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Dummies vs Noobs — The three main game modes

Dummies vs Noobs
Stronghold 5-5, Playing 210, Rating 88.9%
Creator Stronghold 5-5
Playing 210
Rating 88.9%
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About

Overview

Dummies vs Noobs is a wave-based cooperative shooter where a squad of up to 8 players defends Stronghold 5-5 against endless Noob forces armed with modern and near-future weapons. This guide covers how the game's modes, waves, currency, kits, and enemies actually work — so whether you're on wave 1 or chasing the hardest badges, you'll know what to do next.

What is on this page

Contents
01

The three main game modes

Table
In short Siege is the standard experience, Attrition spreads your team across a large map to hold substations, and Mastermind lets one player control the Noob forces against the rest.

Each mode plays differently enough that tactics from one won't always carry over to another.

Siegedefend Stronghold 5-5 across 10 waves, with a boss appearing on waves 3, 6, and 9, and three random bosses on the final Eagle Cry wave
Attritionhold substations spread across a large open map while fending off Noobs; losing a substation on wave 9 is unrecoverable, so reset and restart if that happens
Mastermindone player spends Manpower, Logistics, and Research to spawn and upgrade Noob units against the Dummy team; if the Mastermind leaves, surviving wave badges still award to players who reached those checkpoints
Epiloguea separate three-wave mode where bosses appear after each objective is cleared; solo runs on Dynamic difficulty or above count toward specific badges
Ask on the board
02

Reserves and how to spend them

Step
In short You start every game with 10 Reserves and earn more by completing waves, so plan your first upgrade before the match begins.

Reserves are your currency for upgrading weapons and items at upgrade stations. Everyone begins with 10 R, and each completed wave pays out a fixed amount — rising from 2 R after wave 1 up to 19 R after wave 9. Wave 10 pays XP instead of Reserves, so spend what you have before the final wave ends.

  1. Check your kit before the game starts the Assault kit begins with a Shovel that upgrades into a Rallying Cry for just 6 R, which fits your starting 10 R with room to spare
  2. Use an upgrade station interacting with one and applying any modifier earns you the Our Finest badge; the Scout kit's Aerorig only requires level 2 to unlock
  3. Track your running total by wave 5 you will have earned a cumulative 30 R from wave rewards alone, and by wave 9 that total reaches 92 R
  4. Ask a teammate to donate Reserves if you join late entering at wave 6 or beyond means you have no wave-reward income from earlier rounds
03

Kit roles in Siege

Summary
In short Every kit works in Siege, but on higher difficulties the gap between the right choice and the wrong one gets much larger.

Choose your kit before the match and stick to a role your team is missing. On harder settings a balanced squad matters more than everyone picking the same class.

Scout extra movement speed and early jetpack access; falls off on harder difficulties because of low survivability
Recon strong at range and useful as a last resort to handle late-game waves that would otherwise wipe the team
Engineer PDC turrets provide automatic backup firepower, but you need to stay near them to protect them from being destroyed
Specialist evasion with a grace period plus utility tools like the Knockout Grenade and Motion Hider; highly recommended for difficult settings
Assault high self-preservation and crowd control, effective from wave 1 through to the Eagle Cry
Medic essential on harder difficulties; teammates will go down frequently and need consistent support
04

Map-specific tactics

Check
In short Each map has one or two layout features that change how you position your team — knowing them in advance saves you from losing a wave to a blind spot.

These apply to the maps the game currently runs in Siege and Attrition.

  • On Urban, stay on the elevated ramp network rather than the ground clusters of Noobs are easy to hit from above, and being on street level with enemies behind you is a quick way to get downed
  • On Archipelago, avoid standing in the open for long; the map favors Snipers and Achilles, both of whom punish exposed players; the underground section of the center island provides cover
  • On Hydro (Siege), the left side of the map where cars are parked offers the best sightlines to the two nearby spawns
  • On Autumn (Attrition), camp your assigned substation rather than roaming; the map is large and open; Scouts have an advantage due to their jetpacks and passive movement speed increase
  • On City, the central stronghold contains an ammo fabricator, armory, and weapon upgrader use the intermission to resupply and upgrade before the next wave begins
  • On open maps like Dune or Archipelago, Shielders need tight chokepoints to work and should not be used on open terrain
Stuck? Try a video
(Animation) Dummies vs Noobs - Wave 10
สอนเล่น Dummies vs Noobs ภายใน 9 นาที!
10 เรื่อง(ไม่)ไร้สาระในแมพ Dummies vs Noobs
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05

Badges worth chasing

Step
In short Most badges require a specific setup before the wave starts, not just skill during it — preparing correctly makes the difference.

Only one badge, Via Veritas et Lux, carries an actual in-game reward. The rest are bragging rights. These are the ones with reliable routes.

  1. GO OUTSIDE (solo Masochist win in Siege) does not apply in Mastermind gamemode
  2. No Need for Friends (solo Epilogue win on Dynamic or above) Scout gets a jetpack earlier than other kits; Specialist's Knockout Grenade is effective on waves 2 and 3, and the Motion Hider can be used again once an objective is done; use the Overcharger ability when you are about to die
  3. Our Finest (upgrade any weapon) join as Assault, spend 6 R at an upgrade station to turn the Shovel into a Rallying Cry; your starting 10 R covers it; alternatively go Scout and unlock the Aerorig once you reach level 2
  4. Bulletfall (jetpack headshot kill) pick Scout, earn enough Reserves for a DMR by wave 2, launch with the Jetpack, hold the glide key, and aim for a head while descending; the kill must be a headshot
  5. Kill 5 Birds with One Stone (Armour Peeler, 5 kills in one shot) attempt this during Double Trouble, when enemy counts are doubled, or near an Engineer Teleporter where enemies cluster
  6. Last Seconds (Siege timer reaches 00:00:01 on Archipelago) solo Siege on Infant difficulty, reach wave 4, let the Engineer build a Sentry then eliminate every other Noob except the Sentry, and wait for the countdown; stay out of the Sentry's line of sight and keep providing input every twenty minutes to avoid an idle disconnect

Glossary

Glossary
Reserves (R)
The in-game currency Dummies use to upgrade weapons and items at upgrade stations; everyone starts with 10 R and earns more at the end of each wave.
Manpower (MP)
The Mastermind's currency for spawning Noob units, capped at 60 at any one time and partially refilled by kills and destroyed buildings.
Eagle Cry
The name for wave 10 in Siege, considered the hardest wave; it replaces the Reserves payout with XP and spawns three randomly chosen bosses.
Special Wave
A randomly offered variant wave in Siege with a 1 in 5 chance of appearing during intermission; players vote on which modifier applies, trading difficulty for a Reserves multiplier.
Substation
One of four capture points on Attrition maps that Noobs try to seize; holding all of them through to the end is required for the Let That Be Our Legacy badge.
Overcharger
A Specialist ability; while active you can safely trigger the APU Mech's self-destruct without taking damage.
Armored
A unit classification meaning the enemy is largely immune to small-arms fire and requires explosive weapons to damage effectively; applies to Tanks, APUs, Rangers, and Platforms.
Epilogue Spillover
A special wave in Siege that replaces certain units with their Epilogue counterparts, such as Medics replacing Jetpackers.

Common questions

FAQ

Can I play Dummies vs Noobs solo?

Yes — private servers let you run modes alone. Several badges specifically require a solo run, including GO OUTSIDE on Masochist difficulty and No Need for Friends on Epilogue at Dynamic difficulty or above.

What should I do if I join a Siege match that's already on wave 6 or later?

You will have no Reserves from earlier waves, so ask a teammate to donate some so you can afford a jetpack. If no one can donate, trail a group of teammates and focus on reviving downed players.

Why can't I damage the Tank or APU Mech with my normal gun?

Mechanical units are armored and mostly immune to small-arms fire. You need an explosive weapon like the RPG to deal real damage to them. For the APU specifically, you can also shoot the Operator through the Mech's window, or use a Knockout Grenade to stun the Mech and then trigger its self-destruct.

Does the game contain flashing lights?

Yes. The game's own page warns that it contains flashing lights and advises anyone who is sensitive to proceed with caution.

Is using exploits or bugs to farm EXP allowed?

No. The game's own description states that farming EXP by manipulating in-game glitches or exploits is a bannable offense, and using alternate accounts for in-game currency is also banned.

Updated Oct 4, 2026
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Dummies vs Noobs Stronghold 5-5, Playing 210, Rating 88.9%
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