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Crown of Blood | ![]() ![]() |
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Area | Loop Vaults | |
Pro: | More Enemies | |
Con: | Fewer Rads |
Tech
- More enemies will spawn on each level.
- The exact science varies, but generally there are 150%-200% more enemies in a level.
- The actual tech is that enemy generation runs twice when generating a level, and CoBlood runs it a third time.
- First check: Spawns the initial amount of enemies.
- Second check: Sees if the enemy count meets the requirements for current difficulty, adding more enemies if not.
- Third check: CoBlood spawns enemies similar to the first check.
- So in other words, at lower difficulty (earlier on) the CoBlood modifier is closer to 200%, while at higher difficulty (later loops), the number is closer to 150% increase.
- Does not effect enemies spawned partway into the level such as IDPD. Bosses are also in no way effected.
- Fewer rads will be dropped each level.
- This is 1 less rad per enemy. Any enemy that only drops 1 rad will now drop 0.
- Non-enemy sources will not be effected by the crown.
- Rad canister and props are not effected and drop the same amount.
- Player-caused sources such as Ultra Grenade Launcher, Rebel's allies and Plant's saplings are also not effected.
- Melting's passive gives 1 more rad per enemy, so is cancelled out in this situation.
Strategies
This guide will focus on the usage of CoBlood for loop play and weeklies. However, it is a vital part of meta that is explained in full on the meta guide. (link later)
While at face value 'more enemies' sounds like a downside, it directly can work to the players benefit. There are two reasons for this;
1. Level sizes remain the same, so the extra enemies are just more squished together. This makes any weapon that can damage multiple enemies at once more effective, and high-damage weapons that are usually overkill can round out more kills per shot as enemies are far more clustered together.
2. More enemies means more pickups - only rad drops are effected by CoBlood which is negligible given the extra enemies.
With these two factors in mind many weapons and builds become more viable. One of the core mutations will always be Trigger Fingers to best utilize any high reload weapon. This basically creates a feedback loop - CoBlood spawns more enemies, and more enemies killed at a time procs Trigs even quicker, which then allows for the weapon to be fired again even sooner at more enemies. All the while the extra enemies are dropping extra pickups to fuel these shots.
Weeklies with CoBlood start are notably difficult as preloop can have very high enemy spawns while running subpar weapons/mutations. One of the biggest factors here can be the starting loadout, as bad weapons will cause any new run to go at a snails pace while any good weapon can let the player fly through the earlier areas.
(If just trying to unlock the crown in preloop for the weekly challenge, a good combination can be Gamma Guts + Scarier Face to take care of most enemies that do melee damage as they can swarm the player.
Character/mutation notes:
- Most character actives or ultras can directly benefit from more enemies;
- More overt examples would be Rebel having more allies from more health drops/Bloodlust procs, or more corpses on the ground for Melting to explode.
- The only ultra effected negatively can be Horror's Anomaly which only procs based on enemy HP left in the level. This does not make it a bad ultra - just requiring a higher % of a level to be cleared on average.
- Mutations taken should benefit from the extra enemies - as mentioned Trigger Fingers can be core to a build here.
- Plutonium Hunger and Scarier Face paired with Trigs makes it far more effective as well.