Question: How to obtain the strongest combat power in "Shooting at Zombies"? Simple explanation: If you want to win in "Shoot at the Zombies", you need to properly match your lineup and choose equipment. Sharing of the strongest lineup combinations and gem equipment plans in "Fire at Zombies" provides players with comprehensive guidance to improve their combat power. Guide everyone to read the following details: PHP editor Xigua has carefully compiled lineup matching skills and equipment selection plans to help players easily break through levels and enjoy a smooth shooting experience. Come and learn more!
1. Fire firearm genre
Helm:
Firearm penetration +1 damage +20%
Thermobaric bomb explosion damage +28 % Range +21%
Clothes:
Firearm Volley +1 Damage +10%
Thermobaric Bomb Explosion Damage +28% Range +21%
Shoes:
A 5-second burning area will be created after the thermobaric bomb explodes
Thermobaric bomb explosion damage +28% range +21%
Arm guards:
Trigger an enhanced thermobaric bomb after hitting the thermobaric bomb
Pants:
All skills with penetration attributes have +3 penetration
Every 120 shots triggers unlimited firepower lasting 7 seconds
Gloves:
Firearm penetration +1 damage +20%
The burning effect attached to the thermobaric bullet adds an additional 2% damage
2. Jump electromagnetic genre
Helmet:
The cooldown of all skills after electromagnetic killing of monsters is -12%
30% chance of additional release when the jump electron hits
The jump electron selects an additional initial target
Clothes:
20% chance of triggering again after the electromagnetic puncture hits Once
Electromagnetic puncture splash range +100% damage +21%
Transition electron ejection +5 times
Shoes and arm guards:
20% chance of triggering again after electromagnetic puncture hits
30% chance of triggering when transition electron hits Probability of extra release
Pants:
30% chance of extra release when transition electron hits
Gloves:
Release a transition electron that bounces 8 times after electromagnetic hit
Transition electron bounce times +5
Three. Dry Ice Bomb Ice Explosion Style
Clothes:
Ice Explosion Damage +44% Range +28%
Shoes:
Dry Ice Bomb Initial Launch +1
Ice Explosion Damage +44% Range +28%
First Ice Explosion Cooldown of hitting a monster -80%
Armguards:
30% probability of ice blast ignoring absolute freezing caused by resistance
Pants:
Dry ice bombs will trigger ice blast at the end of the hit
Four. Armored Vehicle Physics School
Helm:
Every time the defense line loses 4% health, it will release an armored vehicle.
Each armored vehicle kills a monster. Cooldown -2%, upper limit 25%.
Every time a missile is released, the critical hit rate increases by 10%. The next round will be cleared.
Clothes and shoes:
Armored vehicles and bombings will be released every time the defense line loses HP
Bombing damage +42% Range +28%
Arm guards, pants, gloves:
Armored vehicle damage +42% Knockback effect +28%
Bombing damage +42% range +28%
5. General gem matching recommendations
Helm, clothes, shoes:
Defense line immune to the first 7 damage
Defense line HP +1400 damage -14
Shoes additional attributes : Each time the defense line is upgraded, 7% health is restored
Armguard:
The defense line is immune to the first 7 injuries
Defense line HP +1400 damage-14
Skill damage randomly fluctuates within 70%
Every time a monster is killed Restore 5 points of life
Pants:
Defense line immune to the first 7 damage
Defense line HP +1400 Damage -14
Crit damage +70%
All skill damage +14%
The above is the detailed content of 'Fire at Zombies' with the strongest lineup and gem equipment plan. For more information, please follow other related articles on the PHP Chinese website!