![]() ![]() Back Muscle - as Rebel gets ammo from dead allies, it's a good idea to increase the ammo capacity.Bloodlust - its vampiric nature allows Rebel to heal herself after using her active, allowing for more allies to be spawned.Sharp Stress - lowering your HP will give you a passive rate of fire buff each time you're under max health, and Rebel deals 2 damage to all enemies when summoning her first ally, and 4 damage after each additional ally spawned.Second Stomach - to increase the value of those medkits.Rabbit Paw - which increases the number of drops from enemies (the most useful of them being medkits).Rhino Skin - a useful synergy as it allows you to stock up on more health and potential allies.With that in mind, Rebel can use high ammo consuming weapons such as the Minigun and build up her lost health at the end of each level.ĭefeat the Nuclear Throne and loop for the first time. That's also a high chance to get an ammo pickup each time an ally dies. At the end of the level, each ally dies, leaving Rebel a bunch of ammo pickups. It would be a wise idea to ration your health before you spawn in more than 2 allies, but you safely spawn in more if you find a source of health that helps compensate for the extra HP costs. Remember that summoning another ally heals the bleeding ones, but also remember how many you have spawned during that current floor because it may leave you with a squad of healthy allies but a close to death Rebel. ![]() Keeping an eye out for when your allies start to bleed is a big factor. Melee weapons can be of use to the Rebel team as it deals with any projectiles that could damage the allies while doing damage of its own. ![]() However, any allies spawned in after the first one cost 2 HP. Their help does come at the cost of 1 of Rebel's HP for the first ally on screen, which could allow you to gain some extra firepower to clear out a mob of enemies or aid in a boss fight for a small cost. Rebel's allies can be a blessing on the battlefield taking shots meant for you as well as dealing damage to enemies with shots of their own. Whenever you take damage you spawn defensive bullets. This is the only mutation that affects Rebel's allies. Gives allies a better weapon which increases their fire rate by 60%. If an ally moves too far from Rebel, it will teleport to her position. All allies die after an area ending portal opens. Summoning another ally heals any pre-existing allies, lengthening their initial lifespan. Allies will also fire a ring of 14 projectiles around the location of their death, each doing 3 damage. These are the same rules as for every health pickup in the game. The lower it is, the bigger the chance of an ammo pickup becoming a health pickup, basically going from 0% to 66% as your health nears 0. Drops being HP instead of ammo depend on your total health. It will be either an ammo or health pickup. Special will not work if using it would kill the player.Īllies bleed for 20 seconds and then die, leaving behind 5 rads and there's a 3% chance for a pickup. The cost increases to 2 HP if at least one ally is currently alive. They also act as a source of light in the dark areas. They do not aggro enemies but can still take damage from them. Allies are fairly quick, moving at a speed close to that of a rat. Spawns an ally that shoots enemies at the cost of health. ![]()
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