

Additionally, their skill only damaging one enemy means it’s rather inefficient against multiple enemies.
STUPID ZOMBIES 3 LEVEL 98 IMPOSSIBLE FULL
If allowed to charge up to full stacks, they often reach their skill’s maximum potential around the 10−15 second mark. Initially, the damage multiplier on the charged shot is really low. Self−buffers are often preferred over bamboo in normal combat for a number of reasons. Exceptions such as DPS HGs will be discussed in individual sections. A majority of other tanks and HGs that buff survival simply get crushed by what RFHGs fight against, and would be better replaced with more damage output. This is due to the glass cannon focus RFHGs have. While there are a wide variety of HGs to choose from, the type of HG that RFHGs prefer is the type that boosts relevant DPS stats such as damage, rate of fire, critical chance, and critical damage with both their tiles and skill. Due to their wide variety of tile shapes and skills, some RFHGs may have different HG placements. Initial RFHGs usually run 3 HGs on positions 4, 5, and 8 to maximize their tile placement on RFs.

They are the only units whose tile buffs increase with links. Their high movement speed makes them ideal for individually kiting enemies while avoiding taking damage. They usually have a tiny amount of HP, high evasion, low damage, and strong tile−buffs/skills that buff allies/debuff enemies. HG (Handgun) T−Dolls are primarily the support units in the game and the cheapest to resupply. Below is an example of a typical enemy composition with meatshields and dangerous but squishy enemies hiding behind them: Certain compositions and enemies are far too difficult to directly tank with typical SMGs/SGs, due to high accuracy, unavoidable attacks, incredibly high damage, etc. HGs have middling healthpools but powerful team buffs. RFs also have the ability to prioritize key threats in enemy formations with their backline targeting. RFs can equip Armor Penetrating and Sniper ammunition to ignore the damage penalty. Since armor provides a flat penalty to damage taken, ARSMGs often have trouble dealing with these fights. So RFHGs should always be pre−leveled before usage.Īrmored enemies show up starting in early night chapters and everywhere after chapter 10+. At lower links and skill levels, the DPS loss is so severe that HGs provide insufficient support to justify using.

This is further exacerbated by HG tile buffs scaling with link−count. As far as we know, dead enemies cannot shoot.īecause of this extreme focus on DPS, RFHGs almost always require high link−count and skill levels to perform properly. This is because RFHGs revolve around the idea of the “glass cannon”, they have high damage output but low survivability. RFHGs are usually an intentionally very fragile team, due to the lack of a dedicated tank. The team works well due to the tilebuff synergy of RFs for HGs.

An RFHG Team is a team composed of RF T−Dolls as the main DPS unit and HG T−Dolls as the support.
