State of Decay 2

State of Decay 2

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Vayne Apr 7, 2020 @ 4:44pm
Best leader?
Which one the best leader should I pick


I used sheriff at first but it's sucks as I don't use medical perk often lol
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Showing 1-15 of 19 comments
Duk of Deth Apr 7, 2020 @ 4:50pm 
I liked how builder decreased the risk of siege, but at the same time, the warlord's armory lets you make any ammo, so you're not constantly hunting for a rifle or pistol press for your most-used ammo. I haven't tried the trader or sherrif myself.
Last edited by Duk of Deth; Apr 7, 2020 @ 4:54pm
Roque the Rogue Apr 7, 2020 @ 4:55pm 
Traders are the best for me, the flat 200 daily influence can build up easily, and you'll always have things to trade with the Radio Traders, being trader can allow you to live for 100 days
Prydain Apr 7, 2020 @ 4:59pm 
Best would probably be a tie between Builder and Trader. Builder gets the sniper tower which can be a good support option when your out and about while Trader gets the trade depot that allows you to call in any trader you want plus gives you daily influence, effectively getting rid of the need to worry about resources if you have your base and outposts setup right.

Sheriff is "ok" due to the lounge upgrade but compared to the others it isn't as good no. Warlord is decent with the armory but if you have the ammo presses then its not as needed. I personally like Sheriff the most just due to the missions you get. That and you already basically protect the other enclaves already so might as well make it official lol.
EA Latium Apr 7, 2020 @ 5:15pm 
The one you like, they are all fun in their own way. If that's your first run then Builder might be the best choice.
Cutlass Jack Apr 7, 2020 @ 6:19pm 
A builder is the best choice for your first run. Mainly because the legacy bonus you get makes all your later playthroughs easier.
Kjuu Apr 7, 2020 @ 7:31pm 
Sheriff= most garbage (needs buff badly)
Builder= Gives you sniper tower rather than building watchtower which is waste of space.
Trader= Is my go to leader because you can build ''Trade Depot'' that request anything you want ammo, food, fuel, meds, resource, and Guns ( good way to have if to do 100-1000 days challenge)

Warlord= Makes you feel zombies are just insects in your way provides you to make any ammo you wish and craft a good looking supressor for your guns
Vayne Apr 7, 2020 @ 8:58pm 
Originally posted by Anti-Virus:
Sheriff= most garbage (needs buff badly)
Builder= Gives you sniper tower rather than building watchtower which is waste of space.
Trader= Is my go to leader because you can build ''Trade Depot'' that request anything you want ammo, food, fuel, meds, resource, and Guns ( good way to have if to do 100-1000 days challenge)

Warlord= Makes you feel zombies are just insects in your way provides you to make any ammo you wish and craft a good looking supressor for your guns

Does warlord can just provide ammo without material needed?
Last edited by Vayne; Apr 7, 2020 @ 8:58pm
Cutlass Jack Apr 7, 2020 @ 9:46pm 
Originally posted by Vayne:
Does warlord can just provide ammo without material needed?

No it allows you to build an armory which lets you craft any type of ammo. Without it you'll need to find the right mod for each ammo type.
Last edited by Cutlass Jack; Apr 7, 2020 @ 9:47pm
TheRandomGuy Apr 8, 2020 @ 10:57am 
3
The Leaders Provide the following buildings to be available for construction

Builder - Sniper Tower and Luxury Barracks, as well as Generator 3.

Sniper Tower is a large building that removes 2 Zombie Threat, with an option to remove 6 by spending 2 ammo. It's main draw is that you can call in "Sniper Support" for 50 influence over the radio every 7 minutes, which one shots most zombies around you and can 3-4 shot Juggernauts provided all shots hit him.

Luxury Barracks adds 5 beds and a large morale bonus.

Generator 3 is silent and requires 1 fuel to power your base.

Trader - Trading Depot, Farm 3, and Stills

Trading Depot allows you to call in traders on-demand to your base, and gives you free influence per day.

Farm 3 provides more food than Farm 2, and doesn't require electricity like Hydroponics does, however it's a large slot and does require water.

Stills use food to make alcohol which can be traded for influence.

Warlord - Armory, Spartan Barracks, Fighting Gym 2.

Armory can make any ammo or explosive, including military ammo and explosives, and it makes getting ammo a breeze provided you've got the ammunition stores to craft them.

Spartan Barracks sleeps 8 people but with a morale penalty.

Fighting Gym 2 trains fighting and cardio.

Sheriff gets you Lounge 3 and The Field Hospital.

Lounge 3 gives you all the benefits of a lounge, with the addition of training movies to increase your XP gain for survivors.

Field Hospital obsoletes the Infirmary lvl 3.
Nick Naughty Apr 8, 2020 @ 2:15pm 
Nice info, I wonder how they compare when combined with daybreak gear.
Ghostlight Apr 9, 2020 @ 2:35am 
Builder

Sniper Tower alone is immense. Call it every 7 minutes when entering "hot" situations and every zombie around you will just be blown away, even Juggernauts.
Originally posted by Cutlass Jack:
A builder is the best choice for your first run. Mainly because the legacy bonus you get makes all your later playthroughs easier.


the legacy bonus, aka the BOONS, they only will work on next play thru at the same difficulty, many wonder why they cant use boon, its due to their next play thru they upped the difficulty so those do not work, they dont carry upwards to hard plays. can only use boons on same or lower, not upwards, so you have to complete play thru on difficulty you want to replay to use boons.

Many try low lvls to get fast easy boons, thinking they will carry over to hard ones, this does not work. they dont carry upwards to higher difficulty levels. they will work if you complete a difficulty and replay that same lvl over again, the boons are nice for that.
Last edited by KOOL-DEATH; Jan 9 @ 3:16am
Cioby Jan 23 @ 5:24am 
95% Trader
Builder just to get the boon once.
Warlord is stupid, if you think that building that makes ammo is the best, you haven't played long enough or hard difficulties. There are weapon presses you can add to building and craft specific ammo you need for lower cost I think also, cause on higher difficulty that one eats ammo bags like food.
Sheriff, I think this one or builder gives the farm or some useless unique building, get the building then demote them.
In the end the story of any leader is boring and you can just ignore it. To be fair, trader is the best but you can do the same, craft the building and then demote them. The trader building should almost not exist in the game it should be one of those unique buildings on a map, it's just that powerful, you can farm plague zombies and get those packets of vials and sell them for 500 each I think and just buy whatever you need whenever you need, using a trader.
The builder boon is the equivalent of this unless you want to waste 2 outposts or make a solar panel and waste that slot. Just get the builder boon and never ever worry about power and water. The other 2 are ♥♥♥♥♥♥♥♥, you get a one time boost of 3000 influence (good to get a big base from the start), a load of m4 ak weapons and ammo which runs out on the first horde on lethal difficulty, or daily crap, which is probably my choice honestly, cause if you play for 200 days on the same map or team, eventually that once per day becomes much better than the other two. I think the trader one gave you a trader on first base and +3000 influence, so that's good if you have a big team already of legacy characters and just need the 3500 to start a big base.
Cioby Jan 23 @ 5:27am 
Oh yea and get daybreak RT operatives or buildings. The RT workshop is top 2 buildings next to trader on harder difficulties since it repairs your gear and also it's a small slot that gives you everything you need in a workshop. The others aren't that good but the RT watch tower is better than the builder tower so never build that ever lol.
Mooman Jan 23 @ 9:59am 
This is an old thread were some game mechanics (siege) have changed, but to add to it each leader type gives a different way to 'roleplay'.

For example the Warlord with Armoury and an Auto Shop doesn't need a workshop as all functions are covered (though Warlord survivors lose the moral bonus the workshop provides).

Sherif at home sites with built in medical and/or gym facilities (barricaded strip mall and Prescott fire station) can get a double preventative medicine buff for healthy survivors, and have a way to train all skills ridiculously fast with the built in gym, the shooting range and level 3 lounge.

Trader is the easy way to get influence as you don't have to leave home. Take 5 phone towers and the trader cooldown will match their time at base. You'll have infinite access to them.

Builder is kinda the odd one out. Good for a first play through for the boon but doesn't do too much unique after that. Personally I liked playing them as a crossbow team as the sniper support gives a way of dealing with Juggernauts. The sniper tower is a stronger sniper than the enclave version (don't know about the New Hope Church version).

Then there is the 4 leader team that can be done at the lumber mill or Trumbull farmhouse. Combines the best of all. I personally have a 10 person Red Talon team as a 4 leader team because of their randomness it ensures they all get a moral bonus (unless they have that bug where they don't).
Last edited by Mooman; Jan 23 @ 9:59am
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