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This guide will briefly explain the armory and mainly focus on weapon crafting strategies. I
decided to write this guide because I see too many people with CRIT stats on their raid /
defense weapons XD.
[1] INTRODUCTION
The armory is first unlocked at Town Hall Level 8 with a second unlocked at Town Hall Level
15.
Houses can be converted into armories and vice versa. This is helpful in planning armory
upgrades as houses take a lot less time and resources to upgrade than the armory. This
strategy will be described in section [1.1].
Weapons are graded on a 1* to 4* scale. They are also graded by a PowerScore. The
PowerScore is determined by the weapon's stats. Every stat is worth a certain score and
the total weapon score can be found in the bottom right corner of the picture. Additionally,
every stat score can be found on the right side of the stat.
Resetting a weapon reverts it back to its original state clearing all upgrades completed on
the weapon and will allow the weapon to be upgraded again.
When viewing a weapon in your inventory, you will notice boxes under the "trait" logo on the
left hand side of the window. Per the note above regarding the number of times each
weapon can be altered, each weapon will have between one and three boxes. Boxes
shaded in gray represent an "open" spot for a weapon upgrade and boxes shaded in green
represent a completed upgrade. For instance, a 4* weapon that has been upgraded once
will show two gray boxes and one green box.
World map farming of stages 12 and up is a good way to acquire weapons (especially 4*
weapons) which will be your bread and butter as you develop further. My personal choices
are 13.3 and 15.3. Make sure you farm them with two medium drop leaders (or better) to
maximize your chances of getting 4* weapons.
Higher levels (80 and up) of Survival Road give you a steady income of rare parts needed to
alter 4* weapons.
[2] ARMORY
Parts that increase the crafting success rate and the critical result rate are needed for
successful alterations.
The parts to look for: Super Glue & Duct Tape (for crafting success rate) and Spray Paint &
Polishing Kits (for critical result rate). The duct tape and polishing kits are very rare and they
can’t be crafted. They can rarely be found by disassembling a 4* weapon or found in the
higher levels in the Survival Road. Spend these items very wisely and ensure you're using
them to alter weapons you plan to use for quite some time.
Most times Offense and Defense go hand in hand with each other. You probably don't want
to have a purely defensive setup when defending as you will need to do some damage to
your opponents otherwise they will just wear down your defense. The same concept goes
with your offensive setup. You don't want a purely offensive setup while attacking since you
have to be alive to do damage. The aim of this section is to give you recommendations and
an idea which stats should be a priority in each setup, but not a must. It will not cover the big
impact the special stats can have on a weapon. See section [4] Special stats for that.
The second stat should be +30 or +24 ATK (lvl 3 in your armory) to inflict more damage with
regular hits, but also to do more damage with your AR’s. This stat can be replaced by the
Raider special stat. See the special stats section.
The third stat should be a defensive stat to keep your character alive longer. So +30 or +24
DEF or +30 or +24 HP is what you should aim for. Whether to choose DEF or HP is
situational, if your character has low DEF then choose DEF. If it has low HP then choose
HP.
This stat can be replaced by the Defender special stat. See the special stats section.
You can replace the +HP or the +DEF with the Defender special stat. See the special stats
section.
Having some hard hitting characters with +ATK is also good to have, but you will be
sacrificing your character's longevity. If you have a shield that shouldn’t or doesn’t need to
use his AR, I would put only +DEF, +HP and the Defender special on the weapon intended
for the shield character.
This section is pretty straightforward. Crit is king, the more crit the better. +DEF, +ATK and
AP bonus on attack can also be good to have. The AP bonus on attack is important if you
have a character with a AR that boosts your characters crit.
I have written another guide a while back focusing on gear maps. That guide covers a lot of
things needed to be successful against zombies. If you need further advice on zombie
weapons you should check that out.
https://www.reddit.com/r/TWDRoadToSurvival/comments/5mx6kj/gear_roadmap_guide/
This section is probably the most important section but also the most difficult material to
cover. I will only focus on suggesting and recommending the best level 3 special stats, since
the possibilities are many and I want to keep the length of this guide managable.
Best universal normal Raider stat: “Bonus ATK: +30% when enemy’s HP >70 % HP”
Best universal normal Slayer stat: “Bonus CRIT: +30 crit when HP > 70%” This stat is only
good on characters that have a special skill that benefits from high crit or on zombie
weapons.
Best universal normal Supporter stat: This is very situational. But I would have to say “Bonus
HEAL: When healed, regain 80% more HP” is probably the best of the 4. I would advise to
not focus on the support special stat. Only use it if you aim to get one of the critical success
options.
Best critical Raider special stat for FAST: I would say any of the 3 options are really good.
The AP bonus ones can help very fast AR characters get off their AR turn 2 for example. So
any of the 3 is a good option.
Best critical Slayer special stat for FAST: Neither of these 3 special stats is a good option in
my opinion. The “Bonus CRIT: +35 CRIT when enemy’s HP > 60%” is good on zombie maps
or on a character that has a special skill that benefits from high crit. Other than that, I
wouldn’t go for any of these. It would be a waste of precious crafting parts.
Best critical Supporter special stat for FAST: “Random HEAL: When taking damage, better
chance to heal one team member for 20% of their max HP”. Can be useful on a shield
character to negate some of the damage done to it for example.
Best critical Raider special stat: “AP Down: when taking DMG, a better chance to cause -30
AP” is the best option if paired with a shield character for example. The “Random AP: +20%
to one team member at beginning of each wave” stat is also a good stat.
Best critical Slayer special stat: “Stun: when attacking, a better chance to stun the enemy for
2 turns”. The only viable none zombie option in that column.
Best critical Supporter special stat: I’m gonna go a bit “safe” with the suggestion on this stat.
“Def Down: when attacking, a better chance to cause -30% def for 3 turns to the enemy” is
my recommendation for this special stat. I would recommend getting the “Teammate
reviving: When killing an enemy, a better chance to revive a teammate with 40% Hp and
+100% def for 1 turn” IF I knew how it correlates with your AR and with the special execution
skill. IF this effect works when killing someone with your AR or the execution special it would
be a beast of a special stat. But as far as I know it only works when killing someone with the
normal attacks. So that’s why I won’t recommend it.
Best critical Raider special stat: “AP down: When attacking, a better chance to cause -30
AP”. None of these are very good. But this stat can be useful. That or the “Bonus ATK:
+35% when enemy’s HP > 60%” stat.
Best critical Slayer special stat: None of these special stats are worth your precious parts.
Best critical Supporter special stat: Like the strong supporter special stat I’m gonna go safe
and choose “Def Down: when attacking, a better chance to cause -30% def for 3 turns to the
enemy” as my recommendation. If I knew more about how the “Self Healing: When killing an
enemy, a better chance to regain 100% HP and + 50% DEF for 1 turn” stat works with AR’s
and the execution special skill.
Best critical Raider special stat: “Bonus AP: receive +20% AP at the beginning of each
wave”. Can help when wanting to get off characters AR quicker.
Best critical Slayer special stat: “Double Attack: When attacking, a better chance to make a
second attack with 150% ATK”. Only real viable option here.
Best critical Supporter special stat: “Impair: when attacking, a better chance to impair the
enemy for 3 turns.” Same rule as the defender special stat. Impair can really impact your
enemies combos. The fight is usually over after 3 turns if your raid team is good enough.
The “Random HEAL: When taking damage, better chance to heal one team member for 20%
of their max HP” can also be a good addition.
All the suggestions and recommendations I have written in this guide should be seen for
what they are, suggestions and recommendations. Not followed blindly. As long as you have
a clear plan on weapon's intended purpose and which character with whom you wish to pair
it, the result will be good. However, if you plan on using the weapon in raids or defending
then you should really stay away from the crit stats.
Many of the special stats can be good on certain characters or situations. So the
recommendations can be discussed endlessly. I’ve tried to focus on raiding and defending in
general.
A quick summary of the stats I think you should have on your weapons when raiding or
defending:
+ DEF
+HP
+ATK
AP BOOST ON ATTACK
DEFENDER SPECIAL STAT
Links used:
http://walking-deadroad-to-survival.wikia.com/wiki/Weapons
http://walking-deadroad-to-survival.wikia.com/wiki/Armory
https://www.dropbox.com/s/de7t14i8qnkvkki/Special%20upgrades.xlsx?dl=0
If you have any criticism or suggestions on how to improve this guide feel free to message
me.
/Nice