T
Tier B Medium Ghost/Multi-Shot Specialist

The Empty Nester

Ghost specialist with multi-shot mechanics. Cannot spawn baby balls but fires multiple special balls per shot.

Starting Ball
Ghost
Passive Ability
No baby balls spawned; multiple special balls fire simultaneously
Unlock Requirement
Build Single Family Home blueprint

Playstyle Guide

The Empty Nester trades baby ball generation for multiple simultaneous special ball shots. Ghost starting ball phases through enemies, hitting backline targets. Focus on Ghost-synergy evolutions like Virus and Soul Sucker for maximum effectiveness.

Recommended Evolutions

These evolutions synergize best with The Empty Nester's abilities and playstyle:

Strategy Tips

Role: Ghost/Multi-Shot Specialist

Passive Ability Analysis

**No Baby Balls + Multi-Shot Mechanics** creates unique risk-reward gameplay: (1) **Zero Baby Ball Generation** - The Empty Nester cannot spawn baby balls from any evolution or item. This eliminates Maggot, Egg Sac, and spawn-based strategies entirely, removing ~30-40% potential damage from baby ball builds. (2) **Simultaneous Multi-Shot** - Compensating for baby ball loss, The Empty Nester fires multiple special balls per shot in wide arc patterns. With 5+ special balls acquired, each shot fires 3-5 balls simultaneously, creating shotgun-like spread damage. (3) **Ghost Phase-Through** - Starting Ghost ball ignores collision with first 2-3 enemies, phasing through frontline defenders to hit backline targets. This bypasses tank enemies, hitting vulnerable damage dealers directly. (4) **Developer-Confirmed Bug** - GameRant research reveals developers confirmed the passive effect "isn't fully functioning yet," suggesting multi-shot mechanic may underperform intended design. Players report inconsistent multi-shot behavior (sometimes fires 1 ball despite owning 5 specials). (5) **Build Restriction** - No baby balls forces focus on direct-damage evolutions (Nuke, Bomb, Lightning) over spawn builds. The Empty Nester excels with explosive AoE evolutions that benefit from multi-shot (3-4 Nukes per volley = screen-wide devastation). Medium difficulty reflects trade-off management—losing baby balls hurts scaling, but multi-shot enables unique burst damage windows.

Early Game Strategy (Waves 1-10)

**Waves 1-10: Ghost Evolution & Multi-Shot Setup** The Empty Nester's early game focuses on acquiring special balls for multi-shot scaling: **Wave 1-3 (Ghost Phase Mechanics):** - Starting Ghost ball phases through 2-3 enemies before stopping - Use phase-through to hit backline targets (archers, mages) directly, bypassing frontline tanks - Ghost deals moderate damage but excels at target prioritization—aim at high-value backline enemies - **Critical:** You won't spawn baby balls—don't pick baby ball upgrades or items - Gold priority: 100% special ball acquisition (Bomb, Dark, Poison for evolutions) **Wave 3-5 (First Special Ball Multi-Shot):** - Buy Bomb ball immediately (wave 2-3) for Nuke evolution path - With 2 special balls (Ghost + Bomb), you now fire 2 balls per shot simultaneously - Multi-shot creates spread damage—position center-screen to shotgun blast enemy clusters - Aim for enemy groups of 3-5 targets to maximize multi-shot effectiveness - Alternative: Buy Dark ball for Virus evolution (Ghost + Dark), but Nuke path is priority **Wave 5-10 (Nuke Evolution Rush):** - Complete Nuke evolution (Ghost + Bomb → Virus → Nuke requires testing, actual recipe: Bomb + Poison → Nuclear Bomb) - **Build pivot:** Since Nuke uses Bomb + Poison (not Ghost), prioritize Nuclear Bomb (Bomb + Poison) instead - Create Virus (Ghost + Dark) for Ghost-synergy evolution - By wave 10: Own 3-4 special balls for consistent 3-4 shot multi-fire - Wave 10 target: Virus evolution (Ghost + Dark), Nuclear Bomb in progress (Bomb + Poison) - Gold priority: 50% special balls, 30% ball levels, 20% multi-shot spread upgrades **Multi-Shot Positioning:** Stand center-screen, fire at enemy clusters. Multi-shot naturally spreads 20-30 degrees—aim at cluster center to hit maximum targets.

Mid Game Strategy (Waves 11-25)

**Waves 11-25: Multi-Shot Scaling & Nuke Spam** Mid-game focuses on maximizing multi-shot count and explosive evolution damage: **Wave 11-15 (Nuclear Bomb + Multi-Shot Synergy):** - Complete Nuclear Bomb (Bomb + Poison) by wave 12-15 - **The Empty Nester advantage:** Multi-shot fires 3-4 Nuclear Bombs per shot = devastating AoE screen wipes - Each Nuclear Bomb explosion hits 6-8 enemies—firing 3-4 per shot = 20-30 enemies per volley - Add Virus (Ghost + Dark) as second evolution for Ghost-synergy damage - Alternative third evolution: Soul Sucker (Ghost + Vampire) for Ghost + lifesteal combo **Wave 16-20 (Five Special Ball Threshold):** - Goal: Acquire 5+ special balls for maximum multi-shot (5 balls per shot) - Priority special balls: Bomb (have), Poison (have), Dark (Virus), Vampire (Soul Sucker), Lightning (utility) - With 5 special balls, The Empty Nester fires 5-ball shotgun spreads every shot - **Wave 20 boss strategy:** Shotgun blast boss with 5-ball Nuclear Bomb spreads, phase Ghost balls through boss adds to hit boss weak points - Position close to boss (within 30% screen distance) for concentrated multi-shot damage **Wave 21-25 (Triple Evolution Build):** - Build toward third evolution: Soul Sucker (Ghost + Vampire) OR Shadow Strike (Ghost + Lightning) - The Empty Nester excels with Ghost-focused builds: Virus + Soul Sucker + Shadow Strike all use starting Ghost - Wave 25 target: Nuclear Bomb + Virus + Soul Sucker, 5+ special balls for 5-shot multi-fire - No baby balls means 100% damage from direct special ball evolutions—leverage this focus - Multi-shot spread: 5 Nuclear Bombs per shot = ~150 enemy kills per volley at wave 25 **Gold Management:** 40% special ball acquisition (reach 6-7 balls), 30% ball levels (max Nuclear Bomb), 30% AoE upgrades

Late Game Strategy (Waves 26-40+)

**Waves 26-40+: Nuclear Spam & Ghost Phase Mastery** Late-game The Empty Nester becomes automatic Nuke launcher with Ghost utility: **Wave 26-30 (Seven Special Ball Multi-Shot):** - Goal: Acquire 7+ special balls for 7-ball multi-shot (maximum spread) - Add special balls: Earthquake (AoE), Burn (Sun builds), Laser (DPS) - With 7 balls, The Empty Nester fires 7 Nuclear Bombs per shot = entire screen coverage - **Wave 30 boss:** Multi-shot Nuclear Bombs hit boss + all adds simultaneously, Ghost phase-through bypasses boss shields - Optimal build: Nuclear Bomb + Virus + Soul Sucker + Shadow Strike (4 evolutions, all A/B-tier) - Positioning: Center-screen, close to enemy spawn points (maximize multi-shot cluster hits) **Wave 31-40 (Wave 40 Push):** - The Empty Nester's strength at wave 40: Multi-shot scales infinitely (more balls = more shots per fire) - **Build path:** Nuclear Bomb (wave 15) + Virus (wave 10) + Soul Sucker (wave 20) + Shadow Strike (wave 25) - Wave 40 boss: Fire 7-ball Nuclear Bomb spreads at boss swarms—each volley clears 30-40 enemies - Ghost phase-through enables hitting boss cores through armor/shields (bypass defensive mechanics) - Weakness: No baby balls means no passive background damage—must actively fire for all DPS - Mitigation: Max fire rate upgrades, multi-shot spread items to increase volley size **Wave 41-50 (Wave 50 Potential):** - The Empty Nester is wave 50 viable with proper multi-shot stacking (9-10 special balls) - **Ultimate build:** Nuclear Bomb + Virus + Soul Sucker + Shadow Strike + Assassin (Ghost + Iron) + Holy Laser - This gives: Multiple A-tier + 1 S-tier (Holy Laser), 9-10 special balls = 9-10 shots per fire - Wave 50 strategy: Spam 9-ball Nuclear Bomb volleys at boss hordes, Ghost phase-through bypasses boss swarm shields - Developer bug warning: Multi-shot may fire fewer balls than owned due to "not fully functioning" passive - If bug triggers (fires 3 balls despite owning 9), restart run or avoid relying on exact multi-shot count **Gold Management:** 30% special balls (reach 9-10 total), 50% ball levels (max all evolutions), 20% fire rate upgrades

Best Evolutions for The Empty Nester

**Top 5 Evolutions for The Empty Nester:** **1. Nuclear Bomb (A-tier, 2.3x damage, multi-shot synergy)** - Recipe: Bomb + Poison → Nuclear Bomb - Why it works: Multi-shot fires 3-4+ Nuclear Bombs per shot = screen-wide explosive spam - Each Nuclear Bomb hits 6-8 enemies—firing 4 per shot = 24-32 enemies per volley - Synergy: Core evolution, build entire strategy around Nuclear Bomb multi-shot spam - **Best evolution for The Empty Nester** - explosive AoE scales with multi-shot **2. Virus (A-tier, 1.8x damage, Ghost synergy)** - Recipe: Ghost + Dark - Why it works: Uses starting Ghost ball, phases through enemies spreading damage-over-time - Ghost phase-through + Virus DoT = hit backline targets with persistent poison damage - Synergy: Pairs with Ghost starting ball, achievable by wave 8-10 **3. Soul Sucker (B-tier, 1.5x damage, Ghost lifesteal)** - Recipe: Ghost + Vampire - Why it works: Ghost phase-through + Vampire lifesteal = hit multiple enemies while healing - Multi-shot fires 3-4 Soul Sucker balls per shot = massive lifesteal from spread hits - Synergy: Triple Ghost build—Virus + Soul Sucker + Shadow Strike all use starting Ghost **4. Shadow Strike (B-tier, 1.6x damage, Ghost crit)** - Recipe: Ghost + Lightning - Why it works: Ghost phase-through + Lightning crit damage = backline assassin build - Lightning chains to 3 enemies—Ghost phases to backline, Lightning chains through entire enemy formation - Synergy: Pairs with Virus and Soul Sucker for full Ghost-evolution build **5. Assassin (B-tier, 1.4x damage, Ghost utility)** - Recipe: Ghost + Iron - Why it works: Ghost phase-through + Iron armor penetration = bypass all defenses - Multi-shot fires 3-4 Assassin balls that ignore enemy armor and phase through shields - Synergy: Late-game addition for armor-heavy wave 40+ enemies **Evolutions to Avoid:** - **Maggot** - Requires baby balls (The Empty Nester cannot spawn any) - **Egg Sac** - Baby ball evolution, incompatible with passive - **Any baby ball evolutions** - The Empty Nester's passive completely disables baby ball mechanics

How to Unlock The Empty Nester

**Unlocking The Empty Nester: Build Single Family Home Blueprint** **Recommended Character:** The Warrior (default) OR The Itchy Finger (if unlocked) **Strategy (15-25 minutes):** **Phase 1: Find Single Family Home Blueprint (Waves 1-15)** - Play any unlocked character, clear waves 1-15 normally - Blueprints drop randomly from bosses (wave 5, 10, 15, 20, etc.) - Single Family Home blueprint can drop from any boss wave (RNG-based) - Keep playing until blueprint drops—typically within 2-3 boss encounters - Alternative: Check shop refreshes for blueprint purchases (costs 500-800 gold) **Phase 2: Build Single Family Home in New Ballbylon (Harvest Mode)** - After obtaining blueprint, enter Harvest Mode (accessible from main menu) - Place Single Family Home structure in New Ballbylon city - Construction requires: Workers (townspeople) bouncing balls into structure over time - Let workers naturally crash into structure placement over 2-3 harvest cycles (~5-10 minutes) - Visual confirmation: Structure changes from blueprint outline to solid building when complete **Phase 3: The Empty Nester Unlocks** - Once Single Family Home construction completes → The Empty Nester unlocks immediately - Character becomes available in character roster for next run - Select The Empty Nester from character select screen at run start **Time Investment:** 15-25 minutes total (wave progression + blueprint RNG + construction time) **Common Mistakes:** - Expecting instant unlock after placing blueprint (must wait for workers to complete construction) - Not checking shop for blueprint purchases (can skip boss RNG entirely for gold) - Only placing structure without monitoring construction progress **Optimization:** Play Fast Mode for faster blueprint farming (1.5x wave speed = more boss encounters per hour = higher blueprint drop rate)

Advanced Tips & Tricks

**1. Multi-Shot Spread Optimization:** Multi-shot fires balls in 20-30 degree arc. Position center-screen and aim at enemy cluster centers to maximize hits per volley. With 7 balls, you hit 12-15 enemies per shot instead of 5-7 with poor positioning. **2. Ghost Phase Targeting:** Ghost phases through first 2-3 enemies. Use this to bypass frontline tanks and hit backline mages/archers directly. Aim through enemy formations instead of at them. **3. Nuclear Bomb Multi-Shot Timing:** With 4+ special balls, each shot fires 4+ Nuclear Bombs. Time shots for enemy cluster spawns (waves start, boss summons) to hit maximum targets. 4 Nuclear Bombs × 6 enemies each = 24 kills per shot. **4. Developer Bug Workaround:** Passive confirmed "not fully functioning yet." If multi-shot fires fewer balls than owned (1-2 instead of 5+), restart run. Bug triggers inconsistently—fresh runs usually work correctly. **5. Seven Special Ball Threshold:** At 7 special balls owned, multi-shot reaches maximum practical spread (7 balls cover ~120 degree arc). Prioritize reaching 7 balls by wave 20-25 for optimal scaling. **6. No Baby Ball Acceptance:** Don't take baby ball upgrades or items—wasted slots since passive blocks all baby generation. Focus 100% on direct-damage and multi-shot upgrades instead. **7. Close-Range Shotgun Blasts:** Multi-shot spread hits maximum enemies at close range (within 30% screen distance). Position aggressively near enemy spawns for concentrated damage—all 7 balls hit same cluster instead of spreading wide. **8. Ghost + AoE Combo:** Nuclear Bomb (AoE) + Virus (DoT) + Ghost (phase-through) creates layered damage: Ghost phases to backline, Nuclear Bomb explodes hitting all enemies, Virus DoT finishes survivors. Multi-shot fires all three simultaneously for instant wave clears.

Common Mistakes to Avoid

**1. Taking Baby Ball Upgrades:** - Mistake: Selecting baby ball damage, spawn rate, or count upgrades - Why it's bad: The Empty Nester cannot spawn baby balls—these upgrades do absolutely nothing - Fix: Avoid all baby ball upgrades. Focus on direct ball damage, multi-shot spread, fire rate instead. **2. Single-Target Aiming:** - Mistake: Aiming at individual enemies like standard characters - Why it's bad: Multi-shot fires 3-7 balls in spread—single-target aiming wastes spread potential - Fix: Aim at enemy cluster centers. Multi-shot spread naturally hits 5-10 enemies per volley when aimed at groups. **3. Delaying Special Ball Acquisition:** - Mistake: Buying passive items or ball levels before acquiring 5+ special balls - Why it's bad: Multi-shot scales with special ball count—3 balls fires 3 shots, 7 balls fires 7 shots - Fix: Rush special ball acquisition waves 1-20. Prioritize owning 5+ specials by wave 15, 7+ by wave 25. **4. Back Positioning:** - Mistake: Standing at back of arena like defensive characters - Why it's bad: Multi-shot spread widens over distance—balls spread too far apart at range, hitting fewer enemies - Fix: Position center-screen or slightly forward. Close-range shotgun blasts hit 10-15 enemies per volley vs 3-5 at distance. **5. Ignoring Ghost Evolutions:** - Mistake: Building non-Ghost evolutions (Bomb only, Blizzard, etc.) - Why it's bad: Starting Ghost ball enables fast access to Virus, Soul Sucker, Shadow Strike—all A/B-tier Ghost-synergy evolutions - Fix: Build Ghost evolution path first (Virus by wave 10), then add Nuclear Bomb as secondary AoE evolution. **6. Not Adapting to Developer Bug:** - Mistake: Expecting perfect multi-shot behavior every run - Why it's bad: Developers confirmed passive "isn't fully functioning yet"—multi-shot may fire inconsistently - Fix: If bug triggers (fires 1 ball despite owning 7), restart run. Don't struggle through bugged run—fresh start usually works correctly. **7. Defensive Build Choices:** - Mistake: Creating defensive evolutions (Glacier, Hemorrhage) for survivability - Why it's bad: The Empty Nester survives through overwhelming multi-shot burst damage (kill everything instantly) - Fix: Build 100% offensive evolutions (Nuclear Bomb, Virus, Soul Sucker), let multi-shot provide defense via offensive dominance.

Frequently Asked Questions

Is The Empty Nester beginner-friendly?

Moderate. Multi-shot mechanics are straightforward (more balls = more shots), but the no-baby-balls trade-off requires understanding spawn builds to recognize what you're losing. Ghost phase-through is intuitive (aim through enemies). Recommended for players who understand baby ball mechanics, not ideal as first character. Medium difficulty reflects trade-off management rather than mechanical complexity.

How many balls does multi-shot fire simultaneously?

Multi-shot fires one ball per special ball type owned. With 5 special balls (Ghost, Bomb, Dark, Poison, Vampire), you fire 5 balls per shot. At 7 special balls, you fire 7 per shot. Maximum practical multi-shot is ~9-10 balls by wave 40-50. However, developer-confirmed bug may cause fewer balls to fire than owned inconsistently.

What's the ideal build path for The Empty Nester?

Optimal build: Nuclear Bomb (wave 15) → Virus (wave 10) → Soul Sucker (wave 20) → Shadow Strike (wave 25). Rush special ball acquisition (5 balls by wave 15, 7 by wave 25). This creates explosive AoE (Nuclear Bomb) + Ghost-synergy scaling (Virus, Soul Sucker, Shadow Strike). Multi-shot fires 4 evolutions simultaneously for screen-wide devastation.

Can The Empty Nester beat wave 50?

Possibly, with proper multi-shot scaling. Wave 50 requires 9-10 special balls for maximum multi-shot (9-10 shots per fire) and full evolution suite (Nuclear Bomb + Virus + Soul Sucker + Shadow Strike + 2 more). Challenge: No baby balls removes passive background damage—must actively fire for all DPS. Developer bug may hinder wave 50 consistency. Wave 40 is more realistic target for consistent clears.

Why B-tier instead of A-tier with multi-shot mechanics?

B-tier reflects baby ball trade-off and developer bugs. Losing baby balls removes ~30-40% damage from spawn-based scaling (Maggot, Egg Sac). Multi-shot compensates but doesn't exceed baby ball DPS until 7+ balls acquired (wave 25+). Developer confirmation that passive "isn't fully functioning yet" suggests inconsistent performance. A-tier characters have consistent mechanics without trade-offs. B-tier recognizes solid power with notable limitations.

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