Kingpin is an ultra-powerful Hunter in Supervive, mostly because of the utility of his long-range hook shutting down team fights before they begin. However, there's also a great Amplifier build on his Shift Dash which allows you to dash around the screen dealing a lot of damage. He can be built tanky or with pure damage in mind.
This guide covers the best weapons for Kingpin, as well as how to get that Amplifier build started. We'll cover skill priority for upgrades and some general gameplay tips to help you get started with the big boss, Kingpin.
Kingping has a few viable gear builds. Here's a look at them all.
This buildl requires a slightly higher skill level to pull off, but it's extremely strong when you get to grips with it.
Start with:
Upgrade your Techblade into Amplifier and your Tech Helmet into Vive Infusor.
Amplifier is an item that allows you to stack cooldown on one specific skill. The cooldown reduction is removed when you use another skill.
On Kingpin this means you want to stack the cooldown on Dash. You can use your Dash repeatedly, getting Dash resets with your basic attack when you reach level three Dash. Combined with the Vive Infusor - which heals you instantly for 3% of max health instantly and 3% of health over time.
What you end up with is an absolute monster: basically infinite Dashes and loads of damage from your constantly-hitting basic attacks.
This build is a little more difficult to get going - it really requires something like a Mana Battery to excel because otherwise you'll run out of mana quickly - and it also foregoes some of Kingpin's kit, like his important Stun and Hook.
A more reliable build for those who are just starting to learn the Hunter, this build is a great way to utilize Kingpin's Stun and Hook.
You start with:
You upgrade your Bladed Helm into Helm of Gigantism, and you upgrade your Mana Helmet into Scholar. The Helm of Gigantism provides a bonus AP ratio depending on your max health, and you can stack max health with Scholar over time.
This is a very beginner-friendly build as it's tanky but you can still put out damage and rotate through your abilities without having to worry too much about mana usage.
For a slightly more advanced build - just because it requires you to manage your mana more effectively, playing around your ability combos - the Helm Of Gigantism and the Tech Helmet, upgraded into Vive Infusor.
Here's a rundown of Kingpin's skills and how they work.
Here's the upgrade progression for skills.
Kingpin is a very versatile Hunter that doesn't take too long to learn, but definitely takes a good amount of time to master.
Depending on your team composition, Kingpin can either play very aggressively with his Amplifier build or passively, using the Hook to initiate fights and remove an enemy player from the team immediately. This does require some coordination from your team - something like a Void Ultimate or Shrike's Dive bomb works extremely well to chain together stuns on hooked enemies.
Kingpin's Hook is a very slow-moving ability but it moves through terrain, which means enemies might only see it at the last moment. This is a great way to get a guaranteed hook on a player.
Kingpin can also play very aggressively. His Dash and shotgun combo allows a lot of resets on his dash, which allows you to stay on enemies.
Kingpin works best with basically every Hunter in the game. Anything that has some follow-up on his Hook will allow you to quickly capitalize on the advantage.
A good team might look like Zeph, Kingpin, Oath, and Hudson. Zeph's grenade ability is basically an instant stun, Oath can stun enemies in walls, and Hudson can drop barbed wire grenades to secure the area. It's also a very tanky team.
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