Horde Squad Builds — comps that survive the deep waves
Horde mode rewards squads built for endurance: sustain, area denial and ruthless target priority. Every piece below is assembled from sourced class identities and official enemy counters — see the bestiary and class database.
What deep waves actually demand
Horde's official description — escalating waves with increasingly valuable rewards the deeper you survive (DSOGaming) — means late waves are attrition math: incoming damage vs your sustain, enemy count vs your crowd control. Build for those two axes, not for highlight-reel DPS.
Comp 1 — The Wall (safe deep runs)
Medic + Machinist + Marauder + Hunter. Medic keeps the wall standing (Guardian Kit: 20 temp HP and 20% damage reduction for 3s, per GamingBolt); Machinist's deployables close lanes; Marauder clears clumps; Hunter deletes Sirens the moment they scream. This is the comp for learning your depth limit.
Comp 2 — Fireline (elemental wave clear)
Medic + Marauder + Marauder + Machinist. Built around the officially documented horde tools — pyro and electric ammo (DSOGaming) layered under double ordnance. Weakness: priority-target speed, so everyone shares Siren duty per the threat ranking.
Comp 3 — Four-gun flex (coordinated teams)
Medic + Hunter + Duelist + Marauder. Maximum kill pressure for teams with voice comms; Duelist handles the mobile strains (Drones, Runners) that slip static lines. Demands the spacing discipline Exploders punish (G2A).
Wave rules that outlive any comp
- Sirens first, Exploders second, everything else third (G2A)
- Bank rewards instead of greed-pulling "one more wave" (DSOGaming)
- Ammo discipline matters more each wave — plan around limited resupply (GamingBolt)
Sources: DSOGaming — official feature coverage, GamingBolt, GamingBolt, G2A. Also see Horde mode guide.