Be the Citys Villain Bounty Spend Checklist
Wanted brackets, one planned node at a time, Flight before craters.
This is the mid-run checklist for spending bounty in Be the Citys Villain. It is community guidance, not an official skill tree. Pair it with upgrade priority (the essay) and upgrade powers (how the panel behaves). If you are still learning takeoff, read Getting Started first — this page assumes you can open the shop on a roof without eating a tank.
How to use it. Find your wanted bracket. Buy the first matching item you do not already have. Close the panel. Move. Do not browse.
Panic rule (all brackets)
If you are being shot at, do not shop. Change altitude, break line of sight, then land. If you died to movement, the next node is Flight even if slam is on sale. If you died to a rival super, the next node is Chest Blast or Flight, not radius. Details on Survive the Army.
Codes, when they exist, are extra bounty. Redeem on How to Redeem, then return to the same bracket. Gifts do not rewrite the order.
Wanted 0–20 — seed and leave the street
Buy
- One cheap destruction node if you cannot break a storefront (slam or close laser, not both tracks).
- Flight takeoff until leaving a crater is instant.
- Flight hover until you can hold a roof without drifting into the facade.
Skip
- Slam radius “completion.”
- Chest Blast unless you somehow skipped Flight and already see armor (you should not).
Threat note. Tanks are optional here if you keep moving. Camping one intersection makes them mandatory.
Wanted 20–54 — become a hover farmer
Buy
- Heat Vision range until sidewalk feet are unnecessary.
- Heat Vision damage once range feels honest.
- One more Flight node if gunships already win straight-line hovers.
- First Chest Blast node before you touch 55.
Skip
- Extra slam radius if takeoff is still sloppy.
- Banking the whole purse “for a huge node” while you are already dying.
Threat note. Gunships start here. Irregular altitude is a control skill (controls) as much as a shop skill. Slam only on empty streets with a pre-picked exit.
Wanted 55–74 — first hunter, then the farm
Buy
- Chest Blast if you missed it. This is the 55 insurance.
- Flight whatever matches your last death (takeoff vs air control vs speed).
- Heat Vision damage so you can farm while kiting.
Skip
- Celebratory slam radius after you survive 55.
- Double-shopping in a duo. Stagger. Co-op tips.
Threat note. Rival super is the content. Mechs own old craters — change zip codes. Play the window like a boss, then resume medium facades toward wanted 99.
Wanted 75–89 — second hunter, less ego
Buy
- Blast cooldown / damage if 55 felt like a dry click.
- Flight if gunships now lead you every pass.
- Laser damage if wanted stalled because you only kited.
Skip
- Slam unless takeoff is a reflex and the street is theatre-empty.
- Landmark greed. Medium buildings still pay.
Threat note. Same hunter rules as 55. Peel/farm split if you have a friend. Public 25-player extras are weather; relocate rather than argue.
Wanted 90–99 — close the contract
Buy
- Only the axis that just almost killed you.
- Nothing, if the kit already works. Time spent shopping at 96 is a death.
Skip
- Every slam node. You are nine ticks from a win, not a trailer reshoot.
- Opening the panel in an intersection “real quick.”
Threat note. Last hunter at 90, then hover-farm medium buildings. Hold Chest Blast in case the super is still in the neighborhood.
Wanted 99+ — endless, optional ego
You already won. The listing says you may keep going.
Buy
- Luxury nodes you refused all run (slam radius as a toy, extra blast, whatever).
- Still Flight if you are actually trying to live.
Skip
- Tilting. Reset when it is not fun. 99 counted.
Duo overlay
Both villains run this card independently. Both buy Flight. Then:
- Farmer may tick slam recovery in 0–40.
- Peel ticks blast earlier and laser throughout.
Do not have the farmer skip Flight “because peel will cover.” Cover does not beat a tank barrel in a crater. Role talk lives on co-op tips. Power ranks live on powers.
One-line order card (screenshot this)
Seed destruction → Flight takeoff/hover → Heat Vision range → Heat Vision damage → Chest Blast before 55 → Flight whenever deaths say so → slam only with an exit → at 90+ buy the thing that just killed you or buy nothing and finish 99.
That is the tool. The Tools Hub is the shelf it sits on. The city is the exam.
Frequently Asked Questions
Quick answers for codes, wanted 99, bounty upgrades, and army fights.
What should I buy at wanted 10?
Flight takeoff after a tiny seed of slam or close laser. Do not start the slam radius completionist track.
What must I own before wanted 55?
Stable Flight, Heat Vision that works from a hover, and a Chest Blast node for the first rival super.
Should I save bounty at wanted 90?
Yes if the kit already works — shopping at 96 is a death. Buy only the axis that just almost killed you.
Does this checklist replace the tier list?
No. Use upgrade priority for the why. This page is the glanceable bracket list.
What if a code gives me a huge bounty dump?
Spend it on the current bracket, Flight first if you are behind. Redeem via codes. Do not dump it all into slam.