Guys, mentally prepare yourself for whatever the hell is about to happen right now. Super Animal Royale has a lot, and I mean a lot, of items. Ranging from numerous weapons to utilities, there's many ways that these essentials can help you learn and progress within your journey on the island.
Where you start does not matter. At all. What does matter is how you want to play all while you engage in your preferred style of choice. Everything has its time and place. And today, we will be going to explain how each item works, what they do, and how to use them.
and how they affect the world around you. So without further ado, let's begin our breakdown of Super Animal Royale and its items. Firstly, we will be going over the weapons of Super Animal Royale. Super Animal Royale contains, surprisingly, a pretty good selection of weapons to fit different combinations and to fulfill different roles.
These roles shine in their own respective categories. All weapons are sectioned into three parts, close range, medium range, and long range. While it may seem like certain weapons have slight advantages over others, certain weapons have more powerful roles that fit situations more efficiently than others. Given that close range weapons have a limit to their effectiveness, All rarities to all three types of weapons will affect not only their range, but their damage and travel time.
A prime example that showcases the difference in rarities is the JAG 7 and the shotgun. On paper, logically and normally, it is believed that the JAG 7 is the direct upgrade of the shotgun. This is false, and there actually is a difference between them both which promotes a different style and use upon each of them.
For the shotgun, damage can be maximized with each pellet doing between 29 and 33 damage. The shotgun is the same as the shotgun, but the range is different. The shotgun entirely can output a maximum of five pellets with each shell expended. Rarity does not affect the amount of pellets that will be ejected.
The JAG 7 has its stats changed, which makes it function differently. The number of pellets ejected from a shot is now seven rather than five. While this may be the case, each pellet now deals less damage than even the shotgun, ranging from 25 to 27 at maximum.
On top of all this, while equipped, the JAG also allows the player to move more swiftly and more efficiently. with a high speed of 33, unlike the shotgun, only allowing a maximum speed of 31. In summary, the shotgun makes you move slower, reload slower, though allows more damage potential. The JAG 7 allows faster movement speed, faster reloading, and more pellets that will deal less damage.
Two different styles that will be slow and deadly, or fast and swiftly. Another showcase for difference in rarities is the sniper and the hunting rifle. The hunting rifle allows between 75 to 90 damage at maximum.
With a reload time of 0.7 seconds, this weapon promotes the use of your accuracy to allow your shots to be more within your control, as it also has little recoil and a fire rate of 84 rounds per minute. M1 Grand is a little trickier. It kicks quite a bit.
You really have to hold on to it. The sniper allows between 92 and 99, damage being the maximum. The reload difference is your entire magazine in the gun which takes 1.8 seconds No matter how many bullets are left within the weapon and the fire rate being 75 rounds per minute Along with more recoil as you fire each round So as it stands the hunting rifle promotes you to utilize your aim without any penalty for recoil The sniper promotes slightly harder hitting shots and more shots in total without the worry about reloading as frequently. Though, recoil will be randomly given as you attempt to rapidly fire. Summing it all up with weapons, most weapons do promote this difference within themselves, which grants different choices for even the same concept.
As we currently have 20 weapons with the player having two at a time, there are over 380 overall possible combinations that you can choose from. So really, the choice is yours, and exploring your options is always welcome and promoted. Power-ups in Super Animal Royale all have amazing benefits that will be strong in different controlling aspects.
Whether some will enhance health, others will enhance ammo, and others will enhance armor. With a total of 8 power-ups, they all provide a benefit when picked up. Firstly, we have the Cup Grade.
also known as the Golden Sippy Cup. When equipped, this shiny power-up will grant you the ability to drink your health juice 25% more faster than normal. The normal base amount that is taken from your inventory is 5 per tick. This will then be raised to 6 per tick rather than 5. Normally, each tick has a rate of every half a second.
So every second you will gain 10 health normally, and this suggests at exactly 10 seconds, you will gain 100 health points back. With the 25% faster speed in effect, This means you will be at full health in 7.5 seconds rather than 10 seconds normally, which this allows you to get going again with other activities faster. Basic, but effective. Smoking dick and sucking dick, baby! The snorkel has few benefits when equipped.
The main feature is providing 25% extra movement speed when inside skunk gas. This is not only from the skunk circle, but this also applies to skunk grenades. Certain scenarios will also have the poison mushroom cloud.
Also make this effect apply when inside the circle. Friendly and enemy skunk grenades will apply this effect. So this can be a great tool in team-based modes if there is a friendly skunk grenade to allow free extra movement when fighting.
While you are an enemy skunk ass or even in the skunk circle, this tool also gives you 10% damage reduction from those sources. Keep in mind, this does not apply when being hit with an enemy poison dart gun. Fast-paced and damage reduction in total.
The Impossible Tape grants the ability to apply tape to armor 15% faster than normal. Granted that this may seem like the only addition, another benefit is upon killing an enemy. The armor they drop will have one piece of it repaired for you.
This simple yet super-efficient power-up is currently the only item which affects armor directly. So, it's helpful if you see yourself needing to repair or swap to other armors constantly. Protective and sufficient. The Banana Forker. Gods.
Own utensils. Granting the ability to eat dropped bananas for 20 health each, this is the fastest way to gain health in the game. as we know it.
This also allows you to get double the health value from other items such as the mushrooms and coconuts. Even on top of all this, while downed, you can eat bananas that remain on the floor to keep you alive longer for possible reviving. All around, you will have to trade explosives in your inventory for bananas, but carrying 10 means you can have a lot of healing potential. Okay, I'm sorry, but what the fuck is this?
What? Who? The Super Juicer grants the ability to consume items such as coconuts and mushrooms to turn it into juice when you are full health. Each item is worth 10 HP juice and will not only be added to your inventory, your total carrying capacity for health juice will increase from 200 to 300 overall. Carrying a lot more without the worry for not having enough will leave you less worried about not finding some later in the endgame.
Heavy yet juicy. ninja booties these sick kicks grants an additional five percent movement speed when equipped additionally all movement audio is reduced by 50 which is fitting to be more silent yet fast a side bonus is in the walking dead mode footsteps won't appear for chickens to notice you five six nike kicks claw boots One of the best early game power-ups you can start with, these Paraclaws grants the ability to instantly destroy grass when walked upon. When this happens, all item drops from grass, such as health juice and ammo and even bananas, all now have a 2.5 multiplier added to how often an item spawns from each grass chopped. Not only this, when walking in water and ice, all movement debuffs will be removed, and you are then able to walk normally with ease. This also applies to egg yolk.
left behind from the BCG projectiles. Sharp and clean. Hey Shane, can I get a bite? Last, and certainly not least, we have the Bandolier.
Simply still, this item allows you to carry more ammo, tape, and throwables than normal. While it does not have a base percentage amount that it goes by, the biggest thing to remember is it always will allow one more tape and one more throwable. to be carried depending on which you hold. Ammo tends to usually go by an extra 15-50% more capacity. This depends on the ammo type, however.
Carry weight doesn't affect the user. Concluding with power-ups, we have types for all aspects of the game, from health, ammo, armor, and more. There is very unique and differentiating ways to either enhance your style or change your style with each power-up. So in the end, you have many choices for customization options. You're more than welcome to try them all.
The throwables of Super Animal Royale tie in with the power-ups that we previously mentioned. Currently, we have a total of five throwable types that will provide a different mindset and function for each of them. We will showcase how practical each one will be most useful. and the different functions that each one has.
So right off the bat, we will go right into it, starting off with the most common choice, the grenade. Having one-shot potential, this explosive snowball has a variety of multi-purpose abilities, which makes it viable in quite a few situations. Ranging from dealing damage, this item has special traits, such as the ability to destroy the terrain.
It contains the ability to destroy land objects such as cat mines, bananas, and crates. The big thing about this object is the capability to throw it over certain walls. This catches the enemy by surprise due to it not being visible until it reaches their side of the wall.
Places such as here, here, here, here, here, here, here, also here. This is hard to reach but can also be here, here, and here. But Probably not here.
With all that in mind, the grenade is a creative tool to clear your path, clear enemies, and surprise them with booming entrances. It's not a bad choice, and free to use. Catmines are a very different style of explosive.
As the name suggests, it isn't an explosive that is instant, and rather is circled around being idle until approached. This kitty shines in specific places which make it very powerful of a surprise. Due to the flashing lights, it may be spotted easily in the wide open and from its gold.
Secret spots where it is very hidden is places such as here, if placed correctly. This also applies at night around red lighted objects. No matter the occasion, it's also really good to place on crates to surprise your enemies as they try to open a box, since they do not explode until approached. It is very good to leave alone and can, oddly enough, sneak a random kaboom every once in a while.
Get ready. It's zipline time. The floss in a can.
Pathfinder in a can. Portable floss. Pretend Watson fence. The zipline. While no damage or healing can be dealt with this item, this actually is one item that allows movement that is strictly unique to itself.
Compared to being on foot, it allows you to hover over the ground to quickly get across terrain, which normally hinders you. Unwalkable terrain is now accessible with this item when you either want to save time and move in a direction, or evade enemies by quickly crossing land. Setting up nice areas of access is a good way to rotate around and secure land in ways that will help move around efficiently.
quickly and safely. Or you can be Michael Bay if you wanted to. The major takeaway is the zipline provides a super tactical and fast way to traverse through land that normally cannot be accessible.
Having the ability to carry several ziplines. Zipline. When it comes to having a zipline deployed. Zipline deployed.
Going from point A to point B works for you and your teammates when you need a zipline deployed. Zipline deployed. Remember, it's best to use these for traversing land that can make a surprising rotation.
This promotes the use of the land around you. which can give you a really great and safe way to get you and your team from place to place. Don't forget to zipline. God's Own Fruit, the banana.
Providing not only life, but also versatile uses. which make it have abilities which are similar to other throwables. The usage from not only health, it acts similarly to grenades if thrown at a perfect time to make an enemy slip and be stunned for two seconds.
This gives plenty of time to secure one kill, just like a grenade would. Given that, the banana also can be placed in secret spots, which can also act like a catmine. that also can secure a kill if you use those two seconds in time.
Can you spot how many bananas you see in each scene? We will give you a moment to count how many total you can find. They can be anywhere. So, did you find all the bananas? If you counted 33, then you're a banana finding expert.
Healing, Surprising, and Hiding makes this the most widespread throwable that makes it shine a little in every other capability, which still is shadowed by the main throwables, but can have a little of everything when used. Bananas are a great option. The Skunk Bomb, also known as the Mock Smoke grenade, is the more area control based throwable in this selection.
Causing a small confusion towards players, this single item has the potential to deal more damage than the grenade itself, with dealing a total potential of 224 damage, with the grenade only being able to deal 150 at max. Despite it clearly doing more damage, instead of having instant direct damage, this damage is spread out over time, dealing 16 damage every 0.6 seconds. In other words, simply standing in the gas for 6 seconds will already deal 96 damage. The area is large and will guarantee damage if an enemy walks inside the circle.
One feature is prominent about the skunk bomb that does not appear with the grenade. When throwing several skunk bombs, the gas that overlaps another gas bomb will deal less damage than the previous one. The first bomb will deal 100% of its damage, then the second one will only be dealing 70% of the original damage.
If a third one is thrown, that same area now will be dealing 50% of that damage. So, it's still dealing significant damage if you step foot inside, though not as effective. While damage may seem like the only thing this item can do, it actually serves another purpose in modes such as duos, but more importantly, squads. Throwing one of these bombs onto your teammate will actually hinder the enemy's vision onto your teammate. They can still notice, but really this is the only current safe option.
If your party wants to revive your fallen ally, you can throw one of them onto your downed teammate. This gives low visibility for the enemy to notice the revive occurring. The more you throw, the more the vision gets obscured, though this is situational.
So this is the mock smoke portion of this item, but the damage is where it shines, or in this case, stinks. We're going to break down the vehicles of Super Animal Royale. starting with the hamster ball.
Being a rolling thunder of a sphere, this ball provides not only movement speed, but the potential to one-shot players if they decide to cross the path you're currently taking. Being faster than the player, this one-shot mechanic is introduced when you continuously roll within the ball for over one entire second. In this fast state, you can instantly kill a player, which also is beneficial since it does not break their armor, leaving you with a free armor to pick up.
While this ball moves slightly faster than your base movement speed, one factor to take note on is the ability to eat a blue mushroom. These speed mushrooms grant you with a 15% movement speed increase for 8 seconds. When you eat this, then get inside a ball, this speed will be applied to your vehicle speed.
This makes it easier to approach a player at top speeds. This speed buff also applies to emus when you peck towards the mushroom. Make sure the emu acquires the mushroom, and not you. It will not apply if you are the one who eats it.
Every emu gets this benefit. There are no restrictions. As we talk about the emu, there are four current versions of it. Giant, Chunky, Speedy, and Battle. Each having unique stats to their own respective abilities, each provide a different usage, which of course, makes them differ from one another.
We have these currently today, so give them a test drive, and don't stand in the way of their beak, we would know. We hope you enjoy your stay with everyone here at Super Animal Island. A big thank you for joining us and we hope to see you soon to start your experience.
No matter what, in the end, this is all about you and what you decide to become and enjoy. Remember, we're all here to have fun. It's like so inconsistent sometimes How do they what is what are you neo like what is happening right now?
Like what you haven't get you know, yeah, they both have Tommy guns