Facility at this point in time (so we’re not the ones to listen to). We will make some suggestions at the end and leave it at that.
Also, if you find the information in this guide to be wrong or you discover a better way of doing things, please tell us so we can update this guide. We hope to update with things like pictures and videos as often as we feel like it (which is, like, once a month).
With all that aside, on to the main event.
Character Benefits
Let’s start with who your choice in dance leader will be. If we’re being honest, it’s all up to your playstyle as to who you pick to be however, not all characters are made equal. Here we will focus less on damage output or skill, but on survival capabilities.
It’s a sniper, you’re not meant to be close-quarters with it.
Who to Be?
Now, if you don’t want to try all the characters, here we’ll try to help you understand what playstyles suit what character.
Skye is like a blank slate. She is versatile, mobile, and can deal quite a bit of damage if used right. She isn’t bound to just one job either, Skye can be used for tower support, player support, attack alone, attack in a group etc. Her natural ability to double jump makes it easier to move in and out of the ‘battlefield’ and her primary weapon (changeable at lvl 40) is the perfect supplement to her other natural ability.
Use Skye if you want to use Automatic weapons, fight midrange to close-range and be able to escape a sticky situation without taking too many hits.
Think of Sweet as the explosives expert. Her natural ability to set hit enemies on fire is powerful and when using fast-firing weapons, she can quickly demolish a soaker in mere seconds. Her ability makes her the best at crowd-control. Sweet is however, not beginner friendly; REX is not an easy weapon to master. On the flip side, she is the best character to perform a ‘rocket jump’; something best likened to the TF2 Soldier’s rocket jump. Sweet is best used as a support character due to her passive burning damage and should use fast firing or AOE weapons to best inflict said fire damage onto as many enemies as possible.
Use Sweet if you want to use Automatic/AOE weapons, fight midrange to close-range, watch the world burn and bounce around the battlefield.
SiMo is a sniper, there’s no two ways around it. It gets no natural movement benefits, it only gets better accuracy and actively deals more weakspot damage. We’re being honest here, you can use SiMo to dance, however, you would need an exceptional aim to make use of its natural benefits and constantly avoid damage. Simo is best used for sniping, in other words, taking out problematic enemies like Hoverers, Armored Heavys, Bobble Heads or Boss mobs. To use SiMo effectively you need to have good aim and know thy enemy’s weakpoints, couple this with that fact that everything (including you) is moving and you may understand why SiMo is not the best at dancing. SiMo is best used with precise weapons (sniper rifle) and at long-range to midrange.
Use SiMo if you want one hell of a challenge or are using perks to give it mobility.
We’re going to be a bit bias here, we love Haigen. He deals 35% more damage when within 2 blocks of the enemy (dance range) and he has 50% more health than the other Core Guardians meaning he can take more hits (in other words, dance longer). The flip side of all this bonus is that he doesn’t grunt in pain like the other characters so sometimes you don’t even realise you’re being attacked until it’s too late, and he gets no mobility bonus unlike the others (minus SiMo). Haigen is best used as a distraction, stalling Lumes and taking one for the team so that towers (and maybe teammates) can work their magic.
Use Haigen if you want to use any weapon, fight close-range, learn to dance and dance often.
TSYGAN is part of the DLC Road To Elysion. Her natural abilities allow her to move faster than the other characters and her last shot deals significantly more damage. This lets TSYGAN move in and out of combat quickly and be a decent powerhouse when need be, the downside to using TSYGAN is that she’s got glitches and players need to pick their enemies properly and be able to aim well if they want to make use of her damage ability. Her primary weapon (Ballista) allows her to be both effective in crowd-control and pick off problem targets like bosses. TSYGAN’s movement ability make a difference to how you move, and in maps like Roadworks it really beats into you the importance of spacial awareness.
Use TSYGAN if you want to use any weapon, fight midrange to close-range, and move quicker.
Who are the Dance Partners?
Lumes (we’d think that’s pretty obvious at this point). The fungal creatures that range from absolutely adorable to downright terrifying. Some Lumes know how to dance and dance well, while others have no clue what a foot even is. This section is going to cover the dance partner stats and is arranged in order of health, with the DLC at the end.
Who to Dance With?
*Walker Pups can easily swarm you so if there’s one, throw a party. If there’s more than 3, gtfo and kill them from a distance.
*Don’t invite Snorkers unless there are 3 or less, those things are suicide bombers and are very quick. Only for the experienced dancers.
*There’s no real point to dancing with Hoverers (for starters they have no feet). When you get in their range, sure you stall them for a moment and that can be good when next to a Drone Tower, but when they attack you, you can’t attack back unless you have a specific perk or are playing with Sweet.
*As said in Hoverer, unless you’re desperately trying to defend your Core, there’s no point in dancing with them. Just get them from behind and get that weakpoint bonus.
*Exercise caution when dancing with Spore Keepers, they have a homing attack to combat, a shockwave dodge and are very powerful. Only for the experienced dancers.
How to Dance
Here’s the section you are probably most interested in. In this section, we’ll try and tell you how your dance partners will act in the moment and how to avoid their attacks. But first, let’s think about priorities.
Now then, with that out of the way-
Quickstep- Quickstep is a fast moving dance that includes a lot of movement on the dance floor, with many advanced patterns including hops, runs, quick steps with a lot of momentum, and rotation. The quickstep is elegant like the foxtrot and should be smooth and glamorous. The dancers should appear to be very light on their feet. It is very energetic and form-intensive.
When you're doing a quickstep with a Lume, you're gracefully leaping in and out of the danger zone, kiting around your partner in hopes of luring them into the nearby towers, and elegantly jumping every-so-often to avoid things like shockwaves and suicidal explosions.
Tango- The tango’s technique is like walking to the music while keeping feet grounded and allowing ankles and knees to brush against one another during each step taken. During a tango, the two partners hold each other closely. It is characterised by marked rhythms and postures and abrupt pauses.
When you tango with a Lume, you’re generally looking up at your partner. Strafing left and right and rotating around the Lume to avoid an oncoming attack. You may sometimes stay still, close to your partner, looking wistfully into their eye/s (or at least where you hope it is), only to suddenly break away and twirl around your partner as they stand immobilised by your moving performance.
Jive- The jive is a very upbeat dance in which the performers look to be hopping off the ground. It includes lots of twisting movements, with high leg raising and is very energetic as moves are danced on every beat. The jive is considered an uninhibited variation of the jitterbug.
When you jive with a Lume, you’re hopping away from or around them as they chase you. You can never get far however, as the Lume is hopping to you at the same pace; thus you bob and weave side-to-side while hopping in an attempt to put some distance between you and the dance partner (you don’t want to say it to its face, but its breath absolutely stinks). Or, if your partner is perfectly fine staying in place, you hop and spin around them in a circular fashion.
Dance Specifics- Quickstep
Now, you may argue that outlining the basic dances is not enough, and you’d be right, it isn’t. In these sections, we will go through every Lume and explain the Lume’s attack cues and how to dodge/avoid said attacks. As general rule of thumb, when a Lume attacks they are immobile for the entire attack but will swivel in place to constantly face you.
Dance Specifics- Tango
Dance Specifics- Jive
Feats of Strength
Conclusion
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