There are various ways and strategies for playing S4 League. It's getting really interesting, as well as highly professional, when you start playing in organized teams. We would like to present you an assortment of skill builds and equipments which will help your team to work together more efficiently. Please note however, that these are just some suggestions. We also suggest to enhance your equipment with upgrades. Simply go to the shop and click the "Upgrade" button on the respective item's buying screen to choose an upgrade that suits your needs.
The tricky part is to still have enough SP left to dash to the goalpost quickly. The main aspect while equipping this player is to have a good balance between HP Skill and SP Skill, since both play an important part.
Weapons:
- Counter / Plasma Sword
- Submachine Guns
- Semi Rifle / Gauss Rifle
Skill:
- SP Skill +40
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Counter / Plasma Sword +4
- Pants: Shooting Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
Weapons:
- Counter oder Plasma Sword
- Submachine Guns
- Revolver
Skill:
- Shield / Block
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Revolver +4
- Pants: Close Range Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
The Invader needs to offensively attack the opponent at his weakest spot and thus distract him. He tries to enter enemy territory as fast as possible and confuse the opponents. To do so he needs to constantly watch the enemy's tactic and flexibly react on strategic changes.
Weapons:
- Plasma Sword
- Heavy Machinegun oder Cannonade
- Revolver
Skill:
- Anchoring / Flying
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Plasma Sword +4
- Pants: Close Range Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
The Healer often plays an important role during the match which makes him strategically indispensable although he might seem of no importance on the first thought. But in fact, this is his great advantage! Enemies tend to underestimate the power of healing and rather concentrate on attacking the Striker.
Weapons:
- Mind Energy
- Counter oder Plasma Sword
- Submachine Guns
Skill:
- HP Skill +30
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Plasma Sword +4
- Pants: Shooting / LaunchWeapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
A Tank is the primary frontier. He should hold off the opponent's front attacks and mainly uses heavy splash damage weapons. He will need to face enemies like the opponent's Striker and Backer.
Weapons:
- Mind Shock / Submachine Guns
- Heavy Machine Gun
- Sentry Gun
Skill:
- Block oder HP Skill +30
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Heavy Machine Gun +4
- Pants: Close Range Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
A Defender uses a sniping weapon to back up his team from a safe distance. His main objective is to take out the opponent's Defender and clean the way to the goalpost for his team's Striker. Because of his intensive concentration on the front he's highly vulnerable to close-range damage, dealt for example by an Invader. In order to guard the Defender you need an Assassin.
Weapons:
- Semi Rifle
- Rail Gun
- Submachine Guns
Skill:
- Block / HP Skill +30
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Semi Rifle +4
- Pants: Shooting Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5
He's keeping an eye on the opponent's Invader and warns his own Defenders of possible sudden attacks. Thus it's his job to discover sudden attacks early and impede then. Since he constantly needs to change his position quickly, he needs light and safe equipment.
Weapons:
- Semi Rifle
- Submachine Guns
- Counter / Plasma Sword
Skill:
- Anchoring oder Flying
- Head: Launch Weapon Defense +2
- Face: SP +5
- Shirt: Semi Rifle +4
- Pants: Shooting Weapon Defense +5
- Gloves: HP +3
- Shoes: HP +3
- Acc: SP +5





















