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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.
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?
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.
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.
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.
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.
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.
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).