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How Many Dudes Round 105 G.O.A.T. Build — Tier 1 Clear

Direct answer: this owner-recorded Tier 1 run cleared Round 105 with 14 Ghosts, 27 Wizards, 26 Quantums, 23 Paladins and 27 Vikings available before the fight. The encounter was 1 The G.O.A.T. plus 250 Rams under Swampy Grounds. Wizard led the result table with 115 kills and 214k damage; Quantum supplied 102k healing; Paladin recorded 117 saves and 121k damage prevented; Viking prevented 134k damage. The team won, but only 16 of its 117 roster Dudes were still conscious on the result screen.

Field Recorded value
Outcome Tier 1 victory at Round 105
Boss encounter 1 The G.O.A.T. + 250 Rams
Modifier Swampy Grounds
Pre-fight roster 117/117 Dudes
Core Types Ghost, Wizard, Quantum, Paladin, Viking
Summons in results 157 Echo Dudes generated by Quantum
Cash before fight $116 after the captured merchant sequence
Visible consumable use Burner Phone, Dude Juice, Bottled Lightning and Meteor
Footage boundary Uncut supplied recordings cover Rounds 61–105; Rounds 1–60 of this build were not supplied

This is a different run from the site’s Hacker–Construction route and its Round 94 failure. The two recordings are useful as a contrast, but their rosters and early decisions must not be stitched into one route.

The footage supports a job-based explanation better than a simple ranking:

  • Wizard was the main damage stack. It led recorded kills and damage at both Round 90 and Round 105.
  • Quantum was the recovery engine. Its Echo summons added bodies, while the result table attributes 102k healing to Quantum at Round 105.
  • Paladin combined rescue and protection. It recorded 117 saves and 121k prevention in the boss result.
  • Viking added damage and the largest prevention total. It finished with 114k damage and 134k prevented.
  • Ghost contributed healing, prevention and damage while using the smallest roster block. Thirteen of 14 were knocked out at the boss, so it should not be described as a solo carry.

The result is a layered team: damage, healing, saves, prevention and expendable Echo bodies all remain represented. That is the transferable lesson; copying the exact counts without the same Relics, economy and consumables is not guaranteed to reproduce it.

The Round 71 result shows a clean win over 227 Ravens with no roster-Type knockouts. Wizard produced 89 kills and 27k damage, while Quantum and Ghost already supplied healing.

Type Active / total Kills Damage Healing Prevention
Ghost 10/10 15 3.4k 2.6k 1.2k
Wizard 18/18 89 27k 0 2k
Quantum 17/17 23 4.8k 6.3k 4.1k
Paladin 13/13 18 4.3k 0 4.4k
Viking 20/20 19 17k 0 2.9k
Echo 34/34 3 782 1.2k 0
Tier 1 Round 71 victory result for Ghost Wizard Quantum Paladin and Viking against 227 Ravens
Round 71 is an early proof point: the five roster Types win with no knockouts, and the Echo row is already visible.

At the Round 75 merchant the active roster was 86/86: 11 Ghosts, 21 Wizards, 18 Quantums, 14 Paladins, one Regular and 21 Vikings. The shop displayed Dude Juice, Padded Helmet, Death Rattle and Burner Phone.

The screen proves the offer and roster state, not the final purchase. That distinction matters because a late victory cannot be attributed to every item that happened to appear in a shop.

Round 75 merchant showing an 86 of 86 roster and Dude Juice Padded Helmet Death Rattle and Burner Phone
Round 75: the five-Type core is fully active, with one remaining Regular visible before the later roster settles into five Types.

Round 90: pressure exposed each Type’s role

Section titled “Round 90: pressure exposed each Type’s role”

Round 90 was a much larger test: 662 Ravens. Eleven roster Dudes and six Echoes were knocked out, but the run continued.

Type Active / total KO’d Saves Kills Damage Healing Prevention
Ghost 6/13 3 0 45 10k 3.4k 2.9k
Wizard 25/25 0 14 292 75k 1.2k 5.3k
Quantum 14/19 3 0 62 21k 14k 8.5k
Paladin 14/19 3 22 98 21k 8.5k 15k
Viking 22/24 2 9 157 36k 3.4k 15k
Echo 28/34 6 0 8 2.5k 2.9k 0
Tier 1 Round 90 victory statistics against 662 Ravens
Wizard supplies the largest damage block; Paladin and Viking add saves and prevention; Quantum records the most healing.

Do not turn the raw totals into a per-Dude tier list. The Types had different counts, roles, Relics, targets and time alive.

Round 95 to Round 100: recover first, keep scaling

Section titled “Round 95 to Round 100: recover first, keep scaling”

At the Round 95 merchant, the run displayed 103/107 available Dudes: 11/13 Ghost, 25/25 Wizard, 22/22 Quantum, 22/22 Paladin and 25/25 Viking. The shop offered Dude Juice, Living Will, Lieutenant’s Sigil and Pocket Dice.

Round 95 merchant showing 103 of 107 Dudes and recovery Relic and Pocket Dice offers
Only four displayed roster Dudes were unavailable at Round 95. This is the opposite of the separate failed run's 41/110 state at Round 94.

By the Round 99 recruit screen, the roster was 111/111: 14 Ghosts, 25 Wizards, 24 Quantums, 23 Paladins and 25 Vikings. The captured Flyer choice shows Quantum and Ghost, and the footage continues through the Round 100 battle.

Round 99 recruit screen showing Quantum and Ghost choices with a full 111 Dude roster
Round 99: the roster has recovered to 111/111 before the final Act.
Round 100 combat from the successful Tier 1 run
Round 100 is not the Tier 1 finish. The recording proceeds into The Coliseum, Act 6.

For this full-release Tier 1 path, Round 100 is not the final clear. The recording enters The Coliseum, Act 6, and the G.O.A.T. appears at Round 105. The developer’s current new-player guide also identifies the Tier 1 G.O.A.T. at Round 105 as the first Gold Star target.

The Coliseum Act 6 title shown after Round 100
The Act 6 title is direct evidence that this Tier 1 route continues beyond Round 100.

The official guide describes the G.O.A.T. as a high-health, mobile burst threat accompanied by hundreds of Rams. That explains why a team needs more than damage: it must survive or recover from the boss’s burst while clearing the minion pressure.

Immediately before the boss, the screen shows 117/117 Dudes:

Type Active / total
Ghost 14/14
Wizard 27/27
Quantum 26/26
Paladin 23/23
Viking 27/27
Roster total 117/117

The encounter shows Swampy Grounds, 1 The G.O.A.T., 250 Rams, and $510 as the fight reward. Cash displayed after the merchant sequence was $116.

Round 105 pre-fight screen showing a full 117 Dude roster and the G.O.A.T. with 250 Rams
Outcome evidence begins with the exact pre-fight state, not only the later victory screen.

The recording visibly uses emergency tools including Burner Phone, Dude Juice, Bottled Lightning and Meteor. Those tools matter: the result should not be credited to the roster alone.

12-second muted excerpt from the owner recording. The public clip is compressed to about 1.1MB; the full source remains outside the repository.
Meteor consumable being aimed during the Tier 1 Round 105 G.O.A.T. fight
Meteor is visibly used after the 250 Rams are gone. The recording also shows Dude Juice and repositioning tools during the late fight.

The roster falls to very low active counts before recovering enough to finish. A full 117/117 start did not make the boss safe; it created the capacity for the team’s saves, prevention, summons and consumables to matter.

The victory screen records 250 Rams and 1 The G.O.A.T. defeated, with $510 earned.

Type Surviving / total KO’d Saves Kills Damage Healing Prevention Damage taken
Ghost 1/14 13 0 11 44k 22k 64k 36k
Wizard 4/27 23 61 115 214k 3.2k 70k 53k
Quantum 2/26 24 0 27 38k 102k 59k 29k
Paladin 5/23 18 117 36 108k 70k 121k 138k
Viking 4/27 23 36 57 114k 15k 134k 56k
Echo 4/157 153 0 4 3.7k 29k 31k 66k
Tier 1 Round 105 victory screen showing the G.O.A.T. and 250 Rams defeated with complete Type statistics
This is the proof of the clear: Round 105, Tier 1, 250 Rams and the G.O.A.T. defeated.
10-second finish-to-results excerpt, compressed to under 1MB.

1. Enter the late game with active Dudes, not only capacity

Section titled “1. Enter the late game with active Dudes, not only capacity”

The successful run displayed 103/107 at Round 95, 111/111 at Round 99 and 117/117 before Round 105. The separate failed run entered Round 94 at 41/110. This does not prove one fixed safe ratio, but it is strong evidence that late-run recovery is part of the build.

2. Wizard damage needed defensive and recovery layers

Section titled “2. Wizard damage needed defensive and recovery layers”

Wizard’s 214k damage led the boss result, yet 23 of 27 Wizards were knocked out. The clear also required Paladin saves, Quantum healing, Viking prevention, Ghost support, Echo bodies and visible consumable use. “Stack Wizard” is incomplete advice by itself.

Only 1 Ghost, 4 Wizards, 2 Quantums, 5 Paladins and 4 Vikings remained conscious on the result screen. A successful build can still be fragile. Treat the exact clear as evidence of sufficiency under these conditions, not proof of a large safety margin.

4. Round 100 preparation must target Round 105

Section titled “4. Round 100 preparation must target Round 105”

The route continues into Act 6. Spending every recovery item at Round 100 can leave the actual Tier 1 boss uncovered. Preserve a plan for burst survival, minion clearing, movement/repositioning and in-fight revival.

  1. Record the mode, Tier and current version before comparing builds.
  2. Check active/total counts at every late merchant; do not let capacity disguise a recovery deficit.
  3. Keep a primary damage block, but also cover healing, saves or cheat-death, and damage prevention.
  4. Plan area damage for the 250 Rams and enough single-target pressure for the G.O.A.T.
  5. Carry a repositioning or control answer for a mobile boss.
  6. Preserve at least one emergency recovery line for Round 105.
  7. Attribute the result to Relics, consumables and the roster together; do not copy only the five Type names.
  • Rounds 1–60 of this exact run were not supplied, so no early Flyer or Relic route is reconstructed.
  • Shop screenshots prove offers, not every final selection.
  • The exact executable build number was not recorded.
  • The footage proves Tier 1, not Tier 2, Tier 3 or an Endless record.
  • The final collection screen settles at 151/448 Discoveries, 133/448 Silver Stars and 54/448 Gold Stars. Those are the profile totals shown after the animation, not all rewards attributed to this single run.
Post-run profile collection screen showing 151 Discoveries 133 Silver Stars and 54 Gold Stars
These are final profile totals after the clear, not a claim that the run earned every displayed item.

There is no verified universal best build. This Ghost–Wizard–Quantum–Paladin–Viking team is a verified Tier 1 Round 105 clear with exact conditions and results. Use its roles as a template and adapt to the Relics and offers actually available in your run.

Is Round 100 the end of How Many Dudes Tier 1?

Section titled “Is Round 100 the end of How Many Dudes Tier 1?”

No. In this full-release Tier 1 recording, Round 100 is followed by The Coliseum, Act 6. The G.O.A.T. clear occurs at Round 105.

This clear combined Wizard damage, Quantum healing and Echoes, Paladin saves, Viking prevention, Ghost support, a full 117-Dude pre-fight roster and visible emergency consumables. The official guide’s broader requirements are burst survival, mobility and an answer to the Ram wave.

No. It proves one Gold Star clear under the captured Tier 1 conditions. Seeds, Relics, encounter choices, economy, targeting and patches can change the result.

Why are Echo Dudes not listed in the pre-fight roster?

Section titled “Why are Echo Dudes not listed in the pre-fight roster?”

Echoes are summons generated by Quantum Dudes during combat. They appear as a separate row in result screens but are not one of the five selected roster Types.

  • Firsthand source: site-owner PC recordings labeled Act 4, Act 5 and Act 6, covering Rounds 61–105 and reviewed 15 August 2026.
  • Boss context: Butterscotch Shenanigans, Top 10 Tips for Newbie Dudes, checked 15 August 2026.
  • Exact current definitions: the official Dudex.

Recheck after changes to the five named Types, Quantum Echoes, consumables, the G.O.A.T., Tier structure, Act length or result statistics.