Equip Lightning Mage and Top Mortar in Spiderburg’s two top slots, Teleporter in front and Dash at the back. Use the lightning window to land mortar damage, then escape while the attacks finish. Keep Dash available before teleporting toward danger: reaching the target is only half of the rotation.
Build notes In 0.9.14, Lightning Mage automatic base targets increase from 5 to 7 and Roaming Storm is more robust. Overtime stun resistances also changed, so keep the escape ready. Nitro regeneration begins 0.5 seconds after boosting in 0.9.8. Huntress’s active cooldown penalty is 40% in 0.9.10. Plan the next escape around actual ready abilities and fuel instead of assuming constant boost or permanent stuns.
Wanderburg build list: compare all 9 loadouts →Complete loadout and each piece’s job
Keep the core pieces first. Add support only when your vehicle offers the matching slot; crew and captain are separate selections.
Lightning MageCore · first top slotProvides lightning damage and a stun against susceptible targets. Use its active when mortar damage can follow.
Upgrade tree →
Top MortarCore · second top slotPlaces the rear-facing damage burst while you move away. Learn its landing area before adding more projectiles.
Upgrade tree →
TeleporterPositioning · frontTeleports forward and damages the arrival area. Aim at clear ground near the fight; do not teleport into a crowd without an exit.
Upgrade tree →
DashEscape · backDashes forward. Orient the castle toward your escape route before activating it.
Upgrade tree →Captain and crew
- Learn the burst timing: Norbert The Normal. Keeps the active cooldowns free of a captain penalty while you learn the approach and retreat.
- Automatic-attack variant: Huntress. Gains 50% automatic attack speed, but abilities take 40% longer to recharge. Choose her when automatic pressure between bursts is worth the longer wait.
- Slow support: Wizard Crew. Automatic magic attacks slow targets for 3 seconds. Crew upgrades are separate from the two top modules.
What to unlock first
Beat all four Golden Dunes bosses to unlock Spiderburg, then purchase it for 2,500 Silver. Lightning Mage follows the Mage Crew level-5 objective and costs 10,000 Silver. Teleporter follows Dash level 10 and costs 1,000 Silver. This is a progression loadout: a vehicle with only one top slot cannot equip both core modules.
Key upgrades: what to pick and why
Use this as the direction for your draft. The alternatives below are choices to compare, not extra cards that must all fit into the same branch. Open a card for its exact target and tier details.
| Pick priority | Why it matters | When to choose the alternative |
|---|---|---|
| Control special: Stun Duration | Extends the active control window against susceptible targets so the mortar burst has more time to land. | Chain Lightning supports automatic attacks against nearby groups. Take it when that damage is more useful than a longer active stun. |
| Mortar special: Active Ability Projectiles | Adds projectiles to the active burst after you can place it reliably. | Slow is the other choice. It helps susceptible pursuers but overlaps with the Wizard Crew slow. |
| Between bursts: Star Explosion | Automatic mortar explosions release additional projectiles while you reposition. | Auto Attack After Explosion adds a delayed explosion instead. Pick according to whether enemies remain near the original impact. |
| Lightning legendary: Thunderstorm | Adds an autonomous storm to the active ability, supporting damage while you retreat. | Ultra Lightning provides an additional strong strike. Choose one legendary branch for the module. |
| Retreat branch: Mines | The active finishes with a ring of mines, giving the pursuit another area to cross. | Mega Strike adds a final giant projectile. Choose it when the target stays in the landing area long enough. |
Artifacts that make this build work better
The module core works before the full artifact package appears. Take a useful replacement when the named artifact is missing.
Top Hourglass
Both top modulesImproves top-slot cooldowns for the lightning and mortar core; it does not improve every slot or the crew.
Top Module Booster
Shared damage supportBoosts damage from top modules. It covers the two core modules despite their different attack types.
Couldron
Magic cooldown supportConsuming units accelerates magic-ability cooldowns. Plan safe consumption between bursts; do not count it as a reset for every attack in the loadout.
Triangulator
Three-ability rotationUsing three different active abilities within three seconds refunds 20% of their cooldowns. Use a safe planned burst rather than spending your escape just to trigger it.
Catalyst
Escape fuelReduces nitro consumption. Useful when a long retreat empties the tank before you can turn safely.
Build order: opening, middle and finishing picks
- Opening: start with an available core, develop its damage and recruit the second top module. Use ordinary movement while learning the lightning and mortar timing.
- Middle: add Teleporter and Dash, prioritise useful cooldown upgrades, then practise short approach–burst–escape cycles. Upgrade the attack that lands before chasing extra effects.
- Finishing: choose the storm and mortar branches for your route. Add shared top-slot support or a conditional cooldown artifact, then invest in recovery and movement if the next burst takes too long to become safe.
The combat rotation
- Check that Dash is ready and choose a clear escape direction.
- Use Teleporter only when its forward arrival point is safe; approaching normally is a valid alternative.
- Trigger Lightning Mage and place the mortar burst on the engaged enemy or pursuit route.
- Face the exit, use Dash and keep moving while the damage resolves.
- Regroup, recover and wait for the next useful cooldown window. Repeat only when the target and route allow it.
How to play the boss fight
Use the full burst when the boss commits to a path through the mortar area. Against stun-immune targets, shorten your stay instead of waiting for a control effect that cannot happen. Later Overtime enemies increase the pressure on the escape route; preserve nitro and avoid teleporting toward a threat you cannot leave.
If a key piece is missing
No Spiderburg: use the Mine & Mortar guide with a single top slot. No Teleporter: approach with ordinary movement and keep Dash for escape. No Lightning Mage: continue an already-unlocked build while completing the crew objective. No Couldron: rely on ordinary cooldowns and take shared top-slot support when offered.
Do not break the build this way
Lightning Mage and Top Mortar need two top slots. Do not add Side Ballista or Side Barracks to Spiderburg, which has no side slot. Powerful Gem improves magic damage, so it is not a blanket damage upgrade for the mortar. Avoid calling this permanent stun or infinite Overtime: resistant enemies and missed escapes still end runs.