Measure before you optimise
Pick one dummy, hit the same part three times, read the numbers off the panel, then count your kills over a few normal minutes. That rate — not a guess — decides whether a multiplier is worth buying.
The four levers you already have
| Lever | What it costs | What is confirmed | What is not |
|---|---|---|---|
| Head hits | Nothing | 80 damage in the recorded clip | Nothing — this is the baseline |
| Leg hits first | One extra swing | Leg hits slow or drop the dummy | Whether the slowdown pays back the swing |
| Hazard finish | Carry time | Shredder, train, wrecking ball, spike pit, human cannon, seesaw, 80-stud tower | Whether hazard kills credit your total |
| A multiplier | R$ 69 or R$ 149 | 2x doubles, VIP adds 25% | Whether they stack |
The unknowns matter: a method that ends a dummy without crediting the kill is wasted time, so test a single hazard kill by checking the total before and after.
Use the map to skip the last swing
Every hazard in the list above finishes a dummy in a way weapons cannot, and none of them spends ammo. The trade is travel: grabbing a dummy and carrying it across the map can cost more than the swings it saves.
Only then buy a multiplier
2x Kills at R$ 69 doubles everything permanently. VIP at R$ 149 adds a quarter plus a golden tag and weapons. On kill speed alone the cheaper one is strictly better; VIP is a cosmetic purchase with a small tailwind.
Whether the two stack is not published. Do not budget on a combined number you cannot verify.
Hits land, the rate is flat
Check the part, then the weapon, then the dummy's state. Injured dummies get weaker over time and knocked-out dummies get back up — a target that looks finished may simply be recovering.
Nothing left to hit
The graveyard turns a dummy into a zombie instead of deleting it, which gives you moving targets. That route, and the red Horde button, are on the zombies page.
Where this goes next
The weapon list shows what each pack adds, and the planner turns your own rate into the exact cost of skipping the grind.