User blog:Bing445/Mobile guide

Alright, I'm gonna guide your through the game (mobile version mainly), since you're a newbie to SAS: Zombie Assault 4 mobile, looking for tips, whatever!

Builds First off, to play effectively, you need an effective build! Your build means a lot and can vary, depending on your play style. Notice, these are guidelines for how your build should look like. Doesn't have to be exact.

Notes: Key code:
 * 10 Fast Reload should be the cap for ALL builds. Although, 6 points, 8 points, etc, could work.
 * You usually want a decent amount of points invested into Body Armor Expert. 20~25.
 * If you're not a critical build, go for 1 point into Critical Shot to gain the effect. Please don't do any more than 1 if you're not a critical build, as it would be a waste.
 * Some skills should stay as 1 point ALWAYS. 1 point will to gain the effect, anymore is a waste.
 * Examples would be like, "Die Another Die" or "Stim Shot".

Red = you must have this. No more, no less.

Blue = you should have about this much.

Yellow = not that important. It's optional.

Medic Support build Final three points are up to you.
 * 20 Medkits
 * 20 Fast Movement
 * 10 Fast Reload
 * 25 Body Armor Expert
 * 15 Biocleanse Bomb
 * 4 Energy Regeneration
 * 1 Final Farewell
 * 1 Revive
 * 1 Critical Shot

Offense build
 * 15 Medkits
 * 25 Critical Shot
 * 20 Fast Movement
 * 25 Body Armor Expert
 * 10 Fast Reload
 * 5 Biocleanse Bomb

Assault General build Final three points are up to you.
 * 25 Adrenaline
 * 25 Fast Movement
 * 25 Body Armor Expert
 * 10 Fast Reload
 * 1 Stim Shot
 * 8 Health Regeneration
 * 1 Assault Team
 * 1 Critical Shot
 * 1 Killing Spree

Glass cannon build
 * 25 Adrenaline
 * 25 Killing Spree
 * 25 Critical Shot
 * 16 Fast Movement
 * 8 Fast Movement
 * 1 Stim Shot

Heavy General build Final point is up to you.
 * 25 Hold The Line
 * 25 Tough Body
 * 25 Body Armor Expert
 * 10 Fast Movement
 * 10 Fast Reload
 * 1 Critical Shot
 * 1 Die Another Day
 * 1 Heavy Gear
 * 1 Concussion

Critical build Augments
 * 25 Hold The Line
 * 25 Critical Shot
 * 20 Tough Body
 * 20 Body Armor Expert
 * 10 Fast Movement

Let's review how you ,as player, should choose your augments. What you add to your equipment can impact how your games will turn out.

Weapons For most weapons, you wanna add Deadly, Overclocked, and Adaptive on your weapons.
 * There are some case when you would want to add Tenacious instead of Deadly. Those weapons that need Tenacious rather than Deadly are the Ronson WP Flamethrower and the Stripper.


 * For -type weapons, they should have Deadly, Overclocked, and Piercing.

Notes: Armour
 * Pinpoint should be only be as a fourth slot augment AND if you are a critical build.
 * Don't add Pinpoint to Damage over Time-based weapons (Ronson WP Flamethrower and Stripper).

Key code:

Red = you must have this augment.

Blue = highly recommended.

Yellow = not that important. Generally as in the 3rd slot.

Helmets
 * Smart Target
 * Target Assist
 * Target Assist ONLY if you are a critical build.
 * Revitalising (medics only)
 * (defense augment)
 * Body Fueling

Vest
 * (defense augment)
 * Tissue Repair (assaults and heavies only)
 * Body Fueling

Gloves
 * Nimble
 * (defense augment)

Pants
 * Machine Assisted
 * (defense augment)
 * Body Fueling

Boots Weapon choices Note: I am compare the weapons to its weapon class and levels, not in general.
 * Machine Assisted
 * (defense augment)
 * Revitalising (medics only)

Key code:

Blue = godly

Green = good

Light Green = decent

Yellow = ok

Orange = eww

Red = bad

Dark Red = useless Levels 1-10 Pistols
 * HVM 001
 * CM 205
 * CM 202
 * RIA 313
 * RIA 1010
 * Poison Claw
 * Sabre

SMGs
 * RIA 7
 * RIA T7
 * CM 330
 * CM 307
 * HVM 002
 * Phantom