You're about build the most absurdly powerful Zombies loading in b07 bot lobby- the XR3 Ion Sniper. The XR3 Ion Sniper charges three rounds with each shot. It also crits like an army truck. And, when fully equipped with the right elemental, its damage can spike as high as 300,000. Why should it matter? Ray Gun M2 has a raw DPS that is 2x higher than Ray Gun.
What does that actually mean mmoset in-game? If you're okay with a quirky, charge-shot base feel and a somewhat impractical, base feel, this sniper will help you to clear out zombie lines in a matter of seconds, wipe Zersa, and scale up into the late rounds, when other primary players start to fail.
Why XR3Ion Is Not Working Right Now
- First of all, XR3 Ion boasts the highest DPS so far in BO7 zombies.
- Numbers to back it.
- Highest rarity projectiles with crits 38,000 crit.
- Each charge fires 3 projectiles, which is 114,000 of damage per pull.
- When you take into account fire rate (196,000 DPS), you get a crit chain with 196,000 DPS.
- With Napalm, (elemental), applied, elemental damages per shot rise to 57,000. This increases total throughput to 294,000.
If your aim is in the crit zone and you maintain charge rhythm, bosses as well as armored and armed zombies vanish quicker than with Ray Guns or M2.
The Catch. Practicality or Power?
- Compared the other sniper XR3 delivers more damage but is less practical for base use due to ADS drag (charge delay) and lower ammo output.
- It isn't your imagination that you are noticing a delay in charging or a decrease in damage when at range. The velocity of the bullet and its damage range matters.
- Use early salvage and box hits if you're struggling to upgrade your weapon before Pack-a Punch.
Mod: Step-by–Step Build: Ammo Mod, Perks Mod and Attachments Mod
- Optics:
Kepler holo T-Range keeps your FOV within reach without the bulk of scopes. This sightline is great if you prefer to have a very clear view. You may not necessarily need this, but you will find it useful.
- Barrel:
- LTI Infinity - Long barrel: prioritise the damage range for a reduced drop-off.
If you have a mid-range falling off, try a hybrid barrel.
- Underbarrel/Handguard:
- Advanced Handguards (Step Handguards): Improves aim-walking. Strafing. And hipfire handling.
- Magazine:
- 21 round extended mag: go for it despite PaP bug (mag is reduced to 14 rounds after PaP). At launch, expect a fix; plan ammo now.
Rear Grip
- The L9 Vertigo Grips: horizontal recoil combined with stabilization, for more stable multicrit chains.
- Stock:
- Stock Mobility: This stock improves hipfire performance, as well as movement and strafing. It also helps maintain the ability to track crits during a charge.
- Laser:
IMW instinct: ADS quicker; XR3 benefit greatly as ADS and charge together can feel sluggish.
- Ammo Mod:
- Quick Charge Rapid Fire: this reduces charging time, and increases ROF.
- Perk Synergy:
- Double Tapping: increases the fire rate.
- Deadshot Daiquiri – crit emphasis; since XR3 depends on crits multipliers, it pays immediate dividends.
Speed Cola (sugar-free): reduces the pain associated with reloading large-capacity magazines. With the PaP magazine bug, it becomes a vital QoL.
- Body armor: pick up the armour early to prevent being punished in charge windows. You'll also be able to stand for longer while still within sightlines.
Upgrade Path: Elemental, Rarity & PaP Levels
- Early Game (Loadout Rarity).
You'll experience the weapon's shortcomings - slow-loading and limited ammunition. If you find yourself starved, don't linger; push PaP quickly.
- Pack-a-Punch:
- PaP 1, a notable increase; close-range Crit 2,160 will rise to 2,376 if you add perks.
- PAP 2 – damage per projectile is approximately 4,752; multiplying by 3 shots per shot equals high throughput.
- Elemental Choice:
Napalm Burst (currently the best elemental for XR3 boss damage scaling and overall DPS scaling) If Zersa causes you problems, napalm makes the gun a melt weapon.
Max Rarity
- At the top of the tier, expect up to 38,000 in crits per projectile; add napalm elements (57,000 each shot) and your practical spikes for DPS.
- If ADS is still delayed after maxing out, try changing grips/lasers to get faster snaps.
Salvage Economy Monkey Bomb loop to Accelerate
If you create a Monkey Bomb, then give it to Chompy.
- Max ammo refills grant you 2 monkeys back.
- Sacrifice that two monkeys.
- By repeating this per round you can accumulate up to 10,000 in no time.
- If it seems that you are being shortchanged (e.g. receiving 500 instead 1,000 in beta), this is probably a glitch. Try cycling again or triggering a fresh maximum ammo.
Tests in the Real World: Zersa & HVT Melts
- Fieldnote: At the base rarity level, XR3’s triple-shot (and Double Tap) already shred Zersa’s Faceplate. Cadence matters – count your charges 1-2-3-4 and realign at crit.
With PaP or Napalm
At maximum, elemental pops cost 57k each pulse. Bosses are annihilated in just a couple of volleys.
This means that, in boss rounds (30+), it is precision and ammunition discipline which will limit you. Not raw damage. If you have a good crit-discipline and high element uptimes, XR3 has the ability to anchor boss fights.
What to Play: Micro Flow and Side Lines
Instakill allows you to quickly collateral 4-7 undead zombies while keeping your ammo costs low.
Do not use the hybrid barrel at long ranges when you notice your damage is dropping. Instead, shoot in tighter groups and move into crit distance.
Charge behavior is a bad thing for reloads.
FAQ
Q: Why use the other sniper if you can? It seems more sensible.
A: You're absolutely right. The other gunner handles better at the base due to the hipfire, and snap-feel. XR3 does more damage than it at full build. If you want to maximize boss kill time and late-round damage, the XR3 comes out on top. But if you want a sniper that is easier to handle, choose the other one.
Q. Is Napalm required?
A: For DPS peak and boss melts, sure. If you're running out and overkilling the adds, you can experiment. Current testing shows napalm to have the highest elemental ampltude.
Q: Is it possible to fix the PaP mag bug?
A: You cannot in beta. Plan around this. Carry Speed Cola. Manage your reloading window. Abuse salvage loops. Treyarch's launch will see mags normalized.
Does Double Tap stack well with the rapid ammo mod?
A: Yes. Double Tap raises effective fire rate; rapid charge reduces charge delay. XR3's high DPS is achieved by tightening your volley tempo.
What attachments can I switch if damage at mid-range is not as it should be?
A: ADS is still maintained by a laser/grip combination that has a hybrid barrel. If ADS appears slow, prioritise IMW and consider a light stock.
Summary
If you're looking for the ultimate Zombies build, then focus on crits. Fast charge and Napalm. The math is unapologetically silly--three-projectile charges, ~38k crits per shot, and elemental pulses that push toward ~294k DPS. If you're finding the base clunky, use it as a tool for bosses: double tap, Deadshot, Speed Cola. fix your speed and range. run the monkey rescue loop. This will cause Zersa to fall and HVTs to become highlight reels.