Four solo and four co-op

Solo and co-op hero, soldier, and item-role finder
Tears of Metal Solo vs Co-op Roles
Solo builds must cover survival, crowd pressure, and soldier control inside one route. Co-op builds can split initiation, control, damage, and recovery, but every player should still name the soldier lane and item job they own.
Different connected jobs
Avoid duplicated pressure
Role Finder
Solo and co-op role finder
Solo builds must cover survival, crowd pressure, and soldier control inside one route. Co-op builds can split initiation, control, damage, and recovery, but every player should still name the soldier lane and item job they own.
Solo frontline anchor
The hero absorbs the immediate fight while soldiers preserve the space already won.
- Mode
- Solo
- Hero job
- Frontline
- Soldier job
- Hold
Pair frontline with hold in solo.
Use survival and stagger tags, then regroup before the formation stretches.
Save the route only when the hero and soldiers have different but connected responsibilities.
Chasing an elite can pull the anchor away from the battalion.
Solo crowd-break loop
The hero clears density while soldiers add steady pressure and protect the recovery.
- Mode
- Solo
- Hero job
- Crowd break
- Soldier job
- Support
Pair crowd break with support in solo.
Wait for clustered enemies, commit once, then return to the soldier line.
Save the route only when the hero and soldiers have different but connected responsibilities.
Area damage spent before the crowd forms creates a long empty recovery.
Solo ranged screen
The hero controls distance while soldiers screen the approach and preserve retreat space.
- Mode
- Solo
- Hero job
- Ranged pressure
- Soldier job
- Screen
Pair ranged pressure with screen in solo.
Move before the lane closes and keep the battalion between the hero and the next wave.
Save the route only when the hero and soldiers have different but connected responsibilities.
Retreating without the soldiers can scatter both layers.
Solo control and hold
Control effects create time for soldiers to stabilize the lane rather than only add damage.
- Mode
- Solo
- Hero job
- Control
- Soldier job
- Hold
Pair control with hold in solo.
Use control to rebuild formation, then take the shortest punish.
Save the route only when the hero and soldiers have different but connected responsibilities.
Control value is lost when every opening becomes a full damage chase.
Co-op frontline and second lane
One hero anchors pressure while the partner and soldiers protect the second problem.
- Mode
- Co-op
- Hero job
- Frontline
- Soldier job
- Second lane
Pair frontline with second lane in co-op.
Name lane ownership before the wave begins.
Save the route only when the hero and soldiers have different but connected responsibilities.
Both heroes entering the same lane leaves the second route open.
Co-op crowd clear and hold
The clearing hero removes density while the partner and soldiers keep the stable line.
- Mode
- Co-op
- Hero job
- Crowd break
- Soldier job
- Hold
Pair crowd break with hold in co-op.
Call the crowd-clear window and let the partner preserve boss or elite pressure.
Save the route only when the hero and soldiers have different but connected responsibilities.
Two area builds can duplicate the same answer.
Co-op control support
One hero marks or controls the dangerous target while the partner commits damage.
- Mode
- Co-op
- Hero job
- Control
- Soldier job
- Support
Pair control with support in co-op.
Control first, call the target, and keep soldiers supporting the open lane.
Save the route only when the hero and soldiers have different but connected responsibilities.
Both players tunneling the controlled target can lose the surrounding field.
Co-op ranged screen
The ranged hero owns the second angle while a frontline partner and soldiers screen the approach.
- Mode
- Co-op
- Hero job
- Ranged pressure
- Soldier job
- Screen
Pair ranged pressure with screen in co-op.
Hold the alternate lane and move before support distance breaks.
Save the route only when the hero and soldiers have different but connected responsibilities.
Standing too far away delays soldier and partner recovery.
Try solo, co-op, frontline, control, ranged, hold, or screen.
Failure recovery
Recover when co-op roles duplicate each other
Keep one player’s proven job and move the other player to the uncovered lane or failure.
- 1Name the duplicate
Frontline, crowd, control, or range duplication is visible in the lane both players chase.
- 2Find the uncovered job
Second lane, soldier screen, recovery, or elite pressure usually became ownerless.
- 3Move one hero
Keep one build stable while the other changes role or item tags.
- 4Retest before settlement spend
Prove the new split in another short run.
Decision table
Choose complementary jobs, not matching labels
Use the action column as the next test, not as a claim about hidden game values.
| Situation | Action | Why |
|---|---|---|
| Both heroes hold frontline | Move one to control or range | The group needs another angle. |
| Both builds clear crowds | Protect boss or elite pressure | Wave clear alone cannot finish every target. |
| Soldiers have no owner | Assign hold, screen, or support | The battalion is a second combat layer. |
| Solo feels overloaded | Choose one hero job and one soldier job | Two clear responsibilities reduce decision pressure. |
Player questions
Solo vs Co-op FAQ
Use the current game panel before spending rare resources on a value that can change.
What changes between solo and co-op?
Solo needs broader self-sufficiency. Co-op can specialize when the team explicitly covers control, damage, recovery, and soldier support.
Should every player command the same soldiers?
No. Give soldier groups clear lanes so hero movement does not pull the whole battalion away from the objective.
Are exact item stats included?
No. The finder uses current player-job tags while Early Access values and rankings remain changeable.
Can I save team role plans?
Yes. Saved plans persist in this browser until Reset clears them.