The Empty Nester
Ghost specialist with multi-shot mechanics. Cannot spawn baby balls but fires multiple special balls per shot.
Playstyle Guide
Recommended Evolutions
These evolutions synergize best with The Empty Nester's abilities and playstyle:
Strategy Tips
Passive Ability Analysis
Early Game Strategy (Waves 1-10)
Mid Game Strategy (Waves 11-25)
Late Game Strategy (Waves 26-40+)
Best Evolutions for The Empty Nester
How to Unlock The Empty Nester
Advanced Tips & Tricks
Common Mistakes to Avoid
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.
📚 Featured in Guides
Learn more about The Empty Nester in these detailed strategy guides: