Share practical strategy for equipment entry of "Kill Space 3"

Aug 01 2025

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The equipment accessories entries in "Kill Space 3" are very important things in the game. The combination of different types of entries is different. First of all, the damage buffs. This type of entries is the core of improving output and needs to be selected based on the battle scene (such as group of monsters and single-handed bosses). How to use core entries for Kill Space 3 equipment entries and analysis of effect 1. Damage Buffer (improving output efficiency) This type of entries is the core of improving output. It needs to be selected according to the battle scene (such as group of monsters, single-handed challenge leader): Environment/Status Trigger: When there are 3 or more enemies within 10 meters around, an additional +5 points of damage (must have group of monsters); invincible around

The equipment accessories entries in "Kill Space 3" are very important things in the game. The combinations of different types of entries are different. First of all, the damage buffs. This type of entries is the core of improving output and needs to be selected based on the battle scene (such as group of monsters, single-handed bosses).

How to use the entries of Killing Space 3 equipment

Core entry classification and effect analysis

1. Damage gain (improving output efficiency)

This type of entry is the core of improving output, and it needs to be selected based on the battle scene (such as group of monsters, single-handed challenge to the leader):

Environment/Status Trigger:

When there are 3 or more enemies within 10 meters around, an additional +5 damage (must have for monsters);

Extra +2% damage when there is no enemy around (for ranged sniper or solo);

Extra +4% damage when health is ≤20% (residual health counterattack buff).

Teammate collaboration:

If there is 1 teammate around, +3% damage, and +1% for every additional teammate (a must be selected for team formation, the more teammates, the higher the gain).

Weapon/ammunition status:

The first shot of the full magazine + 35 points of damage (suitable for precise shooting weapons);

Magazine bullets ≤1/4 + 7 points of damage (for battery life weapon adaptation).

Special objectives:

Extra +5% damage to the leader (core entry for leader battle);

After destroying the enemy's limbs/armor, the next shot +10 damage (for big stupid people).

Probability burst:

Each shot has a 1.5% probability of causing 150% damage (for continuous combat).

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Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

2. Survival and endurance (guaranteed continuous combat)

Including damage reduction, blood recovery, and armor recovery, it is the key to a protracted battle:

Damage reduction protection:

The damage of the leader is reduced by 5% (significantly improves survival when fighting the leader);

5% damage reduction within 5 seconds after a fatal blow (continuously effective when high-frequency output).

Recovery of blood and armor:

3% chance of returning 5% health after a fatal blow (output takes into account both battery life);

4% chance of recovering 50% of damage after each attack (confronting sudden blood loss);

When health is <25%, 1 point of blood is returned per second (rescue the residual blood);

After a fatal blow hits the enemy's limb, the 3% probability of armor recovery to 20% (armor endurance).

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Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

3. Ammunition and Operations (optimized combat flow��Dire)

Solve the problems of ammunition consumption and operation feel, suitable weapons that rely on ammunition:

Ammunition Supplement:

33% chance of returning 1 bullet after a fatal blow (the god of explosive weapons, strong push);

20% probability of full magazine when the zombie time is triggered (rescue in an emergency).

Operation optimization:

Recoil is reduced by 10% after moving (improving the stability of moving shooting).

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Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

4. Teammate collaboration type (team exclusive gain)

Maximize the benefits when forming a team, which can improve your own and your teammates' combat effectiveness at the same time:

Team output:

+5% damage when teammates attack the leader (the boss fights the team bonus);

After a teammate kills the enemy, a 3% chance of obtaining 3% damage gain (chain gain).

Team Survival:

After a teammate kills the enemy, the minimum amount of blood within the range will return 1 point of blood (protect teammates);

After a teammate kills the enemy, his armor chance will be restored to 5 points (continue armor battery life when forming a team).

Special time gain:

During zombie time, teammates receive a 2.5% weapon damage bonus;

When there are teammates next to you, the zombie time gain multiplier +15% (enlarge the team burst window).

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Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

5. Special attribute class (targeted reinforcement)

Improve specific resistance or control capabilities, select according to enemy type:

Add 10 points of panic resistance (make the enemy frightened and stunned);

Increase 15 points of poisoning ability (continuously harmed by poisoning);

Add 20 clicks to fall force (can't rise again!!!).

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Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

2. Practical matching suggestions

"Group of Teams to Brush Pictures":

Priority is given to "teammates collaborative damage", "full magazine/low magazine damage", and "team recovery", taking into account both output and team survival.

"Chief War":

You must bring "Chief's damage increase", "Chief's damage reduction", and "teammate's leader's damage bonus", and cooperate with "Ammunition supplement" to avoid interruption of output.

"Single Solo Survival":

Focus on "increasing damage during zombie time", "residual blood recovery", and "deadly damage reduction with one hit", improving solo battery life and fault tolerance.

"Monsters Confrontation":

Select "Multiple Enemies Increase Injury", "Zombie Time Magazine Full", "Limbs Increase Injury After Destroy", quickly clear the field while avoiding insufficient ammunition.

Note: When resources are sufficient, you can configure multiple equipment with different attributes and different restraint surfaces, because the owner is used to single-row ninjas (mainly delaying, smooth and comfortable). When dealing with monsters in the first 5 rounds, you can first buy a special weapon for clearing monsters in the store. After 5 rounds, the funds for the single player have basically exceeded W. The next boss battle can be replaced with weapon restraint in a targeted manner. For example: On the monster clearing weapon in the first 5 rounds, the coverage entry is "Creating 2.5% more. The melee damage and 20% slam damage" is the maximum transformation limit for each piece of equipment is 5. So if I stack 5 items of this entry to deal with monsters, then I will get 12.5% of monster damage. Similarly, when dealing with the boss battle, I spend a certain amount of money to change the entry to "cause 5% of damage to the boss" equipment. The 5 items are stacked to 25%, then we will have strong firepower to face it and be more at ease (Hasaki!!!)

The content of this article is from the Internet. If there is any infringement, please contact us to delete it.

Navigation of this article

Page 1: Damage Buff

Page 3: Ammunition and Operations

Page 5: Special attribute class

Page 2: Survival and endurance

Page 4: Teammate collaboration

Page 6: Practical matching suggestions

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