The accessory entries in "Kill Space 3" also have different types of accessory entries. First, the leader buffers. The effect of the entry is to reduce the damage caused by the leader by 5%, and then the leader hits the team to cooperate. Teammates within 10 meters around will receive a 5% damage bonus when attacking the leader.
What accessories are easy to use in Kill Space 3?
Leader Buffer
The damage caused by the leader is reduced by 5%
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
The leader hitter
Inflicts 5% additional damage to the leader
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
The leader hits teamwork
Teammates within 10 meters of surrounding area will receive a 5% damage bonus when attacking the leader
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Collaborative massacre
Teammates within 10 meters will get 3% damage gain within 3 seconds after killing an enemy
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Allies in Armor
Teammates within 10 meters have a 5% chance of getting 5 armor points after killing an enemy
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fighting cooperation
An additional 3% damage is caused when there is at least 1 teammate within a 10-meter range
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Squad Strength
Each teammate receives a 1% damage bonus within 10 meters
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Zombie time loading
When the zombie time is triggered, there is a 20% chance of fully filling the magazine with spare ammunition
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Part 8�: Zombie time reload
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Zombie Time Rambling
Melee and slam damage increased by 20% during zombie time
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Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fatal zombie time
Teammates within 10 meters of zombie time receive a weapon damage bonus of 2.5%
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Alliance Zombie Time
If at least 1 teammate within a 10-meter range, the gain multiplier of zombie time increases by 15%
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Combat Therapy
After a fatal blow, you have a 3% chance to heal 5% health
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Critical Strike Therapy
Teammates with the lowest health within 10 meters will get 1 health after killing an enemy
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Navigation of this article
Page 1: Leader Buffer
Page 3: Home��Shock Teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Toxicity
Increase 15 points of poisoning
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Part 11�: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Blood transfusion
When the health is less than 25%, 1 health point per second
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Melee Master
Inflicts 2.5% of melee damage and 20% of slam damage
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Long-distance operator
Inflict 2% additional damage when there are no enemies within 10 meters
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fatal Supply
After a fatal blow, there is a 33% chance to return 1 bullet (there is a problem that does not match the description)
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: NearWar Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fatal exposure
The next bullet will cause 10 more damage after destroying an enemy's limb or armor
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fatal blow
Each shot has a 1.5% chance of causing 150% damage
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Take the initiative
The first shot shot with a magazine filled with bullets increases 35 points of damage
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Fighting back and forth
An additional 4% damage is caused when the health is less than or equal to 20%.
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Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Killing Shield
5% less damage within 5 seconds of a fatal blow
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Ammunition efficiency
Increase 7 damage when the bullets in the magazine are less than one quarter
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Armor Repair
A 3% chance to restore armor to 20% after destroying an enemy's limb or armor
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Quick recovery
4% chance of recovering immediately after each attack
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Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Part 2Page: The leader hitter
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Clumsy
Add 20 clicks to retard
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Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14:Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Agile aiming
Bullet walks while moving 10% lower
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: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery�
Page 28: Agile aiming
Page 30: Panic Attack
Being surrounded
Add 5 additional damage when 3 or more enemies are less than 10 meters away
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: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack
Panic Attack
Add 10 points of panic
The content of the article comes from the Internet. If there is any infringement, please contact us to delete it.
Navigation of this article
Page 1: Leader Buffer
Page 3: The leader hits teamwork
Page 5: Allies in Armor
Page 7: Squad Strength
Page 9: Zombie Time Furious
Page 11: Alliance Zombie Time
Page 13: Critical Strike Therapy
Page 15: Blood Transfusion
Page 17: Long Distance Operator
Page 19: Fatal exposure
Page 21: Take the initiative
Page 23: Killing Shield
Page 25: Armor Repair
Page 27: Clumsy
Page 29: Being surrounded and attacked
Page 2: The leader's
Page 4: Collaborative massacre
Page 6: Battle Cooperation
Page 8: Zombie Time Reloading
Page 10: Fatal Zombie Time
Page 12: Combat Therapy
Page 14: Toxicity
Page 16: Melee Master
Page 18: Fatal Supply
Page 20: Fatal Strike
Page 22: Battle against the Side
Page 24: Ammunition Efficiency
Page 26: Quick recovery
Page 28: Agile aiming
Page 30: Panic Attack