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Gear Combos

NOTE: The gear combos page attempts to describe useful water blaster combinations which have proven themselves worthy in a water fight. The combinations will not list every possible permutation, but will show the ones which I prefer using in battle. Substitutions can always be made based on personal preference and blaster availability.

LIGHT COMBOS
PRINCIPLE: Light, fast running, high mobility weapon and gear combination. Power is often sacrificed for stealth and speed. USAGE: Light gear combinations are intended for small water skirmishes and/or hit-and-run missions where speed and mobility are the keys to victory. Light gear combos can be used in large battles, but the user will likely be outgunned by larger, but bulkier, weapons out there. Snipers may find the light gear combos of use, though snipering also requires range to be taken into consideration.

BASE-GEAR: Optimal clothing and stuff to keep handy:

  • running shoes
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • one or two small water-balloons (just in case)
  • small walkie-talkie (if available)
  • small backpack (for stuff and weapons if needed)

Ultralight Combos: 2x XP 20/2 x XP 220/XP 20 + XP 40/XP 220 + XP 240 - for small water fights, pistol sized weaponry offers the greatest mobility though small water output. However, the weapons listed perform extremely well considering their size and this combo is even good when running scouting missions so long as one keeps clear of any hostile with a CPS-class weapon.

Light Combos: XP 110 + XP 20/ XP 110 + XP 40/ XP 310 + XP 220/XP 310 + XP 240- larger weaponry for small skimishes or when doing scouting missions. This combo can get the novice to experienced user some soaking time even in a heated battle but combo really meant for hit and run tactics.

Light(+) Combos: XP 70/ XP 110/ XP 310/SC 500/SC 600 with XP 20/XP 40/XP 220/XP 240 as back-up - good combination for light skirmishes. Not intimidating if seen but weapons pack a good punch. Easy to run with.

Light(++) Combos: CPS 1000/CPS 1200 with XP 20/XP 40/XP 220/XP 240 as back-up - the larger main weapon allows one to engage even more heavily equipped hostiles yet remain more mobile. However, one needs to remember that in large battles, the amount of firepower one has is rather limited so caution should be taken when engaging hostiles with greater firepower.

 

Medium Gear Combos
PRINCIPLE: Sprinting still an option. Good mobility gear combination. Power is balanced with stealth and speed. USAGE: Medium gear combinations are intended for small to large water confrontations. They can be used for hit-and-run missions where speed and mobility are important, but the size and number of weapons does restrict movement to some degree. Medium gear combos can also be used in large battles but the user will likely be outgunned by larger, bulkier weapons out there. Snipers may find the medium gear combos of use since snipering requires a good ranged weapon as well.

BASE-GEAR: Optimal clothing and stuff to keep handy:

  • running shoes or hiking boots
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small/medium flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • two to four water-balloons (just in case)
  • small walkie-talkie (if available)
  • backpack (for stuff and weapons if needed)

Medium(-) Combos: CPS 1000/CPS 1200 with XP 110/XP 310/SC 500/SC 600 as back-up - combos able to outclass any XP-users out there and can last a few moments in a large confrontation. Best to use when supporting another with heavy gear or if on a fast striking covert mission.

Medium Combos: CPS 1500/SC Power Pak with XP 20/XP 220/XP 40/XP 240 as back-up - combo to outclass most single-weapon users except for ones with the CPS 2000, CPS 2500, CPS 2700 or CPS 3000. Can hold one's ground even in serious squirtfests.

Medium(+) Combos: CPS 1500/SC Power Pak with XP 110/XP 310/SC 500/SC 600/CPS 1000 as back-up - harder hitting but mobility reduced due to the size of the back-up weapon. Squirtfests are not a problem when using this combo, especially considering the back-up weapon is over the main weapon of most water warriors.Even heavy units will think twice before attacking. However, one must still be wary of snipers.

Medium(++) Combos: 2 x CPS 1500/CPS 1000 + CPS 1500/CPS 1200 + CPS 1500/SC Power Pak + CPS 1500 with XP 20/XP 220/XP 40/XP 240 as back-up - now one is carrying more than 6 litres of water. Mobility is further reduced, but most will run for sake of their dryness. However, one should not get too cocky if one is facing another who has a CPS 2000 or greater.

 

Heavy Gear Combos
PRINCIPLE: Decent mobility weapons and gear combination though power by far more important than either stealth or speed. USAGE: Heavy gear combinations are intended for medium to large water engagements. There is really little point in using them for small water fights since most others would simply run for their dry-lives. These combos can sometimes be used for hit-and-run missions, but the size and number of weapons will restrict movement. While heavy gear combos are meant for use in large battles, it is often a good idea to have the support from teammates using light/medium gear in case one finds oneself under heavy fire. Snipers may also find the heavy gear combos of use, but mobility is limited making sprinting away after the surprise attack difficult.

BASE GEAR: Optimal clothing and stuff to keep handy:

  • hiking boots
  • wind-breaker
  • sunglasses (for daylight battles)
  • hat with visor
  • small/medium/large flashlight (for night battles)
  • string/rope and masking/duct tape (for almost anything)
  • five to ten water-balloons (just in case)
  • a good-sized arm/weapon shield
  • small walkie-talkie (if available)
  • 2 x 2 Litre water bottles (for filling away from base)
  • backpack/shoulder bag (for stuff and weapons if needed)

WEAPON COMBOS:
Heavy(-) Combos: CPS 2000/CPS 2500/CPS 2700 with XP 20/XP 40/XP 220/XP 240 as back-up - this combo virtually outclasses most CPS-users and can last in a large confrontation. Best to use when supported by another with light/medium gear.

Heavy Combos: CPS 2000/CPS 2500/CPS 2700 with XP 110/XP 310/CPS 1000/CPS 1200/CPS 1500 as back-up - serious water-power (and one of my favourite combos) Mobility still decent, but the amount of drenching power within reach is quite impressive.

Heavy(+) Combos: CPS 2000/CPS 2500/CPS 2700 with SC Power Pak as back-up - almost equivalent as the Heavy Combos, but has a better punch thanks to the SC Power Pak's 3.4-non-stop-litres of water-firing ability.

Heavy(++) Combos: CPS 3000/CPS3200 with XP 110/XP 310/CPS 1000/CPS 1200/CPS 1500 as back-up - ...as if the CPS 3000/3200 needs back-up, but just in case, this weapon combo is good for extended missions.

Ultra-Heavy Combos: CPS 3000/CPS3200 with CPS 2000/CPS 2500/CPS 2700 as back-up - Leave NO one dry! If one can carry it and use it, one has enough water firing ability to fill a kiddie pool (well, not quite, but you get the point). Of course, this amount of plastic and water will really weigh one down, making running extremely difficult. The main problem with these combos is the amount of pumping one needs to do to keep one's weaponry ready for use.

Ultra-Heavy(+) Combo: CPS 3000/CPS3200 with SC Power Pak as back-up just in-case - Feel the power of CPS-technology at its best. The SC Power Pak allows one to defend oneself even when repumping up the CPS 3000. No opponent should leave dry. Can almost travel safely alone, but good to be accompanied by a teammate with medium to heavy gear. This combo is also great for base defense, but with this type of firepower, why wait for the enemy?

Ultra-Heavy(++) Combo: Monster XL with SC Power Pak - Beyond simple CPS weaponry, this combo hits hard and, with an active QFD available, can be recharged before the enemy can get a chance to catch its breath. Of course, this level of weaponry really tends to weigh heavy on the shoulders.

 

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