Strategy Guide
How to actually clear CUBEHEAD — the habits, the buy order, the upgrade priorities and the boss plans that take you from "fists in the Test Chamber" to the final showdown. The campaign keeps a few secrets you'll have to uncover yourself.
The Core Loop
Every run is the same rhythm: survive the wave → spend in the Armory → survive the next. The skill is in two halves — staying alive (movement) and spending wisely (economy). Get both right and the game opens up.
- Wave 1 is fists-only. Punch zombies, collect every gold nugget, and the moment the Armory opens buy the Sidearm. Don't skip it.
- Always leave the Armory with ammo and a plan. A wave you can't out-damage is a wave that buries you.
- Collect drops while you fight — gold, health and ammo all spawn from kills and vanish on a timer. Kite over them, don't make special trips.
Kiting & Positioning
The number-one survival skill is kiting: keep moving in wide circles so the horde stretches into a tail behind you, then sweep that tail with your gun. Rules that keep you alive:
- Never stand still. Standing = surrounded. Even when reloading the rhythm, drift.
- Circle the open centre, not the corners. Corners feel safe but they trap you. Use obstacles as pivots, not hiding spots.
- Keep the dash in reserve. It's your "get out of a pin" button and grants i-frames — dash through a wall of bodies, not away from it.
- Stay in the lit arena. Slipping out of bounds drains your health fast and ignores armor.
- Mind your own explosives. Rockets, barrels, mines and ground fire hurt you. Detonate at range.
Threat Priority
Not all enemies are equal — kill them in the right order. From "drop it now" to "deal with last":
| Priority | Enemy | Why |
|---|---|---|
| 1 · Now | Shaman | Heals the whole wave — nothing else dies fast while it's alive. |
| 2 · Now | Archdevil | Elite burst-ranged mini-boss; melts you from afar. |
| 3 · Soon | Runner / Stalker | Reach you first; the Stalker's lunge needs a dodge. |
| 4 · Soon | Devil / Spitter | Ranged chip damage from angles while you're busy. |
| 5 · Managed | Bomber / Brood | Kill at range so the boom/split happens away from you. |
| 6 · Last | Zombie / Brute | Slow; just keep kiting them in the tail. |
Recommended Weapon Buy Order
A clean progression that keeps your damage matched to each area. Adapt to your cash and playstyle, but this rarely goes wrong:
- Sidearm — instant, in Wave 1. Your cheap bootstrap gun.
- Uzi or Shotgun — your first real gun. Uzi for sustained crowd control, Shotgun for panic burst. Many players grab both.
- Assault Rifle — the all-range workhorse to main through the mid-game (Staff Lounge / Patient Ward).
- A specialist: Ricochet Carbine for the walled arenas, or Pulse Rifle for picking off ranged threats.
- A panic/AoE tool: Rocket Launcher and/or cheap Barrels & Mines for clutch crowd clears.
- Railgun — a late, premium pick; bring it to the finale as your dedicated boss-melter; it deletes packed rows of summons too.
Upgrade Priorities
Weapons are half the picture; upgrades are the other half. A solid default spread:
- Early: a couple of levels of Cash Magnet (it pays for itself) and Max Health (it heals you on buy).
- Throughout: keep Damage climbing — it's what stops your runs stalling against scaling boss HP. Add Fire Rate if you main a fast gun.
- Late: Armor + more Max Health to tank the finale. Stamina if you dodge a lot.
The most common reason a run dies at the Necromancer or the finale is too little Damage — the boss out-summons your kill speed. When in doubt, buy Damage.
Boss Tactics
- Kill the summons, then the boss. Almost every boss spawns adds. Clearing them first stops the crossfire and keeps your combo alive.
- Slow bosses (Brute King, Necromancer, Overseer): kite wide, never stop, chip them between add-clears.
- Fast bosses (Warlord): you can't outrun them — dash to break their approach and put obstacles between you.
- Ranged bosses (Spitter Queen, Devil Lord): break line-of-sight on cover, dash through bursts to close, then unload.
- Shielded bosses: some bosses take reduced damage while shielded — bring your highest output (Railgun, upgraded main) and be patient.
Preparing for the Final Stretch
The campaign's closing run can chain bosses together with no Armory in between, so what you carry in is what you fight with. Preparation is everything — the campaign keeps a few secrets you'll have to uncover yourself, but the prep is the same:
- Arrive overstocked. Top up ammo on your main and your Railgun before the last bosses, since you may not get to shop again.
- Bank health and armor. Buy Max Health (it tops you up) right before the closing wave.
- Use the boss resupply. Boss deaths dump health and ammo — sweep those pickups before the next phase begins.
- Prioritise elite adds: the late-game summons will overwhelm you if ignored. Clear, dash, chip, repeat.
Endless Tips
- The terrain periodically regenerates — don't get attached to a layout.
- Lean on Regen and Armor for the long haul; you can't out-buy infinite scaling, so durability buys you time.
- Keep your combo rolling for score — Endless is where leaderboard runs (coming soon) will be set.
- Endless earns the meta currency more slowly than Campaign by design — if you're grinding, the Campaign is the smarter run.
Quick Cheat Sheet
Buy the Sidearm first
Wave 1, the instant you can. Always.
Max Health heals you
Buy it before a boss for a free top-up.
Shaman dies first
It heals the whole wave. Always priority one.
Dash = i-frames
Dash through danger, not away from it.
Buy Damage when stuck
Stalled on a boss? You need more DPS.
Stock up before the roof
The finale has no shop. Arrive loaded.