Tips for playing as Nanny Fran, Dungeon Clawler's newest character.
- Eric Halliday

- Jul 13
- 3 min read

When I found out that Dungeon Clawler's newest character was a maid, I was like, "meh". But when I found out that the character is filthy and exhausted from having to watch several insane children, as a parent and as someone that works in a school, I got HYPED.
Nanny Fran's ability is that she always starts off with a "kiddo". As well as starting with two whistles in her inventory that summons an additional kiddo for one turn. They stand in front of you as "pets" and mirror all your attacks and heals.

At first it's going to feel like these guys are absolutely useless. They take one hit and then at the start of their next turn, if they survive, they raise their hands to the sky and disappear as if raptured.
But with the right build, these children, like real children, can be turned into absolute forces of nature, able and willing to destroy everything in front of them. Let's get into my favorite build for her.
Step One: Gets your Paws in order

If you have unlocked the ability to chose lucky paws for Aunty Fran, this is a great build.
Hare L. Quinn's paw gives each item that drops a 50% to temporarily upgrade any item that enters the machine. This is going to be huge in the beginning because if the whistles get upgraded the kids stay around for two turns, so even if they don't get to attack this turn, they'll be there at the beginning of the next turn able to stab along side you.
Count Clawcula's power of healing every time you do damage goes really well with the kiddos because if you have all three kids out a single dagger hits four times meaning you're going to be healing four times per attack item. Watch the items drop and your health rapidly refill.
Scrappy's benefit of replacing one of your hands with a magnet is going to SUCK at first. The whistles are plastic an shields are wood so it's not going to do you a lot of favors. But as we go, you're going to see why it becomes amazing.
Step Two: Building your inventory
You want little stabby bois like daggers, poison daggers, and sickles. Anything light and metal. You're also going to watch those healing magic wands. Healing potions as well. And if you see an extra whistle, throw that in the cart.
As time goes, upgrade your whistles but leave the rest unless you make a lot of money. For now your money needs to go to the alchemist.

You're gonna want this guy to turn everything, starting with your whistles and shields, into metal. This is going to be when the game takes a HUGE turn for you.
Having your whistles drop on the first go makes it really easy to get all three kiddos going on the first turn and having a ton of daggers drop in a giant cluster makes it REALLY easy to take out a lot of enemies (even bosses) with one go. It looks like you opened up with a chaingun.
Remember, for healing wands, since the kids attack with those, you're also going to get the heals for it.
One of the important reasons to have the metal shields though is that while having the quadruple hits is great, it can also be really troublesome if you're up against something with spikes and you're not ready for it.
If you haven't unlocked the Lucky Paws option for Nanny Fran
Okay, so, if you're trying to beat the game and haven't unlocked the paws there's still a lot of useful tips up there.
Try to get the magnet items, try to still focus on upgrading the whistles, and just keep your items small. Having huge items in your machine is going to make it harder to pick up the whistle and, without the benefit of the constant magnet, you're going to be dropping things like crazy.
But your priority for the first playthrough needs to be making sure the kiddos are always in play (get extra whistles if you can) and making sure shields are up. They're not going to be as strong on your first run, but, in a sentence that sucks to type, a child is an excellent meat shield. So keep them up and armored so that you don't take any damage.









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