THE FINALS
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Weapon Stats
От Square Enix
A comprehensive guide listing damage values, fire rates, TTKs and much more for every weapon in The Finals. All of the values are either taken from the official The Finals wiki or from own playtesting. The TTK (time to kill) is measured with body shots only. If you have suggestions on how to improve the guide or notice wrong information, feel free to let me know :)
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LIGHT
93R

Damage (Body): 26

Damage (Head): 39 (1.5x)

Mag Size: 21

Reload Time: 1.5 sec

Fire Rate: 220 rpm

TTK (Light): 0.52 sec (6 shots)

TTK (Medium): 1.19 sec (10 shots)

TTK (Heavy): 1.64 sec (14 shots)


The 93R is a burst-fire machine pistol, shooting in bursts of 3. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, dealing full damage up to 32 meters away, and only dealing 40% of its damage at distances of 40+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
ARN-220

Damage (Body): 17

Damage (Head): 25.5 (1.5x)

Mag Size: 30 (2x)

Swap Mag Time: 0.75 sec

Full Reload Time: 3 sec

Fire Rate: 725 rpm

TTK (Light): 0.66 sec (9 shots)

TTK (Medium): 1.16 sec (15 shots)

TTK (Heavy): 1.66 sec (21 shots)


The ARN-220 is a fully automatic assault rifle. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 37.5 meters away, and only dealing 72% of its damage at distances of 42.5+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
Dagger

Damage (Body): 60

Damage (Backstab): 320

Attack Rate: 2/sec

Charge-up time (Backstab): 0.8 sec

TTK (Light): 1.21 sec (3 hits) / instant (backstab)

TTK (Medium): 2.20 sec (5 hits) / instant (backstab)

TTK (Heavy): 2.82 sec (6 hits) / nearly instant (backstab + quick melee)


The Dagger is a close-range melee weapon capable of performing single strikes or a secondary backstabbing attack. The backstab must be charged up and can be held, dealing increased damage when hitting an opponent from the back. If the backstab hits an opponent from the front, it deals 75 damage instead. While the primary attack can hit multiple opponents at once, the secondary backstabbing attack is single-target.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
LH1

Damage (Body): 40

Damage (Head): 80 (2x)

Mag Size: 15

Reload Time: 2.7 sec

Fire Rate: 270 rpm

TTK (Light): 0.67 sec (4 shots)

TTK (Medium): 1.33 sec (7 shots)

TTK (Heavy): 1.78 sec (9 shots)


The LH1 is a semi-automatic battle rifle. It has built-in iron sights, but can be equipped with a non-magnifying red dot or arrow sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 50 meters away and only dealing 75% of its damage at distances of 55+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
M11

Damage (Body): 16

Damage (Head): 24 (1.5x)

Mag Size: 40

Reload Time: 1.7 sec

Fire Rate: 1000 rpm

TTK (Light): 0.54 sec (10 shots)

TTK (Medium): 0.90 sec (16 shots)

TTK (Heavy): 1.26 sec (22 shots)


The M11 is a fully automatic machine pistol. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, only dealing 52% of its damage at distances of 17.5+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
M26 Matter

Damage (Body): 121 (11x11)

Damage (Head): N/A

Mag Size: 8

Reload Time: 2.3 sec

Fire Rate: 85 rpm

TTK (Light): 0.71 sec (2 shots)

TTK (Medium): 1.41 sec (3 shots)

TTK (Heavy): 1.41 sec (3 shots)


The M26 Matter is a pump-action shotgun, shooting 11 pellets per shot. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. Like with most shotguns, headshots don't deal any additional damage, and aiming down the sights does not increase its accuracy. However, moving or jumping while shooting does also not decrease its accuracy. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a short falloff range, dealing full damage up to 15 meters away and only dealing 65% of its damage at distances of 25+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
Recurve Bow

Damage (Body): 60 - 124

Damage (Head): 90 - 186 (1.5x)

Reload Time: 0.75 sec

Charge-up time: 0.49 sec

Fire Rate*: 48 - 78 rpm

TTK (Light): 1.25 sec (2 shots)

TTK (Medium): 2.5 sec (3 shots)

TTK (Heavy): 2.5 sec (3 shots)

*depending on charge


The Recurve Bow is, well, a bow. It deals increased damage the longer it is charged. Its arrows are arcing projectiles, which means that they do not hit instantly and are affected by gravity. It always has a perfect accuracy, even when moving. It also has no damage falloff, which means it deals full damage at any distance.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
SH1900

Damage (Body): 195 (15x13)

Damage (Head): N/A

Mag Size: 2

Reload Time: 2.125 sec

Fire Rate: 80 rpm

TTK (Light): instant (1 shot)

TTK (Medium): 0.75 sec (2 shots)

TTK (Heavy): 0.75 sec (2 shots)


The SH1900 is a double-barrel shotgun, shooting 15 pellets per shot. Like with most shotguns, headshots don't deal any additional damage, and aiming down the sights does not increase its accuracy. However, moving or jumping while shooting does also not decrease its accuracy. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a short falloff range, dealing full damage up tp 10 meters away and only dealing 62% of its damage at distances of 15+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

SR-84

Damage (Body): 118

Damage (Head): 236 (2x)

Mag Size: 6

Reload Time: 3 sec

Fire Rate: 40 rpm

TTK (Light): 1.5 sec (2 shots)

TTK (Medium): 3.0 sec (3 shots)

TTK (Heavy): 3.0 sec (3 shots)


The SR-84 is a bolt-action sniper rifle. It is equipped with a magnifying scope, allowing for a near perfect accuracy while aiming down the sights, even when moving. The bullets are hitscan for up to 40 meters, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. After 40 meters, the bullet will begin to have a travel time and is affected by gravity. It has a long falloff range, dealing full damage up to 80 meters away and only dealing 75% of its damage at distances of 100+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

Sword

Damage (Body): 74

Damage (Lunge): 105

Attack Rate: ~ 2/sec

TTK (Light): 1.38 sec (3 hits)

TTK (Medium): 1.91 sec (4 hits)

TTK (Heavy): 2.45 sec (5 hits)


The Sword is a close-range melee weapon. It is capable of performing single strikes and a secondary lunge attack. The lunge attack must be charged up and can be held.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

Throwing Knives

Damage (Body): 60 (Primary) / 140 (Secondary)

Damage (Head): 90 (Primary) / 215 (Secondary)

Fire Rate: 107 rpm

TTK (Light): 0.78 sec (3 shots)

TTK (Medium): 1.56 sed (5 shots)

TTK (Heavy): 1.67 sec (6 shots)


The Throwing Knives are a range weapon. Its primary fire throws two knives in quick succession, while the secondary attack fires a single, more powerful projectile. The secondary attack must be charged up and can be held. The knives are arcing projectiles, which means that they do not hit instantly and are affected by gravity. They have a near perfect accuracy, even when moving. They do not have damage falloff, which means that they deal full damage at any distance.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

V9S

Damage (Body): 40

Damage (Head): 60 (1.5x)

Mag Size: 20

Reload Time: 1.3 sec

Fire Rate: 360 rpm

TTK (Light): 0.5 sec (4 shots)

TTK (Medium): 1.0 sec (7 shots)

TTK (Heavy): 1.33 sec (9 shots)


The V9S is a semi-automatic pistol. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, which means it deals less damage at long distances.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



XP-54

Damage (Body): 17

Damage (Head): 25.5 (1.5x)

Mag Size: 34

Reload Time: 2.7 sec

Fire Rate: ~ 857 rpm

TTK (Light): 0.64 sec (9 shots)

TTK (Medium): 1.06 sec (15 shots)

TTK (Heavy): 1.48 sec (21 shots)


The XP-54 is a fully automatic submachine gun. It has built-in iron sights, but can be equipped with a non-magnifying arrow sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, dealing full damage up to 22.5 meters away and only dealing 52% of its damage at distances of 32.5+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



MEDIUM
AKM

Damage (Body): 20

Damage (Head): 30 (1.5x)

Mag Size: 32

Reload Time: 2.3 sec

Fire Rate: 617 rpm

TTK (Light): 0.7 sec (8 shots)

TTK (Medium): 1.2 sec (13 shots)

TTK (Heavy): 1.7 sec (18 shots)


The AKM is a fully automatic assault rifle. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 30 meters away and only dealing 55% of its damage at distances of 37.5+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



CB-01 Repeater

Damage (Body): 84

Damage (Head): 126 (1.5x)

Mag Size: 8

Full Reload Time: 3.93 sec

Fire Rate: ~78 rpm

TTK (Light): 0.78 sec (2 shots)

TTK (Medium): 1.56 sec (3 shots)

TTK (Heavy): 3.12 sec (5 shots)


The CB-01 Repeater is a lever-action marksman rifle. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 40 meters away, and only dealing 70% of its damage at distances of 45+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
Cerberus 12GA

Damage (Body): 110 (11x10)

Damage (Head): N/A

Mag Size: 3

Reload Time: 2.45 sec

Fire Rate: 100 rpm

TTK (Light): 0.6 sec (2 shots)

TTK (Medium): 1.2 sec (3 shots)

TTK (Heavy): 1.8 sec (4 shots / 3 shots with burn)


The Cerberus 12GA is a break-action shotgun, shooting 11 pellets per shot. It is loaded with incendiary shells, which means that its shots can set opponents as well as the environment on fire. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a short falloff range, which means it deals less damage at medium and long distances.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




CL-40

Damage (Body): 100

Damage (Head): N/A

Mag Size: 5

Reload Time: 2.3 sec

Fire Rate: 210 rpm

TTK (Light): 0.8 sec (2 shots)

TTK (Medium): 1.6 sec (3 shots)

TTK (Heavy): 2.4 sec (4 shots)


The CL-40 is a pump-action grenade launcher. It shoots impact grenades capable of dealing some damage to opponents even if not hit directly. Its accuracy does not decrease when moving. The grenades are arcing projectiles, which means that they do not hit instantly and are affected by gravity. Additionally, they can be destroyed by APS Turrets. The grenades travel with a speed of 42 m/s. It does not have damage falloff, which means that it deals full damage at any distance.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
Dual Blades

Damage (Body): 50 - 70

Damage (Head): N/A

TTK (Light): N/A

TTK (Medium): N/A

TTK (Heavy): N/A


The Dual Blades are a close-range melee weapon. When attacking, they slash two times in quick succession, dealing 50 damage each, then slash another two times in quick succession, dealing 60 damage each, and then perform a cross strike dealing 70 damage. An uninterrupted combo deals 290 damage in total. They can also be used in a defensive stance, deflecting incoming bullets in the direction you are facing, which then can damage opponents. While in this stance, any defelcted bullets still inflict 20% of their damage, and blocked melee attacks still deal 33% of their damage.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

FAMAS

Damage (Body): 23

Damage (Head): 34.5 (1.5x)

Mag Size: 27

Reload Time: 2.4 sec

Fire Rate: 220 rpm

TTK (Light): 0.74 sec (7 shots)

TTK (Medium): 1.16 sec (11 shots)

TTK (Heavy): 1.59 sec (16 shots)


The FAMAS is a burst-fire assault rifle, shooting in bursts of 3. It has built-in iron sights, but can be equipped with a non-magnifying arrow sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 35 meters away and only dealing 50% of its damage at distances of 42.5+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.






FCAR

Damage (Body): 22

Damage (Head): 33 (1.5x)

Mag Size: 25

Reload Time: 2.0 sec

Fire Rate: 540 rpm

TTK (Light): 0.67 sec (7 shots)

TTK (Medium): 1.22 sec (12 shots)

TTK (Heavy): 1.67 sec (16 shots)


The FCAR is a fully automatic assault rifle. It has built-in iron sights, but can be equipped with a non-magnifying holo sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 36 meters away and only dealing 45% of its damage at distances of 40+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




Model 1887

Damage (Body): 108 (12x9)

Damage (Head): N/A

Mag Size: 6

Reload Time: 3 sec

Fire Rate: 77 rpm

TTK (Light): 0.9 sec (2 shots)

TTK (Medium): 1.79 sec (3 shots)

TTK (Heavy): 2.7 sec (4 shots)


The Model 1887 is a lever-action shotgun, shooting 9 pellets per shot. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. Like with most shotguns, headshots don't deal any additional damage, and aiming down the sights does not increase its accuracy. However, moving or jumping while shooting does also not decrease its accuracy. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, which means it deals full damage up to 20 meters away, and only deals 65% of its damage at distances of 30+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.





Pike-556

Damage (Body): 50

Damage (Head): 75 (1.5x)

Mag Size: 12

Reload Time: 3 sec

Fire Rate: 200 rpm

TTK (Light): 0.9 sec (3 shots)

TTK (Medium): 1.5 sec (5 shots)

TTK (Heavy): 2.1 sec (7 shots)


The Pike-556 is a semi-automatic marksman rifle. It has built-in iron sights, but can be equipped with a 4x magnifying scope. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, dealing full damage up to 45 meters away and only dealing 75% of its damage at distances of 50+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




R.357

Damage (Body): 74

Damage (Head): 148 (2x)

Mag Size: 6

Reload Time: 2.15 sec

Fire Rate: ~ 168 rpm

TTK (Light): 0.86 sec (3 shots)

TTK (Medium): 1.29 sec (4 shots)

TTK (Heavy): 1.71 sec (5 shots)


The R.357 is a revolver. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, dealing full damage up to 27.5 meters away and only dealing 40% of its damage at distances of 44+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




Riot Shield

Damage (Body): 90

Damage (Head): N/A

Attack Rate: TBD

TTK (Light): TBD

TTK (Medium): TBD

TTK (Heavy): TBD


The Riot Shield is a close-range melee weapon. It is capable of performing short strikes with its baton as well as blocking incoming bullets and melee attacks.
HEAVY
.50 Akimbo

Damage (Body): 44

Damage (Head): 88 (2x)

Mag Size: 14

Reload Time: 3.0 sec

Fire Rate: 230 rpm

TTK (Light): 0.78 sec (4 shots)

TTK (Medium): 1.3 sec (6 shots)

TTK (Heavy): 1.83 sec (8 shots)


The .50 Akimbo are two, dual-wielded semi-automatic pistols. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, dealing full damage up to 35 meters away and dealing significantly less damage at distances of 42+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



Flamethrower

Damage (Body): 30

Damage (Head): N/A

Mag Size: 30

Reload Time: 3.5 sec

Fire Rate: 170 rpm

TTK (Light): 1.41 sec (5 ammo)

TTK (Medium): 2.82 sec (9 ammo)

TTK (Heavy): 3.88 sec (12 ammo)


The Flamethrower is a close-range weapon, capable of setting opponents and the environment on fire. The flames are projectiles, which means that they have a travel time. It is possible to multiple opponents at once.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

KS-23

Damage (Body): 100

Damage (Head): N/A

Mag Size: 6

Reload Time: 4.36 sec

Fire Rate: 85 rpm

TTK (Light): 0.82 sec (2 shots)

TTK (Medium): 1.64 sec (3 shots)

TTK (Heavy): 2.47 sec (4 shots)


The KS-23 is a pump-action shotgun, firing a single slug round whith each shot. It fires arcing projectiles, which means that they have a travel time and are affected by gravity. It has moderate arena destruction, destroying a standard concrete wall in 3 shots. It has a medium falloff range, dealing full damage up to 18 meters away and only dealing 65% of its damage at a distance of 23+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
Lewis Gun

Damage (Body): 22

Damage (Head): 33 (1.5x)

Mag Size: 47

Reload Time: 3.5 sec

Fire Rate: 510 rpm

TTK (Light): 0.72 sec (7 shots)

TTK (Medium): 1.32 sec (12 shots)

TTK (Heavy): 1.8 sec (16 shots)


The Lewis Gun is a fully automatic light machine gun. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a long falloff range, which means it still deals most of its damage at long distances.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




M134 Minigun

Damage (Body): 11

Damage (Head): 14.63 (1.33x)

Mag Size: 250

Tactical Reload Time: 5 sec

Empty Reload Time: 5.25 sec

Fire Rate: 1500 rpm

TTK (Light): 0.52 sec 14 shots)

TTK (Medium): 0.88 sec (23 shots)

TTK (Heavy): 1.24 sec (32 shots)


The M134 Minigun is, well, a minigun. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a high falloff range, dealing full damage up to 30 meters away, and only dealing 40% of its damage at distances of 50+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
M60

Damage (Body): 20

Damage (Head): 30 (1.5x)

Mag Size: 70

Reload Time: 3.5 sec

Fire Rate: 580 rpm

TTK (Light): 0.72 sec (8 shots)

TTK (Medium): 1.34 sec (13 shots)

TTK (Heavy): 1.86 sec (18 shots)


The M60 is a fully automatic light machine gun. It has built-in iron sights, but can be equipped with a non-magnifying red dot sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, only dealing 50% of its damage at distances 0f 35+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.




MGL 32

Damage (Body): 83

Damage (Head): N/A

Mag Size: 6

Reload Time: 2.8 sec

Fire Rate: ~ 90 rpm

TTK (Light): 0.67 sec (2 shots)

TTK (Medium): 2.0 sec (4 shots)

TTK (Heavy): 2.67 sec (5 shots)


The MGL32 is a revolving-action grenade launcher. Its grenades can bounce off on surfaces and opponents once, exploding on second impact or after spending 2.5 seconds in the air. They can also be destroyed by an APS Turret. They have moderate arena destruction, destroying a standard concrete wall in about 3 shots. The grenades are arcing projectiles, which means that they have a travel time and are affected by gravity. It has no damage falloff, which means that it deals full damage at any distance.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
SA1216

Damage (Body): 72 (12x6)

Damage (Head): N/A

Mag Size: 16 (4x4)

Mag Rotation Speed: 0.8 sec

Full Reload Time: 3.0 sec

Fire Rate: 190 rpm

TTK (Light): 0.3 sec (2 shots)

TTK (Medium): 0.9 sec (4 shots)

TTK (Heavy): 2.0 sec (5 shots)


The SA1216 is a semi-automatic shotgun, firing 12 pellets per shot. It has a quad-tube magazine, which means that it can fire 4 shots in quick succession before loading another 4 shots, despite having a magazine size of 16 rounds. It has built-in iron sights. Like with most shotguns, headshots don't deal any additional damage, and aiming down the sights does not increase its accuracy. However, moving or jumping while shooting does also not decrease its accuracy. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a short falloff range, dealing full damage up to 12.5 meters away and dealing significantly less damage at distances of 20+ meters.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



ShAK-50

Damage (Body): 30 (2x15)

Damage (Head): 45 (2x22.5) (1.5x)

Mag Size: 20

Reload Time: 3 sec

Fire Rate: 420 rpm

TTK (Light): 0.57 sec (5 shots)

TTK (Medium): 1.14 sec (9 shots)

TTK (Heavy): 1.57 sec (12 shots)


The ShAK-50 is a fully automatic rifle, firing two bullets per shot. It has built-in iron sights, but can be equipped with a non-magnifying holo sight. The bullets are hitscan, which means that they have no travel time or drop-off, and instead hit the moment the trigger is pulled. It has a medium falloff range, dealing full damage up to 15 meters away.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.



Sledgehammer

Damage (Body): 115

Damage (Overhead): 200

Attack Rate: TBD

TTK (Light): TBD

TTK (Medium): TBD

TTK (Heavy): TBD


The Sledgehammer is a close-range melee weapon. It is capable of performing single swings or a secondary overhead attack. While the swings can hit multiple opponents at once, the overhead attack is single-target. It has high structure damage, destroying a standard concrete wall in two swings or one overhead attack.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.

Spear

Damage (Body): 65 - 90

Damage (Spin): 315 (3x105)

TTK (Light): TBD

TTK (Medium): TBD

TTK (Heavy): TBD


The Spear is a close-range melee weapon. It is capable of performing a combo consisting of one swipe and two stabs, dealing 65, 80 and 90 damage respectively. It can also perform a secondary spin attack, spinning 3 times over the course of 3 seconds, dealing 105 damage each spin.

As with most weapons, it gains mastery XP equal to 20% of the damage you deal with it to opponents, as well as an extra 50 XP per elimination and 20 XP per assist.
SPECIALIZATIONS



Charge 'N' Slam

Archetype: Heavy

Cooldown: 12 sec

Duration: 3 sec

Damage (First Charge Hit): 100

Damage (Following Charge Hits): 40

Damage (Slam): up to 50

Damage Radius (Slam): 4 meters

Charge 'N' Slam is a specialization for the Heavy archetype, allowing the user to run through walls and damage opponents. When activated while on the ground, the user will charge forward, dealing damage to the arena and opponents as well as knocking them back. When activated while airborne or when pressing the Jump button during charge, a slam will be triggered, slamming downwards with increased velocity and dealing damage to the arena and contestants based on the fall height.

Charge 'N' Slam gains mastery XP equal to 50% of the damage dealt to opponents. Dealing damage to the arena also rewards XP, but it seems to be dependent on the destroyed structure.

Cloaking Device

Archetype: Light

Cooldown: Energy-Based

Max Duration: 27 sec

Activation Cost: 33% of duration

Delay after Activation: 0.5 sec


The Cloaking Device is a specialization for the Light archetype which allows the user to cloak himself. It works based on energy, which means that using it drains energy while not using it slowly regenerates energy, instead of a fixed cooldown like most other abilities. Energy is consumed based on the user's movement; sprinting while cloaked drains a lot of energy while standing still drains less. When on 100% energy, the user can stay cloaked a minimum of 12 sec, even while sprinting, and up to 27 sec if continously standing still. Firing a weapon, using a gadget or quick melee attack and taking any damage besides fire or gas damage instantly breaks the invisibility and the energy starts regenerating. Despite what the in-game description says, players are no longer completely invisible even while standing still. Activating the Cloaking Device plays a sound cue that can be heard by teammates and enemies alike.

It gains 20 XP for item mastery every time it is activated, resulting in the following chart:

Level 1: 0 Activations
Level 2: 450 Activations
Level 3: 450 Activations (900 Total)
Level 4: 1800 Activations (2700 Total)
Level 5: 2700 Activations (5400 Total)
Dematerializer

Archetype: Medium

Charges: 3

Cooldown: 10 sec

Duration: 15 sec


The Dematerializer is a specialization for the Medium archetype, allowing them to let parts of the arena temporarily disappear. It has 3 charges which can be used to either dematerialize the blue highlighted part of the arena or rematerialize the red highlighted part of an already dematerialized surface. Only destroyable parts of the arena are eligible to be dematerialized. Denaterialized surfaces will automatically rematerialize after 15 seconds.

The Dematerializer gains 25 XP for its item mastery every time it is used, resulting in the following chart:

Level 1: 0 Uses
Level 2: 360 Uses
Level 3: 360 Uses (720 Total)
Level 4: 1440 Uses (2160 Total)
Level 5: 2160 Uses (4320 Total)
Evasive Dash

Archetype: Light

Charges: 3

Cooldown: 6.5 sec


The Evasive Dash is specialization for the Light archetype, allowing them to rapidly dash in any direction. Upon activation, the user will dash in the direction of the current movement input. If no movement input is registered, the player will dash forward instead.

The Evasive Dash gains 15 XP for its item mastery every time it is used, resulting in the following chart:

Level 1: 0 Uses
Level 2: 600 Uses
Level 3: 600 Uses (1200 Total)
Level 4: 2400 Uses (3600 Total)
Level 5: 3600 Uses (7200 Total)
Goo Gun

Archetype: Heavy

Mag Size: 20


The Goo Gun is a specialization for the Heavy archetype. It is a fully automatic gun. When pulling the trigger, it shoots a blob of goo that solidifies on impact. Unlike other specializations, it does not have a cooldown and can be used indefinitely.

The Goo Gun gains mastery XP equal to 8% of the damage absorbed by the goo, as well as an additional 5 XP every time it is fired.
Grappling Hook

Archetype: Light

Cooldown: 8 sec


The Grappling Hook is a specialization for the Light archetype. When activated, it will shoot a grappling hook in a straight line, attaching to the first surface or object it hits. After it is attached, it will pull the user towards it. During this time, the travel direction can be slightly adjusted by using movement inputs.

The Grappling Hook gains 50 XP for its item mastery every time it attaches to something, resulting in the following chart:

Level 1: 0 Uses
Level 2: 180 Uses
Level 3: 180 Uses (360 Total)
Level 4: 720 Uses (1080 Total)
Level 5: 1080 Uses (2160 Total)
Guardian Turret

Archetype: Medium

Damage: 5

Health: 280

Cooldown (Destroyed): 40 sec

Cooldown (Remotely Destroyed): 20 sec

Cooldown (Picked up): 3 sec

Delay after Activation: 5 sec

Range: 20 meters


The Guardian Turret is a specialization for the Medium archetype. It can be placed on any surface, after which it will take 5 seconds to arm itself. When it is armed, it starts rotating right and left, up to 75° in each direction, for a total vision cone of 150°. After it spots an opponent in its vision cone or is fired upon, even by an opponent outside its vision cone and range, it will turn to face the player and shoot him until the player leaves its line of sight, gets eliminated or the turret is destroyed. The cooldown of the Guardian Turret starts only after it is destroyed or picked up, which means that one player can never place more than one.

The Guardian Turret gains 10 XP for its item mastery every time it hits an opponent, as well as an additional 20 XP every time it is deployed.
Healing Beam

Archetype: Medium

Health: 40 / second

Duration: 5.5 sec

Max Health: 220

Range (Attach): 10 meters

Range (Healing): 13 meters


The Healing Beam is a specialization for the Medium archetype, allowing the user to heal teammates. It can be used on one teammate at a time, healing them for 40 HP / sec. The beam can be manually disconnected by the user at any time. Additionally, the beam also disconnects if the Healing Beam is overheated, indicated by the 'Plus' sign on its display, or 0.75 seconds after the target breaks line of sight to the user or leaves the Healing Beam's range. While healing another teammate, the user is unable to sprint. Healing a teammate at full health has no effect.


The Healing Beam gains mastery XP equal to 50% of the health restored to teammates.

Mesh Shield

Archetype: Heavy

Health: 750

Activation Cost: 225

Cooldown: Energy-Based


The Mesh Shield is a specialization for the Heavy archetype. When activated, it attaches a movable shield to the front of the user. The shield can be seen through from both sides, and teammates are able to shoot through it. Instead of a cooldown, the Mesh Shield is energy-based. It has a max energy of 750, and loses 1 energy for every point of damage it takes, as well as an additional 225 energy every time the shield is manually lowered. The energy starts regenerating when the sield isn't used, after a short delay. When it is destroyed, it needs to build up at least 300 energy before it can be deployed again.

The Mesh Shield gains mastery XP equal to 50% of the damage blocked.
Winch Claw

Archetype: Heavy

Damage: 5

Range: 12 meters

Cooldown: 7 / 14 sec


The Winch Claw is a specialization for the Heavy archetype. After it is used, it travels in a straight line, attaching to the first movable object or opponent it collides with. Eligible items include cashout stations, decryption terminals, arena carriables / canisters and revive statues. After it is attached to something, it starts reeling it in towards the user. If the target is an arena carriable / canister or a friendly revive statue, the user will automatically hold it in their hands after it is reeled in. If the target is an opponent, they will be stunned for 0.3 - 0.65 sec, depending on the distance they were hooked from, with longer distanced resulting in a longer stun. Its cooldown depends on what was hooked; if an opponent was hit, the Winch Claw can be used again after 14 seconds, and if an item was hooked or the Winch Claw missed, it can be used again after 7 seconds.

The Winch Claw gains 30 XP for its item mastery every time it is fired, was well as an additional 18 XP if an opponent was hit.
15 коментара
Maxyrz 1 май в 23:55 
Could you add the specializations like the Heal gun or amount of time for Invis, Grappling hook range, Mesh shield, etc.
Square Enix  [автор] 29 апр. в 3:37 
fixed, thx :)
丂口尺丁工丂 28 апр. в 19:07 
93R

Damage (Body): 28 ?
26!!!
Ruckus 25 апр. в 23:56 
thx
GoldFusion 31 март в 11:10 
cerb can 3 shot heavy with burn status
Kahvipannu 27 март в 13:13 
nice, thanks.
Square Enix  [автор] 26 март в 4:43 
thx, fixed :)
Square Enix  [автор] 23 март в 11:34 
@Yeeter2000 already done, just needs some time to be authorized by Steam :)
Yeeter2000 22 март в 17:38 
pls update
LoneDingo 6 март в 21:30 
thanks mate very help full and concise :steamthumbsup: