Boring Man - Online Tactical Stickman Combat

Boring Man - Online Tactical Stickman Combat

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Survival 101 - All you need to know (V2.0 Beta)
By Violet❤
An all encompassing guide into survival
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How does this game mode work?
This guide is accurate as of 8D/12M/2019Y
The vices section is accurate as of 20D/7M/2020Y
This guide is only for the survival game mode in the new boring man beta.


Goal
Your goal is to survive as long as possible without the enemy capturing the flag or you dying with not enough money left to revive.

Money
You can get money via the following methods:
  • Getting a kill
  • Your team mates getting a kill
  • Surviving the end of the round
  • Completing contracts from the bar

This money is used for the following purposes:
  • Buying chests
  • Reviving Teammates
  • Buying vices and weapons from the bar

Chest round
In the beginning of a new wave is a chest round. Enemies won't stop spawning and a limited amount of chests get spread around the map. You use your money to open a chest and get a random vice. The more people are in the server, the more chests will spawn.

Beacon
A beacon will spawn at the start of the game. Advancing the 5 different tiers of beacons will grant you buffs for the rest of the game. Completing the beacon will accelerate you to the last wave. This will cause The Man to fight you.

Tier 1: Able to spawn a helicopter that hangs around for a few rounds. The helicopter increases in cost every time it's called.
Tier 2: Increases amount for the flag to be captured by 30%
Tier 3: Increases bomb timer by 1 minute
Tier 4: ?
Tier 5: ?

Objective Round
After a set timer during the chest round, the objective round begins. The flag becomes available for capture by the enemies and your goal is to prevent the enemy from capturing the flag. A circle forms around the flag and any enemy that enters this circle contributes to capturing the flag. You can prevent the flag from being captured by also staying inside this circle.

Sometimes a bomb spawns on the map. You have to defuse the bomb before the timer ends, or else...

The Bar
The bar opens up at the start of the round. A fine gentlemen greets you and allows you to buy several vices and weapons. This fine gentlemen also provides you some contracts that allows you to earn some extra cash on the side. You can put up a wager with the bartender. The bartender then challenges you to do a specific task. If you succeed you get extra money, else you lose the money you wagered.
Missions
Missions can be acquired at the bar. You can check your missions by pressing the inspect vices button (default key is V). The bar can currently give out the following missions:

Damaging Relationship
This mission requires you to deal a certain amount of damage to any enemy. You are not required to kill the enemy. This mission completes as soon as you reach the required amount.

Kill X amount of enemies
This mission has many variations. There is "Kill X enemies with any weapon" which requires you to kill a certain amount of enemies with any weapon you like, "Kill X enemies with X weapon" which requires you to kill a certain amount of enemies with a specified weapon and "Kill X enemy X amount of times" which requires you to kill a specific enemy.

Bring X weapon to the bar
This mission requires you to pick up a specific weapon and bring it back to the bar. As soon as you accept this mission the most suitable enemy may be carrying this weapon around. Example: If you accept a sniper weapon delivery mission at wave 20, a purple is the most suitable enemy to use that weapon. Similar if you accept a dual pistol weapon delivery mission at wave 30, a blue soldier might be the most suitable to carry that weapon.

Kill the X boss
This mission requires you to kill a specific boss. You do not have to deal the finishing blow.

Pick up intel
This mission requires you to run around the map picking up folders as you go.

Enemies
Cannibals
Health: 50
Spawns at wave: 1
This is your standard cannibalistic enemy with their only goal being ripping the flesh from stickman, they walk around on the ground and hit you with their fists.
These spawn at the beginning of the game.

Blue Soldier
Health: 50
Spawns at wave: 1
Your local gang enemies with slow reaction time, the first enemy you meet who uses guns.
The best way to deal with these enemies is to stay out of their line of sight until you can finally attack, that way they can't react fast enough to shoot.
These spawn at the beginning of the game.

Hoppers
Health: 50
Spawns at wave: 5
These enemies had too much energy drinks and can't stop jumping around making them harder to hit.
These begin to spawn at wave 5.

Purples
Health:
Spawns at wave: 10
Simple enemies from an ancient tribe who use dangerous weapons to murder you. Has similar AI to the Blue Soldier.
These begin to spawn at wave 10.

Flesh Eaters
Health:
Spawns at wave: 15
These enemies have a terrible breath, so terrible that you have a chance to get poisoned when you get hit by them.
They also leave a poison cloud behind for 1 second after they die.

Archer
Health:
Spawns at wave: 20
High health bow shooting agile enemies from the local forest.

Medic
Health:
Spawns at wave:
These enemies heal other enemies. Prefers to heal bosses over normal enemies

Leapers
Health:
Spawns at wave: 25
These enemies look similar to hoppers, but they took energy drink a bit too literally. When these enemies hit you, you will get stunned with electricity dropping your weapons. These enemies will also explode into electricity when they die.

Bomb Dude
Health:
Spawns at wave: 30
These are slow moving explosive loving enemies that use grenade launchers. They often take a little while before shooting.

Cowboys
Health:
Spawns at wave: 35
Dangerous enemies from thee west. Uses the pistol and the trench guns. Fires very fast.

Ninjas
Health:
Spawns at wave: 40
Sword loving gun hating agile and fast running enemy who only believe using a katana is the right way to go.

Blue Lieutenant
Health:
Spawns at wave: 45
Fast running enemies from the blue soldiers group that dual wield weapons and shoot really fast.

Sniper
Health:
Spawns at wave: 50
Look similar to the ancient purples but uses sniper rifles with pin point accuracy.

Samurai
Health:
Spawns at wave: 55
Fast moving improved enemy similar to the ninjas.

Demolition Guy
Health: 1000
Spawns at wave: 60
Not to be confused with the Bomb Dude, the Demolition Guy is a high health dangerous enemies that can chip away at your health if you are not careful.

Fuschia
Health:
Spawns at wave: 65
Look similar to the purples but are more difficult and shoot faster.

Operator
Health:
Spawns at wave: 70
Dummy thicc enemies that can turn invisible when standing still. Uses an SMG as a main weapon.

Disciple
Health:
Spawns at wave: 75
Religious enemy that uses magic as a weapon and can teleport around the map.

Manlings
Health: Too much
Spawns at wave: 100, and then a chance to spawn again after wave 100
Incredibly powerful enemies bred by The Man to perfection. These move incredibly fast and shoot even faster. Fighting one would be similar to fighting a god.

The Man?!
Health: 1 million
Spawns at wave: last wave after the manlings are defeated if you start the beacon event
The legend, the myth, The Man. The final boss of survival. This boss has a variety of attacks at its disposal including: A slap attack, a fireball attack and a shockwave attack.

Stronger enemies
In the late game, existing enemies will get a stronger variant of them, these enemies will have an outline around their body. They have an increased health, speed and damage. These ranks are:
  • Strong (white outline)
  • Powerful ()
  • Elite (Purple outline)
  • God-like (Gold outline)
Bosses
There are a great variety of bosses currently in the game. These bosses have all 1 thing in common, they fire faster, walk faster and have more health than the average stickman.

Explodobot 5000
This boss holds a rapid firing rocket launcher. The best way to deal with this boss is to be out of his reach and hit him with a grenade launcher, or use a magic shield to block his rockets and hit him with magic.

Roxxy and Moxxie
These 2 enemies use sniper rifles to kill you from afar and switch to rapid firing weapons when you get close. When in danger, these bosses teleport away from you.

Indigo
This is a dangerous boss with constant triple damage. When Indigo spawns most of the enemies will be purples instead of other survival enemies.

Blue Captain
This boss moves incredibly fast and is hard to hit. Uses a skateboard to zoom around the map. Doesn't necessarily try to capture the flag.

Grandmaster
This boss can dodge every bullet shot at him, the only thing that can damage him is fist and the shield from magic.

Anthropophagite
This boss leaves behind poison clouds when he moves.
Vices part 1
ID
Name
Picture
Effect
ID
Name
Picture
Effect
0
Lager
Your max health has increase by XHP(10HP)
1
Cider
Your triple damage resist has increased to X%(5%) with a max resistance of 50%, at 10 cider you take X(1) less damage from all attacks.
2
Ale
Your overall damage output has increased by X%(0.6%)
3
Moonshine
Fire and explosive damage has increased permamently by X(2)
4
Red Wine
Your max health is increased by XHP(1HP) with every kill. Maximum 100hp per stack. Resets on death
5
Whiskey
You restore X%(4%) of your primary and off-hand ammo capacity when you kill an enemy. Maximum is 60%. Every 15 whiskey you collect you spawn X(2) fire.
6
Martini
Reloading and changing weapons is X%(2%) faster
7
Jägerbomb
Your projectiles have a X%(0.5%) chance to release an EMP charge. EMP damage is also increased by X(3). Does not do self-damage.
8
Tequila
You heal by XHP(3HP) when you kill an enemy. You also have a 1% chance to get a regeneration powerup.
9
Joint
You can double jump X(1) times
10
Stout
Your maximum ammo capacity for primary, secondary and off-hand and is increased by X%(4%).
11
Margarita
Your attack speed for all weapons has increased by X%(3%).
11
Gin & Tonic
When spending money, you heal by X(25)HP and have an X%(1%) chance to get super speed.
16
Bloody Mary
You heal by XHP(1HP) every 5 seconds.
17
Screwdriver
Punches have a X%(5%) chance to do 200 damage.
18
Sake
Your damage with melee weapons has increased by X(6). This includes Kunai, Tomahawk and Boomerang
20
Mead
Melee attacks heal you for 1.5% of the damage given. Can be overhealed
21
White Wine
Every 6 seconds you are overhealed, you gain X(1) overall damage. Maximum 10 damage per stack. Resets when no longer overhealed.
Vices part 2
ID
Name
Picture
Effect
ID
Name
Picture
Effect
22
Cigar
You get X%(5%) more money when an enemy dies. Cigars are shared with teammates. Does not increase revive cost.
23
Varian Cigar
If wave is beaten within 1:30, you get X$(225$). Cigars are shared with teammates. Does not increase revive cost
24
Porter
Capacity for 'nade weapons has increased by X(1), health for drones has increased by X(2)HP
25
Energy Drink
Movement, rolling, climbing and skateboard speed has increased by X(3)%.
26
Painkillers
Melee & EMP resist has increased X(4%). Maximum is 80. Overheal drains X(0.35)%
27
Mojito
The alt-fire on your weapons are improved by X%(1.5%).
28
Bourbon & Cola
If dual-wielding: stats penalties are reduced by X%(10%), at 5 you can throw nades without disarming, at 10 your weapon speed is X%(2%) faster, at 15 you can use many more weapons to dual wield.
29
"Beer"
You have a X%(4%) chance to get 2 random powerups at the start of a wave. Powerups also last longer. At 7 you get 3 random powerups.
30
Spliff
Every 25(-1) kills you get, you are paid 10% of your revive cost. At 11 spliffs you are paid 11% instead. Kills reset on death.
31
Stimulants
You have a X%(3%) chance to dodge attacks and return 10 damage if it's a melee attack. Maximum is 75%. At 25 the damage is increased to 11
32
Absinthe
Healing from medic weapons are increased by X(2)HP
33
Rum
Headshot damage increased by X(1) for every $5k you own, headshot resist is increased by X%(0.1%)
34
Champagne
You heal by XHP (40HP) when a wave is completed or when you complete a mission or when a boss is defeated.
35
Vape Pen
Every 10-15 seconds you emit heal, poison or nitrogen vapor that is X%(5%) stronger and lasts X(1) seconds longer.
36
Sherry
Interacting with items and weapons as well as reviving teammates is X%(4%) faster
37
Espresso
When below 50% health, you gain X(10) overall damage.
38
Water
Your explosive resistance has increased by X%(8%) and poison is cured X%(3%) faster.
40
Rubbing Alcohol
If your health falls under 25% you are healed to 100% and you get invisibility. Consumed on activation. Cures poison.
41
Hot Wings
The next vice you have that isn't hot wings will give you 1(+1) of that vice. Consumed on activation.
39
Antacids
You can revive yourself or a teammate for free X(1) time. Consumed on activation. Skips wait time
42
Smokes
Your health is restored by 200% when you do the /smoke emote. Cures poison. Consumed on activation..
43
Vodka
You get a Triple Damage, Regeneration, Super Speed and invisibility powerup when you do the /drink emote. Consumed on activation.
Super vices
In the game you can find 3 different Super vices. These vices have very powerful properties. These vices are a very rare. They can only be found in a specific wave. If nobody gets the vice in that specific wave it won't appear again until the Manlings are defeated

Name
Image
Function
Indigo's Reserve
You have permanent triple damage.
Maria
Increases the effectiveness of other owned vices by 2.
Super Antacids
Once per wave, you can revive yourself or a teammate for free 1 time, and it will not reset red wine.
Strategies
What weapon should I pick?
This most of the time depends on your playstyle and the vices you plan to collect. Right now the meta is to have magic as your main weapon and whatever you feel comfortable with as your second weapon. Sniper rifles are useful for killing bosses from afar when you have a line of sight on the flag and fast firing weapons like SMG and AK are useful for dealing quickly with a big mob of enemies on the point. Explosion weapons like the grenade launcher are also useful in this situation.

Protecting the flag
The best way to protect the flag right now is to all group up on the flag to keep any enemies out of the circle. A single person should throw a healing grenade at the point to heal players. Do not throw a healing grenade when a boss appears as the boss can be healed by the grenade. Sometimes you can hide right at the border of the flag without getting killed.

Healing grenades
Healing grenades are very useful for healing yourself and getting rid of poison. One very useful trick is to throw a healing grenade right on the flag when defending it. You would help yourself and team mates with this.

Reviving players
Reviving players is very helpful. When you are dead you don't earn any money at all which goes to waste. Reviving them allows them to still earn money that they can spend on chests and reviving other players. Don't revive players right at the end of the round though, they wouldn't be able to get enough money back in time.

Reviving yourself
Before you start mashing revive as soon as you die, look first if it's smart to revive yourself. If it's almost the end of the round and you see that your team mates are still alive and doing well, then you should hold off on reviving yourself.

Safe contesting points
Sometimes a flag is situated so that you can hide behind a wall or platform and still contest the point. You can use this to your advantage to stop the enemies from capturing the point while still being able to do something against them. The best weapon in this spot would be the grenade launcher.

Buying chests
If you're good at quick math, make sure you only purchase chests if it leaves you with enough money to revive. The cost to revive can be seen at the bottom of your Vices (default keybind is c). This is just a rule of thumb, and you can adjust how you play to this rule based on your number of antacids, the current difficulty of the waves, and if your server has a 'designated driver' (someone who is intentionally saving their money for revives).

If you have any strategies you'd like to share, do post them in the comments or message me on the Boring Union Discord server.
Vice Builds
One Punch Man
Need to get:
Screwdriver
Mead
White Whine
Nice to have:
  • Stimulants
  • Lager
  • Ale
  • Red Wine
Once you've got enough Screwdrivers, you can kill every enemy with ease using your fists. White wine helps you a lot with this as long as you keep yourself overhealed, which shouldn't be too hard once you have enough Mead. The nice to have list is mainly for survivability.

Lawnmower
Need to get:
Whiskey
Tequila
Nice to have:
  • White Whine
  • Margarita
This build allows you to mow down every enemy you see using the chain gun. The Whiskey and Tequila is used to keep your ammo on stock and your lives filled up. The white whine is nice to have for that extra damage you can do. Margarita allows you to shoot even faster with the machine gun allowing a higher DPS. The moonshine is so that you don't have to wait so long for your weapon to reload.
13 Comments
★ Epicskunk ★ 20 Feb, 2023 @ 1:43am 
An update to super vices since I have won my first ever solo survival; both Super Antiacids and Indigo's Reserve stacks up.

Indigo's Reserve : Grants permanent Triple Damage, and triple damage's effect is x3 (+0.5 per stack). I managed to not only Hotwings×2 the Indigo's Reserve, but I also had Maria in my run as well, granting 5 Indigo Reserve for x5 damage effect instead.

Super Antiacids : Once per wave, you can revive yourself or a teammate for free 1 time, and it will not reset red wine. (+1 revive for every stack).
★ Epicskunk ★ 15 Dec, 2022 @ 9:14am 
I have found that the following is really, REALLY good for solo survival due to this guide (yer awesome) :
Magic + Trench Gun/Power Rifle/Pump Action + Heal Grenade weapons, Red Wine + Cigar + Absinthe + White Wine + Stout + Tequila + Whiskey + Jagerbomb vices (from most important to least IMO)

1200-2000 health at overheal when you do it right, and rarely you stun enemies.
Duchol 17 Jan, 2022 @ 4:16am 
on what wave can you get indingo reserve?
CD 2 Nov, 2021 @ 11:54am 
Hey, I'm working on editing the sprites of the survival enemies and, I'm using your guide since I don't play survival much at all. I noticed a few enemies are missing images, is this because they use a hat from a previous enemy, or are they just missing?
Fesoon 25 Feb, 2021 @ 5:22pm 
much better.
playoolku 18 Apr, 2020 @ 6:57pm 
i think you forgot one more rank (Powerful)
procamcctv 18 Feb, 2020 @ 3:40pm 
nice
Tsunami11 1 Jan, 2020 @ 7:34pm 
thx uli
ZZZ 1 Jan, 2020 @ 3:40pm 
press V
Tsunami11 1 Jan, 2020 @ 3:36pm 
Anyone know if there is a way to check your missions and/or vices?
I remember there being something like that in v1