How to Build a Fatigue Build in Backpack Battles With Just a Single Frying Pan

Translated from 日本語

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Overview

Prompted by Backpack Battles adding Japanese language support, the narrator (A.I.VOICE Kizuna Akari) introduces a build they've recently enjoyed playing. The only weapon is a single frying pan from the early game; beyond that, you just keep holding out with defense and healing, waiting for the opponent to collapse from fatigue damage. While explaining the thinking behind the build, the narrator walks through an instructive run from start to finish.

10 min read
0:24

Early Game: One Frying Pan and Three Goals

The early-game mainstay is the frying pan, which the narrator says they regularly use anyway. In this build, you never buy another weapon after the frying pan. The narrator admits it sounds like "what are you even saying," but insists they're serious. The explanation is that if you gather plenty of food, the early frying pan is quite stable.

There are three goals through the midgame: secure a defensive tool with white potions, a healing tool with slimes, and an offensive tool with crystals. While collecting food, you go for these whenever you get the chance. Activating a white potion requires armor or a red potion, so you buy a red potion first and then wait for a white potion. A white potion gives 60 block, which the narrator says is very reliable in the early game.

In the actual run, a crystal and a white potion showed up in the shop at the same time. Both are expensive, but selling all weapons made them affordable, so the narrator bought them. According to the narrator, there's no need to attack: even without attacking, you can just watch as the opponent tires out and falls over.

1:19

Why You Need Slimes

The next thing you want is a slime. Buying one at this point would make the layout awkward, so the narrator bought a shield first. One reason slimes are necessary is that the white potion's mechanics can also reduce your HP, which makes piercing builds dangerous.

Another reason the narrator gives is that the healing isn't wasted. Healing in the first half of a fight is often wasted because your HP is full. In this build, however, block isn't applied until HP drops to half, so the slime's healing doesn't go to waste. In the fight shown, the slime kept healing from start to finish, and in the end the opponent tired out and fell.

1:51

Midgame Onward: Building Up Defense, Healing, and Fatigue

From the midgame on, you build up defense, healing, and fatigue respectively. The narrator lists the following as things to assemble:

  • Put four white potions on two belts
  • Switch the white potions' activator from the red potion to armor
  • Secure several blue shields
  • Get a total of two slimes, ideally three

In this run, the narrator first got both belts and also bought a second crystal. Slimes need a lot of activators. If you've been getting through the early game with the frying pan, you can divert food to the slimes. However, food gradually becomes less effective in the midgame, so you swap it out for other items when the time is right.

For the fixed item, the narrator chose the doll. The doll has a short cooldown and is also an excellent activator for slimes. Fatigue damage tends to be underrated, but the narrator reckons this build has the potential to deal over 800 in total with one doll and four crystals. They also say it might be good to use cooldown reduction on fatigue-related items.

Large shields also take on block for adjacent items, so you especially want them next to white potions and shields. There are two kinds of armor, gold and red, but red's lifesteal is wasted, so gold is easier to use in this build. In this run, too, the narrator bought gold armor. Since this build tends toward long fights, poison cleansing is also valuable. Although the narrator's dialogue was covering the debuff panel, over a 20-second fight they took a cumulative 49 poison and cured 12 poison with the armor. As a result, the armor's cure apparently prevented about 60 poison damage.

3:22

First Loss and Weaknesses

By round 10, the starting food is already gone. From here on, what you do is simple: just keep collecting slimes, white potions, shields, and crystals.

This round brought the first loss. According to the narrator, this build's weakness is short-fight, high-damage builds. Typical examples cited were staffs and poison potions, which shields struggle against, greatswords with blue gems, and buffed lightsabers. However, the narrator says these builds are hard to complete, so you run into them relatively rarely.

At this point, the narrator bought a second slime. Slimes have low rarity, so a second one shows up easily even early, but you tend to run short of activators. For that reason, the narrator buys in roughly the order of shield, armor, then the second slime. After entering extended play, opponents with blue gems become more common, so at some point you'll want a second one. The narrator then reached 10 wins. Since the build's late-game scaling isn't bad either, they say they generally choose to go into extended play.

4:29

Organizing the Bag and What Each Item Does

During the bag-organizing segment, the average number of activations per item was shown: 5 for the slime, 6 for the armor, 9 for the doll, and 10 for the shield. The armor's regeneration offers no benefit worth prioritizing, and the shield and coffin effects weren't being fully utilized either. For that reason, the narrator rated this bag 15 out of 100. Having lives to spare, they gave up on upgrades this round and chose to buy a more gold-efficient bag.

After that, there were moments when defense and healing fell short and they were overpowered by enemy damage. Having saved up while freeing space in the previous round, they wanted white potions or shields, and they actually drew a shield and a crystal. On countering mirror matches, the narrator says that in addition to buying crystals, it's important to routinely prioritize speeding up the doll and crystals, and to apply those sped-up items to the slimes.

As for the coffin, its effect becomes nearly negligible around the time you ditch the frying pan. If you have spare bag space, the narrator says selling it for 10 gold is also worth considering.

5:25

Buying Too Much Armor, and How to Think About the Setup

The narrator recalls losing their composure over an armor sale and then buying even more armor out of a "well, I already bought it" bias. Shields work better than armor, so one piece of armor as the white potion activator is enough.

In this run, prioritizing a smooth growth curve and ease of understanding, the narrator presents the basic setup of white potions, shields, and armor. As an alternative to extra armor or shields, the narrator says they think the combination of a mana orb and a book is also excellent, since it provides healing. Put simply, the setup is one piece of armor to activate the white potions, two shields to place adjacent to the four white potions, and the remaining slots free. As in their previous potion-build video, the narrator likes seeing great power emerge from just a few kinds of items, so when they prioritize fun, they tend to stack the same item.

6:10

A Loss to 920 Damage and a Layout Rethink

In the next fight, the narrator couldn't withstand 920 damage from a thorn sword and lost. Still, they say it's not an opponent you can't beat. In a clip from a different run, they showed a situation where surrounding the white potions with shields could produce over 1,000 block.

Back in the original run, being outfought finally made the narrator cool off, and they optimized the bag. They focused on these four points:

  • Place shields adjacent to each other
  • Place shields adjacent to slimes
  • Place shields adjacent to white potions
  • Put all four white potions on the belts

This raised the efficiency of defense and healing, and the narrator says they should no longer lose to run-of-the-mill opponents. In actual numbers, the opponent's piercing attacks dealt 54 damage per 10 seconds, while the narrator's slimes healed 84 points per 10 seconds. The narrator says, "You could attack for hours and still not beat me."

A white potion appeared in the shop, but because they'd wasted space on unnecessary armor, there wasn't enough room, so they gave up and looked for more crystals instead. Crystals work in a single slot, which the narrator says makes them easy to buy as finishing touches.

7:04

Final Fight: Settled by Fatigue Damage

With two fights left, the narrator faced an interesting build that accelerates fatigue with the Falcon Blade. Fatigue damage came out 820 to 946, and the narrator remarked, "I think I could get along with this person."

They reached the final round with 3 lives, guaranteeing survival. After making small optimizations such as increasing fatigue speed and adding shields, they entered the final fight, showing it at 1x speed until the opponent tired out and fell. The opponent was running a stun dagger build that apparently prepared early block with white potions and armor, gained block continuously with crystals, and went for purple potions once HP dropped to half.

Once fatigue time began, the damage kept climbing—26, 29, 31 per second—and finished off the opponent. Over the 22-second fight, fatigue damage totaled 595, or 27 per second. The narrator commented that it "seems stronger than your average weapon." In the end, the only weapon bought in this run was a single frying pan, and the narrator concludes that it turned out to be plenty to fight with.