Creating a clutching guide for Defenders is no easy task either. There are a lot of variables that you will have to deal with that are specific to your game. What I have done is put together a step-by-step guide of what I think is important to think about when going into a clutch situation.
The rule synthesized is essentially this, you only upgrade when you WIN and SURVIVE a round. All expenses come from your winnings. What happens when you follow this rule? You will always have the money to buy a rifle and half-armor.
What this article is about is the numbers in the "Damage" box. For the Vandal, three numbers. One-sixty, forty and thirty-four. And for the Phantom, well my 3rd grade teacher would be ashamed but I'm not going to spell out each number.
You put down some tickets, pick up a toy-gun and take a shot. It doesn’t go well. You sit, ignoring your future significant other and get to business. You really want that goldfish. You want to be the hero.