menu
MobalyticsUse your favourite features in-game with our Desktop App
The Bazaar Build

Kripp's Momma-Saur Dooley Build

Kripparrian
Dooley
Updated on Feb 25, 2025
Feb 25, 2025

Overview

The Bazaar is full of strategies that either look to burst down the enemy, or scale to heights far out of reach.

Most of the best builds will fall into one of these categories, but there's one rare archetype that has its own niche... item destruction.

Aside from the incredibly unlikely Eye of the Colossus, Momma-Saur is usually at the forefront of the demolition.

Give it the support it needs and you'll make every fight on your own terms!

Kripparrian's Video Guide

Example 10 Win Board

momma-saur dooley example board

Core Combos and Synergies

Charging Towards Destruction!

One of the things that should stand out is the lack of a starting Core. Unlike most Dooley builds that look to scale by spamming the Core, instead the game plan is to simply take the opponent out of contention.

By destroying a portion of the enemy board, that can often be enough to dismantle their strategy entirely. With key items out of the way, it's just a matter of time before Momma-Saur cleans up.

Since Momma-Saur isn't available until Gold tier, this is typically a build that you pivot into more than plan around. When given the opportunity it can be a powerful pickup, and it doesn't take too many extra components to support it effectively.

Momma-Saur

Momma-Saur's main issues are its speed and initial base Damage. It will take a bit of time to scale up, but it's not too difficult if you're able to destroy multiple items per fight. Choosing PvE Encounters that have a large quantity of items can help if you're falling behind in Damage.

As for its speed, the remainder of the build should be assembled in a way that best accelerates Momma-Saur. Getting off that first activation is most important as that can potentially thwart the opposing build, but you'll definitely still want a continuous source of Charge and/or Haste for attack #2 and beyond.

There's a very significant difference between the Gold and Diamond Momma-Saur. Upgrading it lowers the item restriction from a minimum of five items to a minimum of four, so make it your top priority to get it to Diamond.

Kripp found a Shielded Momma-Saur from Pearl's Dig Site. While the enchant gives a nice bonus to survivability, it's by no means mandatory for the build to work.

Fiber Optics

Fiber Optics has finally been re-enabled. This is arguably Dooley's best item, and is absolutely perfect alongside Momma-Saur. You can position your fastest item as the leftmost, allowing it to repeatedly Charge the Dino.

This is part of why the Core isn't ideal. On many occasions the Core needs to be positioned further to the right (if not rightmost) in order to benefit from more Charges. With Fiber Optics you need Momma-Saur to be on the right side, which can mess up a lot of positional requirements and render the Core useless.

Fiber Optics should be the next priority for upgrades after Momma-Saur. Going from Gold to Diamond improves the Charge rate from one to two seconds. This is a big difference to its efficiency, and ensures the destruction happens ASAP.

Kripp happened to also acquire a Shielded Fiber Optics from Kev's Armory. The enchantment is irrelevant in this case.

Combat Core

Combat Core replaces the starting Core in this build, giving it a reliable form of scaling. While Momma-Saur can certainly hit for a chunk of Damage, it's not necessarily the strongest of Weapons.

Having this allows a secondary scaling source of Damage, while also having a solid line of defense. Depending on the other items you have you can adjust the positioning further left to improve your rate of Shield. However, as you'll see with the next item, there's a very specific reason it is where it is.

Kripp selected Combat Core to receive a random enchant from "The Artist" upon level-up, ending up with Heavy. This was a decent roll, but you really can't go wrong with whatever you get, as Combat Core's scaling works great with many enchants.

Momma-SaurDooley
Fiber OpticsDooley
Combat CoreDooley

Supportive Items and Skills

Red Button

Red Button is a fantastic item with this particular setup as it can simultaneously Charge both Combat Core + Momma-Saur. It's for this reason why Combat Core isn't positioned for more Shield scaling, as it needs to be there to receive Charges.

Once again, upgrades can make this item even better, although there's pretty steep competition with the rest of the build when it comes to the limited selected upgrades.

First Aiden

First Aiden takes the leftmost spot as a low Cooldown Friend to trigger Fiber Optics. It's also a repeatable source of Haste which is always welcome, and with only five active items it's a lot easier to spread it around.

It does help to have some Haste skills as First Aiden generally can't carry on its own. However, thankfully the majority of the build benefits from constant Charge effects, making Haste not quite as mandatory.

Isochoric Freezer

Isochoric Freezer is a ridiculous item since its Patch 0.1.7 rework. A four second Freeze on a four second Cooldown is absurd, especially considering it no longer has size restrictions like most Freezes now do.

This works particularly well alongside item destruction, because if the opponent is left with only a few items remaining, it's very possible to Freeze them out of the game. I expect a nerf or rework to come soon.

Schematics

Schematics is by no means necessary, but it's worth keeping an eye out for as many incredible items have the Tech tag. In fact, four out of the six items of this build are Tech, meaning if you're lucky you could stumble into them without trying.

At the very minimum you get the occasional free item that you can sell, or potentially even use as a temporary slot-in while you look for better items. Just remember to pay attention to board space. If you want a chance at Medium/Large items, you'll need room in your inventory before you level-up.

Heavy Machinery

Heavy Machinery is a bit slower without a starting Core, but still works pretty well thanks to Combat Core + Red Button. However, one nice benefit is that the build cares a lot less about its limited uses.

The most important part is dismantling the opposing board ASAP, so once that's done there's a lot less need for Haste.

Electrified Hull

Electrified Hull would normally only benefit with the Combat Core, but in Kripp's case he was able to get faster procs thanks to two randomly acquired Shielded enchants.

That said, since the most important thing is getting a good kickstart, it's probably still worth picking up even if Combat Core is the sole Shield item of the build.

Command Ship

Command Ship is likely the strongest skill of the build, reducing the Cooldowns of everything except for the Combat Core (which is the enabler for it to work). It's a pretty significant amount of reduction compared to what's normally available, especially if you can get it upgraded to Diamond.

Red ButtonDooley
First AidenDooley
Isochoric FreezerDooley
Heavy MachineryDooley
Electrified HullDooley, Pygmalien
Command ShipVanessa, Dooley, Stelle
SchematicsDooley