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Putting the Z-team’s character growth aside with Robert for a minute in Dispatch, getting them through each gameplay shift successfully is crucial, as it contributes to their attribute level-ups and to how proficient you are with using them in future dispatches.
More importantly, they also get a chance to learn new powers and abilities under Blonde Blazer’s Hero Power Training during shifts. And each power can drastically alter their traits to help make the gameplay side of Dispatch less of a hassle.

With this list, I’ve showcased my picks for the best powers for the Z-team in Dispatch. It doesn’t cover everyone on the Z-team, but the ones below will make it easier for you to handle Robert’s work shifts.
7 Bat Sh*t
Сонар

Sonar’s Bat Sh*t power allows his mega bat form to become immune to injuries, as well as reducing his rest time by half. This is first up on the list because this mostly benefits him when he’s not in hybrid form.
Aside from being a valuable unit for Intellect and Charisma-focused missions, the bat form is an excellent pick for missions that require vigor or combat prowess—exactly where Sonar’s beastly form shines since his stats get swapped for those two attributes.
There were a few times when I gambled on his bat form for some missions in the mid-game episodes, so suffice it to say, not having him be injured for the times I ended up failing felt a little weight being lifted off my shoulders.
6 Perfect Copy
Призма

Prism’s Doppleganger Illusion is great early on, especially when you enhance it via the Perfect Copy Hero Training Power. It essentially allows her illusions to have full stats of the copied hero.
This can be great on missions with three slots, and if you’re looking to maximize your odds via the first slot hero’s stats. Prism can then copy them and contribute an even higher overall attribute for the mission via her illusion.
For some missions where you may need combat and traversal prowess, you can also pair her with Flambae since they have a synergy team-up together.
5 Holy Water Spit
Водонос

This is more of a convenience than anything else, since Waterboy’s main trait is his assigning himself to a job if not assigned often. While I love him as much as the other guy, this can be annoying to deal with early on when he’s not adequately leveled.
Holy Water Spit not only allows him to stop assigning himself to otherwise important missions but also allows Waterboy to heal two injured allies assigned to the mission.
Meaning you can send him on your preferred missions at your own accord until you have allocated enough attributes to him that he is valuable on his own or with another hero.

4 Harder Head
Удар вверх

One of the Z-team heroes that I think people overlook in terms of his powers is Punch Up. And I personally think his Harder Head Hero Training Power is leagues better than Squeeze In.
It is owed to how it enhances his starting trait, where now being injured, Punch Up will instead receive +2 to his Combat and Vigor stats, as well as having a reduced rest time post-missions.
And this lasts for the entirety of the shift, at least if he isn’t cured from his injury. This can be fantastic for some missions that require someone with fighting and resilience-focused attributes, such as Punch Up or Golem.
3 Flybae
Фламбе

Towards the 2nd shift of the 3rd episode, you have a chance to send a flying hero to Flight School to learn a unique ability for themselves. Just be sure to do that as the shift is ongoing, as that mission is missable if you do too many other jobs.
And the recommended hero I suggest sending is none other than Flambae to teach him Flybae. Get it? Because he’s a lovable yet hot-headed babe soaring through the sky? Yeah, okay.
Flybae allows Flambae to fly to the job’s call locations instead of the usual on-foot route, greatly reducing travel time and enabling him to initiate missions more quickly for his team.
This is by far one of his best and most useful powers, which isn’t even related to the Hero Power Training ones that you can normally get, so I strongly recommend getting this in episode 3 without any hesitation.
2 Wolf Pack
Инвизигал

One of the best powers in the game is Invisigal’s Wolf Pack, which, much like the other powers on this list, is available from the Hero Power Training program during shifts.
It’s a simple power yet incredibly potent early on because it doubles XP rewards when Invisigal is on the team. If you’re looking to min-max everyone’s stats fairly quickly, then getting this and pairing Visi with the Z-team whenever you can will be greatly beneficial.
Of course, there are moments when she can be absent due to story reasons, but that makes her all the more valuable for multi-slot missions during shifts when she is available.
1 Spread Thin
Голем

By far one of my favorites and what I think is the best power for a hero in Dispatch is Golem’s Spread Thin. And it operates on a similar basis to Prism’s illusions.
Golem can essentially expand and create rough clones of himself to fill in the empty slots of a mission or job, increasing his stats by 25% per slot up to 200% when beneficial.
I’d already seen memes of people calling out the ridiculousness that you can achieve with this power. And if used correctly, you can easily solo a few key missions by slotting in Golem alone, provided he has Spread Thin to fill in the other slots, obviously.
It’s low-key a funny sight when you see Golem’s little mud-like faces occupying the other slots and then getting a successful mission clear due to the increased stats from each one.

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