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The Bazaar Build

Kripp's Power Drill Dooley Build

Kripparrian
Dooley
Updated on Mar 26, 2025
Mar 26, 2025

Overview

Dooley builds are often centered around one key component; the Core. Every run begins by selecting one whether you like it or not, and in most cases it offers a suggested pathway to follow.

Cores are great because of how fast they Charge. An item that goes off multiple times a fight is generally going to be impactful in some way, regardless of how good it is.

But what if there was an even faster and stronger option?

Power Drill has been a top contender for a while now due to its unmatchable rate of attack.

Charging two seconds for every trigger makes the Core look like a joke in comparison. While it can function as a phenomenal way to Charge the Core, sometimes the best course of action is to just drop the Core entirely.

Kripparrian's Video Guide

Kripparrian's Video Guide

Example 10 Win Board

Standard Power Drill


Double Drill Variant


Solar Farm Variant


Pylon Variant


Icy Drill Variant


Rare Pufferfish Variant


Core Combos and Synergies

Scrapping the Core

The majority of available Cores don't directly support the 's ability to Charge. and are the only ones with inherent applyable effects, though unfortunately the isn't ideal as only Friends can Charge it.

On the other hand, is an excellent choice alongside if your run allows it. Having another fast way to apply Burn further fuels the and ultimately works really well with its aggressive game plan.

All that said, sometimes you just aren't offered the , or perhaps you opted for something else. No problem! There are plenty of ways to build that don't require the Core at all. Just make sure you have enough sources to Charge it.

Power Drill

relies heavily on having multiple fast procs of either Haste, Slow, Freeze, Burn, or Poison. The actual effects don't matter so much as the quantity and frequency you can apply them.

Enchantments make a massive difference to the 's potential output. Applying a relevant enchant to a fast-acting item can be the defining factor of whether is worth using in your build.

A common play pattern can include picking up a earlier when it's offered and saving it in your Stash until later. Then when you pick up enough supporting items and/or enchants, you can slot it into your build.

Kripp had a Fiery enchant on his which greatly accelerates it and improves its overall output with a ton of Burn. This is an excellent option if you manage to find it.

Metronome

does a huge amount of the heavy lifting and is often a must-have alongside . The constantly spammed Haste triggers helps create the insanely fast Charge loop the needs.

It's by far the build's best target for enchantments. Nearly every one of its enchants is applied when you use an adjacent item, meaning you're getting essentially twice the value out of a single enchantment.

While there are a lot of good hosts for enchants (including the itself), the should be your top priority if you're given the option.

If you're forced to take the random enchant option from level-up rewards (assuming the known random enchant doesn't help), the odds of hitting an applicable effect are pretty good. Though don't be afraid to re-enchant it later if you hit a dud.

Soldering Gun

plays a major role at enabling the early on. Its Multicasting Burn is three Charge triggers on one Small item, which really helps prior to the point where enchantments come into play.

The one main caveat is that you need two specific tags to enable it, making it essentially take up two slots. While normally you can fit it between a Friend and Tool that you're already using, in this build it really wants to be adjacent to the .

In order to do this you need either or . Each of these has both necessary tags on the same item, allowing you to fulfill the requirement for the +2 Multicast.

Either one will work just fine, though I suppose would be ever so slightly better if you have some amount of Slows. The difference is marginal, but at least worth noting for those looking to fully optimize their build.

Power DrillDooley
MetronomeDooley
Soldering GunDooley
HammletDooley
Chris Army KnifeDooley
Ignition CoreDooley
Companion CoreDooley

Supportive Items and Skills

Shadowed Cloak

isn't especially common in Dooley builds compared to other Heroes, but it has crazy synergy with . It lets the Charge itself with its repeated Haste triggers, and also gives it a solid form of Damage scaling.

It also functions similarly to in the way of enchants, triggering its effect when the adjacent (right) item is used. Obviously excellent when supporting the .

As a neutral item it unfortunately isn't the most accessible, but it's definitely worth checking out Curio or hunting specific PvE Encounters (there are many) to try and find it.

Charge Trio

The remaining Small items of the build are more interchangeable, but all help Charge the . is a short Cooldown Burn item that also has its own Charging ability, and offers a board-wide Slow (plus Burn).

is more unique and less available as a Vanessa item, but it adds an initial burst Charge to the immediately at the start of the fight. This is an incredible jumpstart to kick things into gear.

Hot Spot

gives the yet another Charge trigger and works very well when the Drill is on the left. It's always important to stack as many abilities as possible to get the Drill up to speed, so having this infinitely-repeatable skill is a nice way to close the gap.

Tracer Fire

is a great form of Crit scaling alongside the many Burn triggers of the build. However, your choice of Crit skill may vary depending on your enchantments and other items.

While the is fast enough to delete many builds without scaling, it's always good to be able to reach 100% Crit to double your Damage against tougher (more Health/Shield/Heal) opponents.

Tiny Dancer

can be a great source of flat Cooldown reduction to your entire board, provided you're playing at least seven items. This should be true in most cases as Small utility items tend to make up most of the build.

At Silver tier the reduction is a pretty underwhelming 5%, but improves to 10% or 15% at Gold/Diamond tiers. Either grab it at Gold/Diamond or try and get it upgraded through the Grandmaster event.

Shadowed CloakCommon
NitroDooley
Plasma GrenadeDooley
ClameraVanessa
Hot SpotVanessa, Dooley, Jules, Stelle, Pygmalien
Tracer FireVanessa, Dooley, Jules, Stelle, Mak
Tiny DancerVanessa, Dooley

Double Drill Variant

Upgrade Hammer

s being introduced at lower tiers enables some crazy combos that were otherwise nearly impossible to come by. With proper planning, players have a really good shot at effectively "duplicating" an item.

The strategy is to pick up a Bronze and get an from the Lost Crate event. Afterwards, take every shop opportunity to find a second Drill. Once found, instead of buying (and upgrading) it, use your while still visiting the vendor. Then purchase the Bronze and you'll have two copies.

This works particularly well with items that aren't reliant on upgrades, as after getting a second copy it will be much harder to get them to a higher tier. In the case of , they can end up looping together and making an insanely fast end game machine.

Incendiary Rounds

is a rare find for Dooley, but has ridiculous synergy with . Placed between the two Drills creates another -like effect, constantly spam-Charging both items.

It's another fantastic target for enchantments, as it'll also give you twice the value just like . The more triggers you can spam, the faster the s demolish the enemy.

Isochoric Freezer

is insanely strong post-rework, allowing it to permanently shutdown builds with fewer active items, assuming their Cooldowns are five seconds or lower.

Combined with repeated Slow effects this gets even crazier, and can really shut your opponent out of the game.

Haste/Slow Support

and fill the flex slots, both providing a solid form of Haste (and Slow in the case of ). Just look for items with low Cooldowns that fulfill one of 's Charge triggers.

Knife Tricks

is one of the most powerful skills with , allowing it to quickly reduce down its "10 second" Cooldown. Given how often it'll be Charged, it doesn't take long at all before the Drill spams as fast as possible, only limited by internal Cooldown.

Quick Ignition

is an excellent way to kickstart the build, assuming you've included at least 1-2 Burn items. If you happen to get a Fiery enchanted it's even stronger, as it's a faster way to start the main loop.

Upgrade HammerCommon
Incendiary RoundsVanessa
Isochoric FreezerDooley
First AidenDooley
MultitoolStelle
Knife TricksVanessa, Dooley, Jules, Stelle, Mak, Pygmalien
Quick IgnitionVanessa, Dooley, Jules, Mak

Unique Variants

Solar Farm

is a permanent Haste engine alongside a Burn-heavy setup. Unlike other builds, this allows to be a more viable choice, warranting its inclusion for the rest of the run.

Kripp had a Deadly enchanted which is a strong source of Crit scaling for the entire board, provided you can keep it moving at accelerated speeds.

Pylon

isn't quite good enough in most circumstances, but alongside a Heavy enchanted it does a tremendous amount of work. It becomes another item that can continuously spam triggers to keep the Drill going as fast as possible.

The Haste triggers are more important than the duration, making this an easy pickup later on in the event you get a Heavy enchant.

Bomb Squad

is nice for its self-Hasting ability. Its Burn and long Cooldown make its offensive capabilities irrelevant, but that doesn't matter. This allows your fastest Friends to create more instances of Haste, therefore triggering the .

It fulfills the same role that does for , provided you're including enough Friends to enable it.

Fiber Optics

is incredibly powerful if the rest of the build can support it. The main downside is that it doesn't provide any direct support to enable the loop, but assuming the rest of the pieces are in place, it's a massive payoff.

Allowing the 's unmatched speeds to accelerate and Charge an is crazy. It essentially lets you cheat the Cooldowns of another important item, breaking the normal rules of the game.

Pufferfish

is fueled by the double + combo, allowing it to spam insane amounts of Poison and further loop the Drills. It also gives the build access to Poison, enabling useful skills such as or .

helps spam more Haste triggers for and is enabled by the Fiery + .

PylonDooley
Bomb SquadDooley
Fiber OpticsDooley
PufferfishVanessa
JellyfishVanessa
ZoarcidVanessa
Paralytic PoisonVanessa, Dooley, Mak
Exposing ToxinsVanessa, Dooley, Mak
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