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  1. Pass the Fear home
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Two-slot arsenal

Weapons

Browse every current weapon, element, rarity family, firing loop, and fixed effect.

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War Dominator game art
Fire

War Dominator

[Final Shot]: Always deals Critical Hits and directly triggers [Ignition]. • Damage dealt by [Ignition] increases by 666%.

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Conquest Dominator game art
Acid

Conquest Dominator

Attacking enemies with [Corrosion] spreads [Plague], dealing Acid Damage equal to 300% Bullet Attack and triggering [Corrosion]. • When enemies already affected by [Corrosion] take [Plague] damage, [Plague] triggers again. They can only be affected by [Plague] once within a short time.

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Famine Dominator game art
Physical

Famine Dominator

The fewer bullets you have, the higher Bullet Attack becomes. When the magazine is below half, fires Gluttony Bullet, dealing AoE Physical Damage equal to 500% Bullet Attack.

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Death Dominator game art
Frost

Death Dominator

[Final Shot]: Applies Death Mark. When it reaches 4 stacks or the target dies, bursts a Death Ring that applies [Freeze] to everyone. • [Freeze] also applies Death Mark and directly executes enemies below 10% Health.

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Mundane game art
Physical

Mundane

For each stack of [Ember]/[Growth]/[Armor], your bullets deal 1 additional corresponding elemental damage, affected by Physical Damage bonus. • [Overload]: Doubles the additional elemental damage bonus.

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Dash Knight game art
Lightning

Dash Knight

Reloading at full magazine: Charges your bullets. • Lv.1: Fires Flash Energy Bullet, dealing Lightning Damage equal to 500% Bullet Attack. • Lv.2: Fires Piercing Shockwave, dealing Lightning Damage equal to 1000% Bullet Attack.

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Scorpion Tail Bone game art
Acid

Scorpion Tail Bone

Catching the bounced-back Scorpion Tail Bone reloads bullets. After 3 consecutive catches, Scorpion Tail Bone deals AoE Acid Damage equal to 100% Bullet Attack. Catching the bounced-back Scorpion Tail Bone reloads bullets. After 3 consecutive catches, Scorpion Tail Bone deals AoE Acid Damage equal to 100% Bullet Attack. Catching the bounced-back Scorpion Tail Bone reloads bullets. After 3 consecutive catches, Scorpion Tail Bone deals AoE Acid Damage equal to 100% Bullet Attack. Catching the bounced-back Scorpion Tail Bone reloads bullets. After 3 consecutive catches, Scorpion Tail Bone deals AoE Acid Damage equal to 100% Bullet Attack. Within 2 seconds after catching Scorpion Tail Bone, Bullet Attack +30%. This effect can stack. Catching the bounced-back Scorpion Tail Bone reloads bullets. After 3 consecutive catches, Scorpion Tail Bone deals AoE Acid Damage equal to 100% Bullet Attack. Within 2 seconds after catching Scorpion Tail Bone, Bullet Attack +30%. This effect can stack.

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Dark Ice game art
Frost

Dark Ice

When you have [Armor], shooting has a 20% Adaptive Chance to trigger Battle Skill. When you have [Armor], shooting has a 20% Adaptive Chance to trigger Battle Skill. When you have [Armor], shooting has a 20% Adaptive Chance to trigger Battle Skill. When you have [Armor], shooting has a 20% Adaptive Chance to trigger Battle Skill. When you have more than 60 [Armor], Battle Skill Damage +100%. Each time a Battle Skill fails to trigger, its trigger chance increases by 1% until it triggers. When you have [Armor], shooting has a 20% Adaptive Chance to trigger Battle Skill. When you have more than 60 [Armor], Battle Skill Damage +100%. Each time a Battle Skill fails to trigger, its trigger chance increases by 1% until it triggers.

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Vintage Musket game art
Physical

Vintage Musket

[First Shot]: Increases Critical Chance by 15% for 5 seconds. [First Shot]: Increases Critical Chance by 15% for 5 seconds. [First Shot]: Increases Critical Chance by 15% for 5 seconds. [First Shot]: Increases Critical Chance by 25% and Critical Damage by 30% for 5 seconds. [First Shot]: Increases Critical Chance by 25% and Critical Damage by 30% for 5 seconds.

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Demonhunter Crossbow game art
Physical

Demonhunter Crossbow

Dodge: Increases the damage of your next shot by 50%. Dodge: Increases the damage of your next shot by 50%. Dodge: Increases the damage of your next shot by 50%. Dodge: Increases the damage of your next shot by 50%. Every third shot on the same target deals additional 100% Physical Damage and triggers [Hemorrhage]. Dodge: Increases the damage of your next shot by 50%. Every third shot on the same target deals additional 100% Physical Damage and triggers [Hemorrhage].

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Ember Spark game art
Fire

Ember Spark

On using Battle Skill: The next bullet summons Flame Storm that lasts for 2 seconds, dealing 100% Fire Battle Skill Damage per second. On using Battle Skill: The next bullet summons Flame Storm that lasts for 2 seconds, dealing 100% Fire Battle Skill Damage per second. On using Battle Skill: The next bullet summons Flame Storm that lasts for 2 seconds, dealing 100% Fire Battle Skill Damage per second. On using Battle Skill: The next bullet summons Flame Storm that lasts for 2 seconds, dealing 100% Fire Battle Skill Damage per second. Battle Skill Damage +50%. Each time Flame Storm deals damage, your Battle Skill cooldown is reduced by 1 second. On using Battle Skill: The next bullet summons Flame Storm that lasts for 2 seconds, dealing 100% Fire Battle Skill Damage per second. Battle Skill Damage +50%. Each time Flame Storm deals damage, your Battle Skill cooldown is reduced by 1 second.

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Flare Gun game art
Fire

Flare Gun

Full Charge: When your bullets deal damage, they trigger [Ignition]. Full Charge: When your bullets deal damage, they trigger [Ignition]. Full Charge: When your bullets deal damage, they trigger [Ignition]. Full Charge: When your bullets deal damage, they trigger [Ignition]. After triggering [Transmutaion] 20 times in total, a Meteor falls on the nearest enemy, dealing 1000% AoE Fire Damage. Full Charge: When your bullets deal damage, they trigger [Ignition]. After triggering [Transmutaion] 20 times in total, a Meteor falls on the nearest enemy, dealing 1000% AoE Fire Damage.

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Ice Shatterer game art
Frost

Ice Shatterer

Projectiles +4 • After bullets deal damage 3 times within a short time, triggers [Freeze]. Projectiles +4 • After bullets deal damage 3 times within a short time, triggers [Freeze]. Projectiles +4 • After bullets deal damage 3 times within a short time, triggers [Freeze]. Projectiles +4 • After bullets deal damage 3 times within a short time, triggers [Freeze]. Always deal Critical Hits to enemies affected by [Freeze] Projectiles +4 • After bullets deal damage 3 times within a short time, triggers [Freeze]. Always deal Critical Hits to enemies affected by [Freeze]

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Lightning Gun game art
Lightning

Lightning Gun

After stopping shooting for 1 second, the next shot becomes Lightning Beam, dealing Lightning Damage equal to 450% Bullet Attack. The higher your Fire Rate, the shorter the interval. After stopping shooting for 1 second, the next shot becomes Lightning Beam, dealing Lightning Damage equal to 450% Bullet Attack. The higher your Fire Rate, the shorter the interval. After stopping shooting for 1 second, the next shot becomes Lightning Beam, dealing Lightning Damage equal to 450% Bullet Attack. The higher your Fire Rate, the shorter the interval. After stopping shooting for 1 second, the next shot becomes Lightning Beam, dealing Lightning Damage equal to 450% Bullet Attack. The higher your Fire Rate, the shorter the interval. • Lightning Beam has a chance to upgrade into Super Lightning Beam, doubling its damage. After stopping shooting for 1 second, the next shot becomes Lightning Beam, dealing Lightning Damage equal to 450% Bullet Attack. The higher your Fire Rate, the shorter the interval. • Lightning Beam has a chance to upgrade into Super Lightning Beam, doubling its damage.

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Overcharged Lightning game art
Lightning

Overcharged Lightning

Every 4 shots fired grants +1 Bounce. Resets after reloading. Every 4 shots fired grants +1 Bounce. Resets after reloading. Every 4 shots fired grants +1 Bounce. Resets after reloading. Every 4 shots fired grants +1 Bounce. Resets after reloading. Bounce damage does not diminish and can bounce back to yourself. Every 4 shots fired grants +1 Bounce. Resets after reloading. Bounce damage does not diminish and can bounce back to yourself.

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Mist game art
Acid

Mist

When bullets hit enemies, they create a Mist. Enemies inside take 60% Acid Damage per second for 1 second. • The longer you charge, the stronger the Mist becomes. Bullets create Mist along their path. Enemies inside take 60% Acid Damage per second for 1 second. • The longer you charge, the stronger the Mist becomes. Bullets create Mist along their path. Enemies inside take 60% Acid Damage per second for 1 second. • The longer you charge, the stronger the Mist becomes.

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Steel Handcannon game art
Physical

Steel Handcannon

Projectiles +4 • Always deals Critical Hits to nearby enemies Projectiles +4 • Always deals Critical Hits to nearby enemies Projectiles +4 • Always deals Critical Hits to nearby enemies Critical Damage from bullets +150%. Projectiles +4 • Always deals Critical Hits to nearby enemies Critical Damage from bullets +150%.

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Eagle Eye game art
Physical

Eagle Eye

Damage to distant enemies +200%. Damage to distant enemies +200%. Damage to distant enemies +200%. Bullet damage dealt to distant enemies increases by 200% and directly triggers [Hemorrhage]. Bullet damage dealt to distant enemies increases by 200% and directly triggers [Hemorrhage].

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Dragon Breath game art
Fire

Dragon Breath

When shooting hits enemies: Increases your Bullet Speed by 2% and has a 0.5% chance to directly trigger [Ignition]. Can trigger at most once per second, stacking up to 100 times, and resets after reloading. When shooting hits enemies: Increases your Bullet Speed by 2% and has a 0.5% chance to directly trigger [Ignition]. Can trigger at most once per second, stacking up to 100 times, and resets after reloading. When shooting hits enemies: Increases your Bullet Speed by 2% and has a 0.5% chance to directly trigger [Ignition]. Can trigger at most once per second, stacking up to 100 times, and resets after reloading. When shooting hits enemies: Increases your Bullet Speed by 2%, Bullet Attack by 3%, and has a 1% chance to directly trigger [Ignition]. Can trigger at most once per second, stacking up to 100 times, and resets after reloading. When shooting hits enemies: Increases your Bullet Speed by 2%, Bullet Attack by 3%, and has a 1% chance to directly trigger [Ignition]. Can trigger at most once per second, stacking up to 100 times, and resets after reloading.

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Fire Curse game art
Fire

Fire Curse

Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 10% Bullet Attack per second for 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 10% Bullet Attack per second for 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 10% Bullet Attack per second for 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 20% Bullet Attack per second and has a 15% chance to trigger Ignition, lasts 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 10% Bullet Attack per second for 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 20% Bullet Attack per second and has a 15% chance to trigger Ignition, lasts 4 seconds. Stacks infinitely. Shooting enemies affected by [Freeze]/[Disruption]/[Corrosion] [Burns] them, dealing Fire Damage equal to 10% Bullet Attack per second for 4 seconds. Stacks infinitely.

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Living Frenzy game art
Acid

Living Frenzy

Every 4 shots fired grants +1 Projectile. Resets after reloading. Every 4 shots fired grants +1 Projectile. Resets after reloading. Every 4 shots fired grants +1 Projectile. Resets after reloading. Every 4 shots fired grants +1 Projectile. Resets after reloading. Each additional projectile increases your Final Damage by 15%. Every 4 shots fired grants +1 Projectile. Resets after reloading. Each additional projectile increases your Final Damage by 15%.

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Avalanche game art
Frost

Avalanche

Charging increases Projectiles, and additional projectile damage does not decay. • All bullets deal 25% additional Frost Damage. Charging increases Projectiles, and additional projectile damage does not decay. • All bullets deal 25% additional Frost Damage. After bullets deal damage 5 times within a short time: Releases Frost Nova on the target, inflicting [Freeze] in a large area. Charging increases Projectiles, and additional projectile damage does not decay. • All bullets deal 25% additional Frost Damage. After bullets deal damage 5 times within a short time: Releases Frost Nova on the target, inflicting [Freeze] in a large area.

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Lightning Javelin game art
Lightning

Lightning Javelin

Fires instantly at Full Charge: Lightning Javelin becomes Thunderburst Wave, dealing Lightning Damage equal to 200% Bullet Attack. Fires instantly at Full Charge: Lightning Javelin becomes Thunderburst Wave, dealing Lightning Damage equal to 200% Bullet Attack. Fires instantly at Full Charge: Lightning Javelin becomes Thunderburst Wave, dealing Lightning Damage equal to 200% Bullet Attack. Fires instantly at Full Charge: Lightning Javelin becomes Thunderburst Wave, dealing Lightning Damage equal to 500% Bullet Attack. • On using Battle Skill: For the next 3 seconds, Each shot starts at Full Charge. Fires instantly at Full Charge: Lightning Javelin becomes Thunderburst Wave, dealing Lightning Damage equal to 500% Bullet Attack. • On using Battle Skill: For the next 3 seconds, Each shot starts at Full Charge.

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Thunder Spike game art
Lightning

Thunder Spike

Steel Nails mark enemies. Every second, Lightning Strikes strike a number of marked targets equal to Projectile count, dealing 100% Lightning Damage. • Reload: Detonates marks and summons Lightning Strikes to deal double damage. Steel Nails mark enemies. Every second, Lightning Strikes strike a number of marked targets equal to Projectile count, dealing 100% Lightning Damage. • Reload: Detonates marks and summons Lightning Strikes to deal double damage. Steel Nails mark enemies. Every second, Lightning Strikes strike a number of marked targets equal to Projectile count, dealing 100% Lightning Damage. • Reload: Detonates marks and summons Lightning Strikes to deal double damage. Steel Nails mark enemies. Every second, Lightning Strikes strike a number of marked targets equal to Projectile count, dealing 200% AoE Lightning Damage. • Reload: Detonates marks and summons Lightning Strikes to deal triple damage. Steel Nails mark enemies. Every second, Lightning Strikes strike a number of marked targets equal to Projectile count, dealing 200% AoE Lightning Damage. • Reload: Detonates marks and summons Lightning Strikes to deal triple damage.

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Sticky game art
Acid

Sticky

Transmutation Damage +30%. Sticky shots are also affected by Transmutation Damage bonuses. Transmutation Damage +30%. Sticky shots are also affected by Transmutation Damage bonuses. Transmutation Damage +30%. Sticky shots are also affected by Transmutation Damage bonuses. Transmutation Damage +60%. Sticky shots are also affected by Transmutation Damage bonuses. • Sticky's Corrosion Value is doubled. Each trigger of [Corrosion] increases Transmutation Damage by 10%, removed after clearing the stage. Transmutation Damage +60%. Sticky shots are also affected by Transmutation Damage bonuses. • Sticky's Corrosion Value is doubled. Each trigger of [Corrosion] increases Transmutation Damage by 10%, removed after clearing the stage.

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Siegebreaker game art
Physical

Siegebreaker

Full Charge: Always deals a [Smite], 50% of Smite Chance is converted into Final Damage bonus. Full Charge: Always deals a [Smite], 100% of Smite Chance is converted into Final Damage bonus. • Bullet Attack cap +100% • [Smite]: Instantly reloads your bullets. Full Charge: Always deals a [Smite], 100% of Smite Chance is converted into Final Damage bonus. • Bullet Attack cap +100% • [Smite]: Instantly reloads your bullets.

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Heavy Crossbow game art
Physical

Heavy Crossbow

Fire Rate increases continuously until firing stops. Fire Rate increases continuously until firing stops. Reload: Grants brief invincibility. Taking damage during this period instantly completes reloading. Fire Rate increases continuously until firing stops. Reload: Grants brief invincibility. Taking damage during this period instantly completes reloading.

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Explosive Crossbow game art
Fire

Explosive Crossbow

Enemies hit by Explosive Crossbow trigger [Ignition] after 4 seconds. • On using Battle Skill: Triggers [Ignition] early and increases [Ignition] damage by 150%. Enemies hit by Explosive Crossbow trigger [Ignition] after 4 seconds. • On using Battle Skill: Triggers [Ignition] early and increases [Ignition] damage by 150%. Enemies hit by Explosive Crossbow trigger [Ignition] after 4 seconds. • On using Battle Skill: Triggers [Ignition] early and increases [Ignition] damage by 150%. Enemies hit by Explosive Crossbow trigger [Ignition] after 5 seconds. • On using Battle Skill: Triggers [Ignition] early and increases [Ignition] damage by 300%. • [Ignition] area increases by 50%. Enemies hit by Explosive Crossbow trigger [Ignition] after 5 seconds. • On using Battle Skill: Triggers [Ignition] early and increases [Ignition] damage by 300%. • [Ignition] area increases by 50%.

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Split Cannon game art
Fire

Split Cannon

Bullet count is not affected by Projectiles. Each Projectile increases Bullet Attack by 40%. • At 3 or more Projectiles, Charge Time -50%. • At 5 or more Projectiles, splits into Small Fireballs that deal 150% damage. Bullet count is not affected by Projectiles. Each Projectile increases Bullet Attack by 60%. • At 3 or more Projectiles, Charge Time -50%. • At 5 or more Projectiles, splits into Small Fireballs that deal 200% damage. • Projectiles +4. Small Fireballs can pierce enemies. Bullet count is not affected by Projectiles. Each Projectile increases Bullet Attack by 60%. • At 3 or more Projectiles, Charge Time -50%. • At 5 or more Projectiles, splits into Small Fireballs that deal 200% damage. • Projectiles +4. Small Fireballs can pierce enemies.

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Comet game art
Frost

Comet

Launches a giant Frost Comet that periodically deals 100% Frost Damage and applies Freeze Buildup to enemies along its path.

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Thunder Bow game art
Lightning

Thunder Bow

Can be charged twice. • Charged: Fires 3 Split Arrows, dealing Lightning Damage equal to 150% Bullet Attack. • Super Charged: Launches Arrows Downpour, dealing Lightning Damage equal to 300% Bullet Attack. Can be charged twice. • First Charge: Fires 3 Split Arrows, dealing Lightning Damage equal to 150% Bullet Attack. • Second Charge: Launches Super Arrows Downpour, dealing Lightning Damage equal to 300% Bullet Attack. Can be charged twice. • First Charge: Fires 3 Split Arrows, dealing Lightning Damage equal to 150% Bullet Attack. • Second Charge: Launches Super Arrows Downpour, dealing Lightning Damage equal to 300% Bullet Attack.

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Flower Cannon game art
Acid

Flower Cannon

• Reload: Spawns Flower Buds equal to your Projectile count under your feet. Shooting pushes them forward; they explode near an enemy, dealing 500% Bullet Attack as Acid Damage. • When Flower Buds explode, they fire 12 Piercing Poison Needles outward, each dealing 500% Bullet Attack as Acid Damage. • Each additional projectile increases the base damage of Flower Buds by 25%.

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Godhunter Bow game art
Acid

Godhunter Bow

Full Charge: Fires Tree Arrow that pierces enemies and applies Hunter's Mark. • While shooting: Fires an additional Homing Tree Arrow at enemies with Hunter's Mark and removes the mark. Full Charge: Fires Tree Arrow that pierces enemies and applies Hunter's Mark. • While shooting: Fires an additional Homing Tree Arrow at enemies with Hunter's Mark and removes the mark. Full Charge: Fires Tree Arrow that pierces enemies and applies Hunter's Mark. • While shooting: Fires an additional Homing Tree Arrow at enemies with Hunter's Mark and removes the mark. Full Charge: Fires Tree Arrow that pierces enemies and applies Hunter's Mark. • While shooting: Fires an additional Homing Tree Arrow at enemies with Hunter's Mark. Consumes the Hunter's Mark to deal 450% Acid Damage, with a 50% chance to reapply it. Full Charge: Fires Tree Arrow that pierces enemies and applies Hunter's Mark. • While shooting: Fires an additional Homing Tree Arrow at enemies with Hunter's Mark. Consumes the Hunter's Mark to deal 450% Acid Damage, with a 50% chance to reapply it.

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Lionheart game art
Physical

Lionheart

[Final Shot]: Increases the damage of your next damaging Battle Skill by 600%. [Final Shot]: 30% chance to reset Battle Skill cooldown.

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Peacekeeper game art
Physical

Peacekeeper

On Ultimate: Creates a Killing Field, continuously marking all enemies within. After 1.5 seconds, deals Physical Damage equal to up to 1000% of Bullet Attack to marked enemies. On Ultimate: Creates a Killing Field, continuously marking all enemies within. After 1.5 seconds, deals Physical Damage equal to up to 1000% of Bullet Attack to marked enemies. On Ultimate: Creates a Killing Field, continuously marking all enemies within. After 1.5 seconds, deals Physical Damage equal to up to 1000% of Bullet Attack to marked enemies. On Ultimate: Creates a Killing Field, continuously marking all enemies within. After 1.5 seconds, deals Physical Damage equal to up to 3000% of Bullet Attack to marked enemies. On Ultimate: Creates a Killing Field, continuously marking all enemies within. After 1.5 seconds, deals Physical Damage equal to up to 3000% of Bullet Attack to marked enemies.

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Seven Leaves game art
Acid

Seven Leaves

Fires New Leaf to attack enemies and fall to the ground. When Reload, retrieves New Leaf to deal Acid Damage equal to 150% Bullet Attack to enemies. Up to 7 New Leaves can exist on the ground at once. Fires New Leaf to attack enemies and fall to the ground. When Reload, retrieves New Leaf to deal Acid Damage equal to 150% Bullet Attack to enemies. Up to 7 New Leaves can exist on the ground at once. Fires New Leaf to attack enemies and fall to the ground. When Reload, retrieves New Leaf to deal Acid Damage equal to 150% Bullet Attack to enemies. Up to 7 New Leaves can exist on the ground at once. Fires New Leaf to attack enemies and fall to the ground. When Reload, retrieves New Leaf to deal AoE Acid Damage equal to 150% Bullet Attack to enemies. New Leaves exceeding the maximum of 7 are automatically retrieved. Fires New Leaf to attack enemies and fall to the ground. When Reload, retrieves New Leaf to deal AoE Acid Damage equal to 150% Bullet Attack to enemies. New Leaves exceeding the maximum of 7 are automatically retrieved.

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Creed game art
Physical

Creed

A weapon affected by mysterious power, defying the laws of time. A weapon affected by mysterious power, defying the laws of time. A weapon affected by mysterious power, defying the laws of time.

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Bulwark game art
Frost

Bulwark

Shooting fires Frost Rift, dealing Frost Damage equal to 100% Bullet Attack. For each [Armor] lost, increases Frost Rift base damage by 1% in this battle. • When losing [Armor]: Automatically fires Frost Rift at the nearest enemy. Shooting fires Frost Rift, dealing Frost Damage equal to 100% Bullet Attack. For each [Armor] lost, increases Frost Rift base damage by 1% in this battle. • When losing [Armor]: Automatically fires Frost Rift at the nearest enemy. Shooting fires Frost Rift, dealing Frost Damage equal to 100% Bullet Attack. For each [Armor] lost, increases Frost Rift base damage by 1% in this battle. • When losing [Armor]: Automatically fires Frost Rift at the nearest enemy. Shooting fires Frost Rift, dealing Frost Damage equal to 100% Bullet Attack. For each [Armor] lost, increases Frost Rift base damage by 1.5% in this battle. • When losing [Armor]: Fires Frost Rift in all directions. Shooting fires Frost Rift, dealing Frost Damage equal to 100% Bullet Attack. For each [Armor] lost, increases Frost Rift base damage by 1.5% in this battle. • When losing [Armor]: Fires Frost Rift in all directions.

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Railgun game art
Lightning

Railgun

On using Battle Skill: summons Magnetic Robot to cast Magnetic Field. While the player is inside the field, fires Railgun to attack, dealing Lightning Damage equal to 150% Bullet Attack. Destroys Magnetic Robot after reloading. On using Battle Skill: summons Magnetic Robot to cast Magnetic Field. While the player is inside the field, fires Railgun to attack, dealing Lightning Damage equal to 150% Bullet Attack. Destroys Magnetic Robot after reloading. On using Battle Skill: summons Magnetic Robot to cast Magnetic Field. While the player is inside the field, fires Railgun to attack, dealing Lightning Damage equal to 150% Bullet Attack. Destroys Magnetic Robot after reloading. On using Battle Skill: Summons Magnetic Robot to cast Magnetic Field and follow you. While the player is inside the field, fires Super Railgun, dealing Lightning Damage equal to 300% Bullet Attack. Destroys Magnetic Robot after reloading. On using Battle Skill: Summons Magnetic Robot to cast Magnetic Field and follow you. While the player is inside the field, fires Super Railgun, dealing Lightning Damage equal to 300% Bullet Attack. Destroys Magnetic Robot after reloading.

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Battery game art
Lightning

Battery

On using Battle Skill: Casts Electric Net, dealing Lightning Battle Skill Damage equal to 250% Bullet Attack. • Hitting an enemy increases the damage of the next Electric Net. On using Battle Skill: Casts Electric Net, dealing Lightning Battle Skill Damage equal to 250% Bullet Attack. • Hitting an enemy increases the damage of the next Electric Net. On using Battle Skill: Casts Electric Net, dealing Lightning Battle Skill Damage equal to 250% Bullet Attack. • Hitting an enemy increases the damage of the next Electric Net. On using Battle Skill: Casts Giant Electric Net, dealing Lightning Battle Skill Damage equal to 400% Bullet Attack and triggering[Disruption]. • Hitting an enemy greatly increases the damage of the next Giant Electric Net. On using Battle Skill: Casts Giant Electric Net, dealing Lightning Battle Skill Damage equal to 400% Bullet Attack and triggering[Disruption]. • Hitting an enemy greatly increases the damage of the next Giant Electric Net.

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Air Gun game art
Physical

Air Gun

Fires Air Cannon. Each time it travels a certain distance, creates a Sonic Boom that deals AoE Physical Damage equal to 200% Bullet Attack to enemies. The longer the charge time, the farther the bullet flies. Fires Air Cannon. Each time it travels a certain distance, creates a Sonic Boom that deals AoE Physical Damage equal to 200% Bullet Attack to enemies. The longer the charge time, the farther the bullet flies. Fires Air Cannon. Each time it travels a certain distance, creates a Sonic Boom that deals AoE Physical Damage equal to 200% Bullet Attack to enemies. The longer the charge time, the farther the bullet flies. Fires Air Cannon that pierces enemies. Each time it travels a certain distance, creates a Giant Sonic Boom that deals AoE Physical Damage equal to 300% Bullet Attack to enemies. The longer the charge time, the farther the bullet flies. Fires Air Cannon that pierces enemies. Each time it travels a certain distance, creates a Giant Sonic Boom that deals AoE Physical Damage equal to 300% Bullet Attack to enemies. The longer the charge time, the farther the bullet flies.

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Fire Crossbow game art
Fire

Fire Crossbow

Charging increases the number of bullets fired in a burst. Charging increases the number of bullets fired in a burst. Charging increases the number of bullets fired in a burst. Charging increases the number of bullets fired in a burst. Fire Crossbow can fire more bullets and requires less charge time. Charging increases the number of bullets fired in a burst. Fire Crossbow can fire more bullets and requires less charge time.

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Ice Baby game art
Frost

Ice Baby

Reload: leaves a Snowman that throws Snowballs at other Snowmen, dealing Frost Damage equal to 200% Bullet Attack to enemies with a chance to trigger [Freeze]. Up to 3 Snowmen can exist at once. Reload: leaves a Snowman that throws Snowballs at other Snowmen, dealing Frost Damage equal to 200% Bullet Attack to enemies with a chance to trigger [Freeze]. Up to 3 Snowmen can exist at once. Reload: leaves a Snowman that throws Snowballs at other Snowmen, dealing Frost Damage equal to 200% Bullet Attack to enemies with a chance to trigger [Freeze]. Up to 3 Snowmen can exist at once. Reload: leaves a Snowman that throws Snowballs at other Snowmen, dealing Frost Damage equal to 200% Bullet Attack to enemies, and dealing Frost Damage equal to 100% Bullet Attack per second to nearby enemies. All damage has a chance to trigger [Freeze]. Up to 3 Snowmen can exist at once. Reload: leaves a Snowman that throws Snowballs at other Snowmen, dealing Frost Damage equal to 200% Bullet Attack to enemies, and dealing Frost Damage equal to 100% Bullet Attack per second to nearby enemies. All damage has a chance to trigger [Freeze]. Up to 3 Snowmen can exist at once.

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Ashes game art
Fire

Ashes

Every 5 shots, fires Firethrower at enemies in front, dealing Fire Battle Skill Damage equal to 250% Bullet Attack and expanding the area of the next Firethrower. Resets after reloading. Every 5 shots, fires Firethrower at enemies in front, dealing Fire Battle Skill Damage equal to 250% Bullet Attack and expanding the area of the next Firethrower. Resets after reloading. Every 5 shots, fires Firethrower at enemies in front, dealing Fire Battle Skill Damage equal to 250% Bullet Attack and expanding the area of the next Firethrower. Resets after reloading. Every 5 shots, fires Firethrower at enemies in front, dealing Fire Battle Skill Damage equal to 250% Bullet Attack and expanding the area of the next Firethrower while increasing its damage. Resets after reloading. • Firethrower reloads 1 bullet for each enemy hit. Every 5 shots, fires Firethrower at enemies in front, dealing Fire Battle Skill Damage equal to 250% Bullet Attack and expanding the area of the next Firethrower while increasing its damage. Resets after reloading. • Firethrower reloads 1 bullet for each enemy hit.

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Heavens Piercer game art
Fire

Heavens Piercer

Concentrates energy and launches out, dealing Fire Damage equal to 200% Bullet Attack to enemies along the path. You take no damage during this period. • The higher Movement Speed, the more Projectiles and the higher the damage.

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