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The Bazaar Build

Kripp's Weaponized Core Dooley Build

Kripparrian
Dooley
Updated on Apr 17, 2026
Apr 17, 2026

Overview

Weaponized Core is a classic Damage-scaling threat that offers a solid foundation right from the start. While it may not peak as high as other builds, it has potential to snowball across the finish line.

It's incredibly consistent at what it does, making it easy to assemble a functional early to mid game board without much effort.

Kripparrian's Video Guide

Example 10 Win Board

Misc. Small Items

weaponized core dooley example board

Tesla Coil

weaponized core dooley tesla coil variant

Example Early Game Path

Core Synergies

  • Weaponized Core solves the early game with its built-in Damage scaling, reducing the need to find specific items to survive.
    • It's generally best placed further on the right to optimize for speed. However, during the early game, you can use it to buff other Weapons.
    • Prioritize buffing fast Weapons, or those with Multicast. Feel free to adjust positioning while ensuring you can still effectively Charge the Core.
  • Pulse Rifle is the ideal host for Damage scaling thanks to its 3x Multicast. Make sure to only include one Friend.
    • Rocket Launcher can be used if Pulse Rifle isn't found, but quickly falls off after the initial few days.
  • Tesla Coil combines Damage with Charge utility, making it a solid inclusion next to Weaponized Core.
    • This allows you to get creative and make use of non-Tech items, knowing they will be able to Charge faster.
  • Arc Blaster performs very well within a Tech-based board. It can fit flexibly onto the left or right of the Core, depending on what you need.
  • SMG helps kickstart the build with its two-second Cooldown. Use it to help Charge the Core, since its Ammo makes it a bad target for scaling.
    • Silver-tier is highly recommended for the increased Ammo. Bronze-tier often doesn't cut it.
  • Duct Tape is an optional inclusion to provide a bit of defense, but only if you've acquired early Shield skills.

Tips & Tricks

  • Consider trying to build around Tech items when they are available, as this will ease your transition into the late game.
  • Friend items are less useful overall since Pulse Rifle is a priority, so you may want to avoid buying them even as filler.
  • Temporal Navigator and Sat-Comm are Dooley's early Economy items, and it's usually worth grabbing at least one (preferably the former).

Common Filler Items

  • Barbed Wire
  • Capacitor
  • Chris Army Knife
  • Cog
  • Cool LEDs
  • GPU
  • Laser Pistol
  • Lightbulb
  • Micro Mach
  • Soldering Gun
Weaponized CoreDooley
Pulse RifleDooley
Rocket LauncherDooley
Tesla CoilDooley
Arc BlasterDooley
SMGDooley
Duct TapeDooley
Temporal NavigatorDooley
Sat-CommDooley

Example Mid Game Additions

Core Synergies

  • Miss Isles can be an alternative to Pulse Rifle, but should mainly be considered if you're not leaning into Tech synergies.
  • Alpha Ray provides board-wide Damage scaling, making it a decent pickup if you're playing multiple Weapons.
    • Beta Ray works well alongside it for additional scaling plus Freeze.
  • Metronome is a solid source of Haste if you need it, but notably won't contribute to the Tech game plan.
  • Atomic Clock offers ridiculous speed and disruption IF you can support it.
    • Additional Ammo is a must in order to keep things moving efficiently. Even with a source of Reload, it will often run out seconds before it gets refilled.

Tips & Tricks

  • Weaponized Core lacks the longevity that top meta builds have, so it's important to win earlier than later. Don't be afraid to pivot if things aren't working out.
    • Gold-tier utility items often define the build's later success, so be sure to take every shop opportunity to find them.
  • Schematics is an excellent Economy item that can occasionally spawn valuable Tech items.
  • The Crash Site Expedition has huge potential to setup destructive late game combos.
Miss IslesDooley
Alpha RayDooley
Beta RayDooley
MetronomeDooley
Atomic ClockDooley
SchematicsDooley

End Game Build Breakdown

Core Synergies

  • Antimatter Chamber caps off the Tech game plan as a reliable way to demolish the opposing board.
    • This helps make up for the build's late game offense, as post-destruction it should be easy to win.
    • Tractor Beam is insane if you happen to acquire it from the Crash Site. The same goes for Stelle's Destroy/Repair package.
  • Chronobarrier provides another way to take control of combat by drastically slowing down the enemy. Diamond-tier is highly recommended.
  • Dino Saddle + Thrusters can grant Weaponized Core Multicast, allowing it to actually shine during the late game.
    • Bunker effectively fills the same role if you're using a Shielded Weaponized Core.
  • Fiber Optics is a key component for improving your overall Charge speed, or to speed up a specific item.
    • Nitro also helps as a fast spammable Charge item.
  • 3D Printer enables many ridiculous combos if you're creative enough. Just make sure you're still optimized for speed.

Tips & Tricks

  • Speed is incredibly important, so you'll have to pick and choose which utility item(s) you'd like to include. Oftentimes, you're limited to just 1-2.
  • Dooley skills are usually a great choice since you'll be spamming the Core. Liquid Cooled is fantastic.

Situational Variants

  • Railgun is an aggressive addition that could be worth including if found early alongside a board of Tech items.
  • Flamethrower can ouput huge amounts of Burn after enough Damage scaling from Weaponized Core.
    • It's a little bit on the slow side, but can be solid win condition if better alternatives are unavailable.
Antimatter ChamberDooley
Tractor BeamCommon
ChronobarrierDooley
Dino SaddleDooley
ThrustersDooley
BunkerDooley
Fiber OpticsDooley
NitroDooley
3D PrinterDooley
Liquid CooledDooley
RailgunDooley
FlamethrowerDooley