πŸ”
90weapons found
Autocannon I
Common

Autocannon I

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage800
Fire Rate10 rounds/sec
Reload Time2.2 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range340 m
Max Lock-ons1
Mags10 units
Autocannon II
Fine

Autocannon II

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage880
Fire Rate10 rounds/sec
Reload Time2.1 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range350 m
Max Lock-ons1
Mags13 units
Autocannon III
Superb

Autocannon III

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage960
Fire Rate10 rounds/sec
Reload Time2 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range360 m
Max Lock-ons1
Mags16 units
Autocannon IV
Rare

Autocannon IV

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage1,040
Fire Rate10 rounds/sec
Reload Time1.9 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range370 m
Max Lock-ons1
Mags19 units
Autocannon V
Flawless

Autocannon V

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage1,120
Fire Rate10 rounds/sec
Reload Time1.8 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range380 m
Max Lock-ons1
Mags22 units
Autocannon VI
Perfect

Autocannon VI

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage1,200
Fire Rate10 rounds/sec
Reload Time1.7 sec/70 rounds
Mag Size70 rounds
Lock-on Time0.2 sec
Lock-on Range390 m
Max Lock-ons1
Mags25 units
Autosplitter I
Common

Autosplitter I

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage900
Fire Rate1.5 sec/barrage
Reload Time5 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range180 m
Max Lock-ons1
Ammo Capacity20 rounds
Autosplitter II
Fine

Autosplitter II

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage950
Fire Rate1.5 sec/barrage
Reload Time4.5 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range190 m
Max Lock-ons1
Ammo Capacity26 rounds
Autosplitter III
Superb

Autosplitter III

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage1,000
Fire Rate1.5 sec/barrage
Reload Time4 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range200 m
Max Lock-ons1
Ammo Capacity32 rounds
Autosplitter IV
Rare

Autosplitter IV

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage1,050
Fire Rate1.5 sec/barrage
Reload Time3.5 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range210 m
Max Lock-ons1
Ammo Capacity38 rounds
Autosplitter V
Flawless

Autosplitter V

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage1,100
Fire Rate1.5 sec/barrage
Reload Time3 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range220 m
Max Lock-ons1
Ammo Capacity44 rounds
Autosplitter VI
Perfect

Autosplitter VI

Projectile
Energy
Fires a scatter shot of 30 plasma beams, dealing Energy damage.
Damage1,150
Fire Rate1.5 sec/barrage
Reload Time2.5 sec/round
Mag Size5 rounds
Lock-on Time0.3 sec
Lock-on Range230 m
Max Lock-ons1
Ammo Capacity50 rounds
Beam Autocannon I
Common

Beam Autocannon I

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage13,000
Firing Interval1 sec/round
Reload Time5 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range400 m
Max Lock-ons1
Ammo Capacity25 rounds
Beam Autocannon II
Fine

Beam Autocannon II

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage14,000
Firing Interval1 sec/round
Reload Time4.7 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range420 m
Max Lock-ons1
Ammo Capacity30 rounds
Beam Autocannon III
Superb

Beam Autocannon III

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage15,000
Firing Interval1 sec/round
Reload Time4.3 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range440 m
Max Lock-ons1
Ammo Capacity35 rounds
Beam Autocannon IV
Rare

Beam Autocannon IV

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage16,000
Firing Interval1 sec/round
Reload Time4 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range460 m
Max Lock-ons1
Ammo Capacity40 rounds
Beam Autocannon V
Flawless

Beam Autocannon V

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage17,000
Firing Interval1 sec/round
Reload Time3.7 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range480 m
Max Lock-ons1
Ammo Capacity45 rounds
Beam Autocannon VI
Perfect

Beam Autocannon VI

Projectile
Energy
Rapid-fires plasma, causing Fluid Armor-piercing energy damage.
Damage18,000
Firing Interval1 sec/round
Reload Time3.4 sec/round
Mag Size8 rounds
Lock-on Time0.6 sec
Lock-on Range500 m
Max Lock-ons1
Ammo Capacity50 rounds
Charged Beam Cannon I
Common

Charged Beam Cannon I

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage10,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range500 m
Reload Time4 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity15 rounds
Charged Beam Cannon II
Fine

Charged Beam Cannon II

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage11,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range520 m
Reload Time3.6 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity24 rounds
Charged Beam Cannon III
Superb

Charged Beam Cannon III

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage12,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range540 m
Reload Time3.2 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity33 rounds
Charged Beam Cannon IV
Rare

Charged Beam Cannon IV

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage13,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range560 m
Reload Time2.8 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity42 rounds
Charged Beam Cannon V
Flawless

Charged Beam Cannon V

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage14,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range580 m
Reload Time2.4 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity51 rounds
Charged Beam Cannon VI
Perfect

Charged Beam Cannon VI

Projectile
Energy
Close-Range Mode: Fires plasma beam, inflicting Direct Energy Damage. \nSniper Mode: Fires supercharged plasma beam, inflicting Direct Energy Damage. This mode immobilizes the shooter but charges automatically, increasing damage with charge levels.
Damage15,000
Firing Interval1.6 sec/round
Mag Size9 rounds
Lock-on Range600 m
Reload Time2 sec/round
Lock-on Time0.5 sec
Max Lock-ons1
Ammo Capacity60 rounds
Charged Blaster I
Common

Charged Blaster I

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage32,000
Firing Interval1.8 sec/round
Reload Time7 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range420 m
Max Lock-ons1
Ammo Capacity10 rounds
Charged Blaster II
Fine

Charged Blaster II

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage36,000
Firing Interval1.8 sec/round
Reload Time6.4 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range430 m
Max Lock-ons1
Ammo Capacity20 rounds
Charged Blaster III
Superb

Charged Blaster III

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage40,000
Firing Interval1.8 sec/round
Reload Time5.8 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range440 m
Max Lock-ons1
Ammo Capacity30 rounds
Charged Blaster IV
Rare

Charged Blaster IV

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage44,000
Firing Interval1.8 sec/round
Reload Time5.2 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range450 m
Max Lock-ons1
Ammo Capacity40 rounds
Charged Blaster V
Flawless

Charged Blaster V

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage48,000
Firing Interval1.8 sec/round
Reload Time4.6 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range460 m
Max Lock-ons1
Ammo Capacity50 rounds
Charged Blaster VI
Perfect

Charged Blaster VI

Projectile
Energy
Auto-charges and fires plasma blasts, dealing continuous significant Area and Energy damage.
Damage52,000
Firing Interval1.8 sec/round
Reload Time4 sec/round
Mag Size6 rounds
Lock-on Time0.6 sec
Lock-on Range470 m
Max Lock-ons1
Ammo Capacity60 rounds
Complex Shield I
Common

Complex Shield I

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity35,000
Shield Regen1,000/sec
Parry Window2 sec
Mags8 units
Complex Shield II
Fine

Complex Shield II

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity38,000
Shield Regen1,300/sec
Parry Window2 sec
Mags12 units
Complex Shield III
Superb

Complex Shield III

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity41,000
Shield Regen1,600/sec
Parry Window2 sec
Mags16 units
Complex Shield IV
Rare

Complex Shield IV

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity44,000
Shield Regen1,900/sec
Parry Window2 sec
Mags20 units
Complex Shield V
Flawless

Complex Shield V

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity47,000
Shield Regen2,200/sec
Parry Window2 sec
Mags24 units
Complex Shield VI
Perfect

Complex Shield VI

Shield
Blocks all frontal attacks. Shield Regen stops when activated.\nParries melee attacks and staggers the attacker within 2 seconds of activation.
Shield Capacity50,000
Shield Regen2,500/sec
Parry Window2 sec
Mags28 units
Defense Field Β· I
Common

Defense Field Β· I

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity48,000
Force Field Regen600/sec
Mags12 units
Defense Field Β· II
Fine

Defense Field Β· II

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity54,000
Force Field Regen800/sec
Mags18 units
Defense Field Β· III
Superb

Defense Field Β· III

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity60,000
Force Field Regen1,000/sec
Mags24 units
Defense Field Β· IV
Rare

Defense Field Β· IV

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity66,000
Force Field Regen1,200/sec
Mags30 units
Defense Field Β· V
Flawless

Defense Field Β· V

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity72,000
Force Field Regen1,400/sec
Mags36 units
Defense Field Β· VI
Perfect

Defense Field Β· VI

Shield
Activates Defense Field, blocking long-range attacks.
Force Field Capacity78,000
Force Field Regen1,600/sec
Mags42 units
Gatling Gun I
Common

Gatling Gun I

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage180
Mag Size350 rounds
Reload Time3.6 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range440 m
Max Lock-ons1
Mags8 units
Gatling Gun II
Fine

Gatling Gun II

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage200
Mag Size350 rounds
Reload Time3.4 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range460 m
Max Lock-ons1
Mags12 units
Gatling Gun III
Superb

Gatling Gun III

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage220
Mag Size350 rounds
Reload Time3.2 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range480 m
Max Lock-ons1
Mags16 units
Gatling Gun IV
Rare

Gatling Gun IV

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage240
Mag Size350 rounds
Reload Time3 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range500 m
Max Lock-ons1
Mags20 units
Gatling Gun V
Flawless

Gatling Gun V

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage260
Mag Size350 rounds
Reload Time2.8 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range520 m
Max Lock-ons1
Mags24 units
Gatling Gun VI
Perfect

Gatling Gun VI

Projectile
Ballistic
Rapidly fires armor-piercing ammunition, dealing Ballistic damage.
Damage280
Mag Size350 rounds
Reload Time2.6 sec/350 rounds
Fire Rate30 rounds/sec
Lock-on Time0.5 sec
Lock-on Range540 m
Max Lock-ons1
Mags28 units
Heavy Howitzer I
Common

Heavy Howitzer I

Projectile
Blast
Fires grenades, causing Blast damage.
Damage14,000
Firing Interval1 sec/round
Reload Time4.5 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range410 m
Max Lock-ons1
Mags4 units
Heavy Howitzer II
Fine

Heavy Howitzer II

Projectile
Blast
Fires grenades, causing Blast damage.
Damage15,500
Firing Interval1 sec/round
Reload Time4.3 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range430 m
Max Lock-ons1
Mags6 units
Heavy Howitzer III
Superb

Heavy Howitzer III

Projectile
Blast
Fires grenades, causing Blast damage.
Damage17,000
Firing Interval1 sec/round
Reload Time4.1 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range450 m
Max Lock-ons1
Mags8 units
Heavy Howitzer IV
Rare

Heavy Howitzer IV

Projectile
Blast
Fires grenades, causing Blast damage.
Damage18,500
Firing Interval1 sec/round
Reload Time3.9 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range470 m
Max Lock-ons1
Mags10 units
Heavy Howitzer V
Flawless

Heavy Howitzer V

Projectile
Blast
Fires grenades, causing Blast damage.
Damage20,000
Firing Interval1 sec/round
Reload Time3.7 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range490 m
Max Lock-ons1
Mags12 units
Heavy Howitzer VI
Perfect

Heavy Howitzer VI

Projectile
Blast
Fires grenades, causing Blast damage.
Damage21,500
Firing Interval1 sec/round
Reload Time3.5 sec/5 rounds
Mag Size5 rounds
Lock-on Time0.7 sec
Lock-on Range510 m
Max Lock-ons1
Mags14 units
Heavy Sniper Cannon I
Common

Heavy Sniper Cannon I

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage15,000
Firing Interval1 sec/round
Reload Time5 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range480 m
Max Lock-ons1
Mags4 units
Heavy Sniper Cannon II
Fine

Heavy Sniper Cannon II

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage16,000
Firing Interval1 sec/round
Reload Time4.8 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range500 m
Max Lock-ons1
Mags6 units
Heavy Sniper Cannon III
Superb

Heavy Sniper Cannon III

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage17,000
Firing Interval1 sec/round
Reload Time4.6 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range520 m
Max Lock-ons1
Mags8 units
Heavy Sniper Cannon IV
Rare

Heavy Sniper Cannon IV

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage18,000
Firing Interval1 sec/round
Reload Time4.4 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range540 m
Max Lock-ons1
Mags10 units
Heavy Sniper Cannon V
Flawless

Heavy Sniper Cannon V

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage19,000
Firing Interval1 sec/round
Reload Time4.2 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range560 m
Max Lock-ons1
Mags12 units
Heavy Sniper Cannon VI
Perfect

Heavy Sniper Cannon VI

Projectile
Ballistic
Close-Range Mode: Fires armor-piercing ammunition, dealing Ballistic damage. \nSniper Mode: Fires armor-piercing ammunition, dealing significant Ballistic damage.
Damage20,000
Firing Interval1 sec/round
Reload Time4 sec/3 rounds
Mag Size3 rounds
Lock-on Time0.4 sec
Lock-on Range580 m
Max Lock-ons1
Mags14 units
Induced Sword I
Common

Induced Sword I

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage7,000 | 7,200 | 3,700 | 3,700
Downward Slash Damage8,500
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range210 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Induced Sword II
Fine

Induced Sword II

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage7,400 | 7,600 | 3,900 | 3,900
Downward Slash Damage8,900
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range220 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Induced Sword III
Superb

Induced Sword III

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage7,800 | 8,000 | 4,100 | 4,100
Downward Slash Damage9,300
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range230 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Induced Sword IV
Rare

Induced Sword IV

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage8,200 | 8,400 | 4,300 | 4,300
Downward Slash Damage9,700
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range240 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Induced Sword V
Flawless

Induced Sword V

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage8,600 | 8,800 | 4,500 | 4,500
Downward Slash Damage10,100
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range250 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Induced Sword VI
Perfect

Induced Sword VI

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward slash when targeting low-altitude units while airborne.\nPress to initiate Boost Attack.
Damage9,000 | 9,200 | 4,700 | 4,700
Downward Slash Damage10,500
Boost Attack Turn Speed40Β°/sec
Boost Attack Activation Energy3,600
Boost Attack Sustained Energy3,200/sec
Ground Slash Energy1,000
Aerial Slash Energy1,500
Lock-on Range260 m
Lock-on Time0.1 sec
Max Lock-ons1
Downward Slash Energy3,600
Jamming Haze Diffuser I
Common

Jamming Haze Diffuser I

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius30 m
Effect Duration4 sec
Reload Time30 sec
Mag Size1 round
Mags3 units
Jamming Haze Diffuser II
Fine

Jamming Haze Diffuser II

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius34 m
Effect Duration4.5 sec
Reload Time28 sec
Mag Size1 round
Mags4 units
Jamming Haze Diffuser III
Superb

Jamming Haze Diffuser III

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius38 m
Effect Duration5 sec
Reload Time26 sec
Mag Size1 round
Mags5 units
Jamming Haze Diffuser IV
Rare

Jamming Haze Diffuser IV

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius42 m
Effect Duration5.5 sec
Reload Time24 sec
Mag Size1 round
Mags6 units
Jamming Haze Diffuser V
Flawless

Jamming Haze Diffuser V

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius46 m
Effect Duration6 sec
Reload Time22 sec
Mag Size1 round
Mags7 units
Jamming Haze Diffuser VI
Perfect

Jamming Haze Diffuser VI

Functional
Deploys smoke screen to reduce Energy damage and disrupt enemy units. Enhances Fluid Armor for friendly units within range, rendering them untargetable by enemies.
Effective Radius50 m
Effect Duration6.5 sec
Reload Time20 sec
Mag Size1 round
Mags8 units
Light Missile Launcher I
Common

Light Missile Launcher I

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage6,000
Mag Size8 rounds
Blast Radius35 m
Reload Time5 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range520 m
Max Lock-ons1
Mags5 units
Light Missile Launcher II
Fine

Light Missile Launcher II

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage7,500
Mag Size8 rounds
Blast Radius35 m
Reload Time4.6 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range540 m
Max Lock-ons1
Mags7 units
Light Missile Launcher III
Superb

Light Missile Launcher III

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage9,000
Mag Size8 rounds
Blast Radius35 m
Reload Time4.2 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range560 m
Max Lock-ons1
Mags9 units
Light Missile Launcher IV
Rare

Light Missile Launcher IV

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage10,500
Mag Size8 rounds
Blast Radius35 m
Reload Time3.8 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range580 m
Max Lock-ons1
Mags11 units
Light Missile Launcher V
Flawless

Light Missile Launcher V

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage12,000
Mag Size8 rounds
Blast Radius35 m
Reload Time3.4 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range600 m
Max Lock-ons1
Mags13 units
Light Missile Launcher VI
Perfect

Light Missile Launcher VI

Projectile
Blast
Launches light missiles, causing Blast damage.
Damage13,500
Mag Size8 rounds
Blast Radius35 m
Reload Time3 sec/8 rounds
Lock-on Time0.7 sec
Lock-on Range620 m
Max Lock-ons1
Mags15 units
Twin Rocket Launcher I
Common

Twin Rocket Launcher I

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage5,200
Firing Interval1 sec/barrage
Reload Time5.5 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range360 m
Max Lock-ons1
Mags8 units
Twin Rocket Launcher II
Fine

Twin Rocket Launcher II

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage6,000
Firing Interval1 sec/barrage
Reload Time5.2 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range370 m
Max Lock-ons1
Mags10 units
Twin Rocket Launcher III
Superb

Twin Rocket Launcher III

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage6,800
Firing Interval1 sec/barrage
Reload Time4.9 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range380 m
Max Lock-ons1
Mags12 units
Twin Rocket Launcher IV
Rare

Twin Rocket Launcher IV

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage7,600
Firing Interval1 sec/barrage
Reload Time4.6 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range390 m
Max Lock-ons1
Mags14 units
Twin Rocket Launcher V
Flawless

Twin Rocket Launcher V

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage8,400
Firing Interval1 sec/barrage
Reload Time4.3 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range400 m
Max Lock-ons1
Mags16 units
Twin Rocket Launcher VI
Perfect

Twin Rocket Launcher VI

Projectile
Blast
Rapid-fires two rockets, causing Blast damage.
Damage9,200
Firing Interval1 sec/barrage
Reload Time4 sec/12 rounds
Mag Size12 rounds
Lock-on Time0.6 sec
Lock-on Range410 m
Max Lock-ons1
Mags18 units
War Hammer I
Common

War Hammer I

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage13,000 | 14,000 | 15,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range180 m
Leaping Cleave Damage19,500
Downward Slash Damage13,000
Charged Damage12,000
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600
War Hammer II
Fine

War Hammer II

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage14,000 | 15,000 | 16,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range200 m
Leaping Cleave Damage21,000
Downward Slash Damage14,000
Charged Damage12,500
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600
War Hammer III
Superb

War Hammer III

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage15,000 | 16,000 | 17,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range220 m
Leaping Cleave Damage22,500
Downward Slash Damage15,000
Charged Damage13,000
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600
War Hammer IV
Rare

War Hammer IV

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage16,000 | 17,000 | 18,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range240 m
Leaping Cleave Damage24,000
Downward Slash Damage16,000
Charged Damage13,500
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600
War Hammer V
Flawless

War Hammer V

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage17,000 | 18,000 | 19,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range260 m
Leaping Cleave Damage25,500
Downward Slash Damage17,000
Charged Damage14,000
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600
War Hammer VI
Perfect

War Hammer VI

Melee
Physical
Bypasses Fluid Armor and Force Fields, dealing Direct damage, staggering and knocking back targets. Performs unparryable downward strike when targeting low-altitude units while airborne.\nPress to initiate Boost Attack. Hold to unleash unparryable whirlwind heavy strike combo. Right-click to perform leaping strike.
Damage18,000 | 19,000 | 20,000
Boost Attack Activation Energy6,600
Boost Attack Sustained Energy5,000/sec
Aerial Slash Energy2,000
Lock-on Range280 m
Leaping Cleave Damage27,000
Downward Slash Damage18,000
Charged Damage14,500
Ground Slash Energy1,000
Lock-on Time0.4 sec
Spinning Strike Energy6,600
Downward Slash Energy6,600