s10 battery module recommendation global range 1 point of energy Improve the explosion range of the battery, 40m radius within the small monster no one survived
Acquisition method: it is not clear, may be unlocked any of the battery module has it.
Rasputin's Wrath Fire Module 1 point of energy Sun Splash Damage can drop batteries, and the same as the Blazing Angel has a built-in counter, kill a certain number of monsters will be fixed to drop a battery, you can make your machine gun, xun daoist, sun projectiles, thousands of words and other sun attribute explosion weapons into the effect of the Blazing Angel weapon
Acquisition method: wait for the gunsmith to sell it, it seems to sell it once a while ago, I think it is the first time. It seems to have been sold once a while ago I don't know when the next sale will be.
Shelter Energy Electricity Module 5 points of energy to collect batteries can get a layer of shield, this shield lasts for about 20s, as long as it is not broken for a certain period of time without damage can be automatically recovered, or a thicker layer of shield
Acquisition method: Gunsmith.
Firefighter Medic Fire Module 3 points of energy to detonate the battery can give a friend back to the life value, probably back to more than half of it can not remember, the effect is not bad
Acquisition method: Gunsmith.
What I often use is Armed + Barrier + Rasputin's Fury + Global Scope + Cannon, there is no corresponding race is Rasputin's Fury + Global Scope + Medic + Shelter Energy. The machine gun + battery to cut grass to clear the monster effect is great, garden tail king to eat fluorescent, with the machine gun to kill a few monsters to burst the battery inside the monster all dead. That is, in the outfield to guard the stage when you must not burst the battery, or burst a battery tail king two weaknesses all off
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