Wave doctrine

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

Sources: DSOGaming — official feature coverage, GamingBolt, GamingBolt, G2A. Also see Horde mode guide.