Ideas for Weapon Armory Specials


#1

Enter your ideas for new weapon abilities here!

WEAPON SPECIAL ABILITY IDEAS

-form- name: tag: variant: effect

RAIDER

-1 normal-

Breakthrough: lungeing: 1: when attacking enemies who are shielding, deal 20% more damage and receive a minor bonus to ap when attacking.

Matchmaker: challenging: 1: +15% attack against enemies of the same persona.

Snarker: snarking: 1: when attacking, small chance to inflict taunt for 1 turn.

Fire: incendiary: 1: when attacking, better chance to inflict 35 burn damage per turn for 2 turns.

-1 crit-

Breakthrough: lungeing: 2: when attacking enemies who are shielding, deal 25% more damage and receive a small bonus to ap when attacking.

Unmodified: Undefendable: 1: when attacking, 5% chance to attack with unmodified damage.

Permanent softening: softening: 1: when dealing a critical hit to an enemy, 6% of damage dealt is subtracted from the enemy’s maximum health for the rest of the battle.

Snarker: snarking: 2: when attacking, better chance to inflict taunt for 1 turn.

-2 normal-

Breakthrough: lungeing: 3: when attacking enemies who are shielding, deal 30% more damage and receive a medium bonus to ap when attacking.

Matchmaker: challenging: 2: +30% attack against enemies of the same persona.

Snarker: snarking: 3: when attacking, small chance to inflict taunt for 2 turns.

Fire: incendiary: 2: when attacking, better chance to inflict 45 burn damage per turn for 3 turns.

-2 crit-

Breakthrough: lungeing: 4: when attacking enemies who are shielding, deal 35% more damage and receive a large bonus to ap when attacking.

Unmodified: Undefendable: 2: when attacking, 10% chance to attack with unmodified damage.

Permanent softening: softening: 2: when dealing a critical hit to an enemy, 12% of damage dealt is subtracted from the enemy’s maximum health for the rest of the battle.

Snarker: snarking: 4: when attacking,
better chance to inflict taunt for 2 turns.

-3 normal-

Breakthrough: lungeing: 5: when attacking enemies who are shielding, deal 40% more damage and receive a very large bonus to ap when attacking.

Matchmaker: challenging: 3: +45% attack against enemies of the same persona.

Snarker: snarking: 5: when attacking, small chance to inflict taunt for 3 turns.

Fire: incendiary: 3: when attacking, better chance to inflict 65 burn damage per turn for 4 turns.

-3 crit-

Breakthrough: lungeing: 6: when attacking enemies who are shielding, deal 45% more damage and receive a huge bonus to ap when attacking.

Unmodified: Undefendable: 3: when attacking, 15% chance to attack with unmodified damage.

Permanent softening: softening: 3: when dealing a critical hit to an enemy, 18% of damage dealt is subtracted from the enemy’s maximum health for the rest of the battle.

Snarker: snarking: 6: when attacking, better chance to inflict taunt for 3 turns.

DEFENDER

-1 normal-

On The Defense: parrying: 1: when shielding, receive an additional 5% defense bonus and a minor bonus to ap when taking damage.

Tailored defense: tailored: 1: +15% defense against enemies of the same persona.

Focused pain: focusing: 1: when taking damage, small chance to focus for 1 turn.

Damage over time recovery: sterilizing: 1: when bleeding or burning is applied to this unit, minor chance to immediately recover.

-1 crit-

On The Defense: parrying: 2: when shielding, receive an additional 10% defense bonus and a small bonus to ap when taking damage.

Debuff recovery: recovering: 1: when an attack penalty, defense penalty, or heal reduction is applied to this unit, minor chance to immediately recover.

Suppression recovery: recovering: 1: when impair or stun is applied to this unit, minor chance to immediately recover.

Focused pain: focusing: 2: when taking damage, better chance to focus for 1 turn.

-2 normal-

On The Defense: parrying: 3: when shielding, receive an additional 15% defense bonus and a small bonus to ap when taking damage.

Tailored defense: tailored: 2: +30% defense against enemies of the same persona.

Focused pain: focusing: 3: when taking damage, small chance to focus for 2 turns.

Damage over time recovery: sterilizing: 2: when bleeding or burning is applied to this unit, small chance to immediately recover.

-2 crit-

On The Defense: parrying: 4: when shielding, receive an additional 20% defense bonus and a medium bonus to ap when taking damage.

Debuff recovery: recovering: 2: when an attack penalty, defense penalty, or heal reduction is applied to this unit, small chance to immediately recover.

Suppression recovery: recovering: 2: when impair or stun is applied to this unit, small chance to immediately recover.

Focused pain: focusing: 4: when taking damage, better chance to focus for 2 turns.

-3 normal-

On The Defense: parrying: 5: when shielding, receive an additional 25% defense bonus and a medium bonus to ap when taking damage.

Tailored defense: tailored: 3: +45% defense against enemies of the same persona.

Focused pain: focusing: 5: when taking damage, small chance to focus for 3 turns.

Damage over time recovery: sterilizing: 3: when bleeding or burning is applied to this unit, better chance to immediately recover.

-3 crit-

On The Defense: parrying: 6: when shielding, receive an additional 30% defense bonus and a large bonus to ap when taking damage.

Debuff recovery: recovering: 3: when an attack penalty, defense penalty, or heal reduction is applied to this unit, better chance to immediately recover.

Suppression recovery: recovering: 3: when impair or stun is applied to this unit, better chance to immediately recover.

Focused pain: focusing: 6: when taking damage, better chance to focus for 3 turns.

SLAYER

-1 normal-

Gut Covered: Concealing: 1: when taking damage, small chance to become camouflaged and elusive for 1 turn.

Head wound: ensuring: 1: when killing an enemy, it may not be revived for 1 turn.

Armor plated: plated: 1: this unit starts the battle with 10% bonus health.

Phalanx: organizing: 1: all teammates receive +4 crit for the first 2 turns of every wave

-1 crit-

Gut Covered: Concealing: 2: when taking damage, better chance to become camouflaged and elusive for 1 turn.

Long shot: collateralizing: 1: when attacking, better chance to deal 50% damage to an enemy in the same line without granting extra enemies ap.

Higher Criticals: bullseye: 1: critical hits deal 200% damage instead of 150%.

Armor plated: plated: 2: this unit starts the battle with 20% bonus health.

-2 normal-

Gut Covered: Concealing: 3: when taking damage, small chance to become camouflaged and elusive for 2 turns.

Head wound: ensuring: 2: when killing an enemy, it may not be revived for 2 turns.

Armor plated: plated: 3: this unit starts the battle with 30% bonus health.

Phalanx: organizing: 2: all teammates receive +8 crit for the first 3 turns of every wave

-2 crit-

Gut Covered: Concealing: 4: when taking damage, better chance to become camouflaged and elusive for 2 turns.

Long shot: collateralizing: 2: when attacking, better chance to deal 100% damage to a line of enemies without granting extra enemies ap.

Higher Criticals: bullseye: 2: critical hits deal 250% damage instead of 150%.

Armor plated: plated: 4: this unit starts the battle with 40% bonus health.

-3 normal-

Gut Covered: Concealing: 5: when taking damage, small chance to become camouflaged and elusive for 3 turns.

Head wound: ensuring: 3: when killing an enemy, it may not be revived for 3 turns.

Armor plated: plated: 5: this unit starts the battle with 50% bonus health.

Phalanx: organizing: 3: all teammates receive +12 crit for the first 4 turns of every wave

-3 crit-

Gut Covered: Concealing: 6: when taking damage, better chance to become camouflaged and elusive for 3 turns.

Long shot: collateralizing: 3: when attacking, better chance to deal 125% damage to a line of enemies without granting extra enemies ap.

Higher Criticals: bullseye: 3: critical hits deal 300% damage instead of 150%.

Armor plated: plated: 6: this unit starts the battle with 60% bonus health.

SUPPORTER

-1 normal-

Reliable: Directing: 1: +3 crit to all teammates is added to the leader skill

Death Gift: gifting: 1: when this unit is killed, this unit’s ap is halved and then distributed evenly amongst all remaining teammates.

Armor gifting: gifting: 1: a random teammate starts the battle with 15% bonus health.

Forwarder: bettering: 1: +1% defense, +1% attack, and +1% health to all teammates is added to the team’s leader skill.

-1 crit-

Left hand: Fortifying: 1: +3% defense to all teammates is added to the team’s leader skill.

Right hand: Training: 1: +3% attack to all teammates is added to the team’s leader skill.

Line Holder: Holding: 1: +3% health to all teammates is added to the team’s leader skill.

Workaround: miraculous: 1: when this unit is revived, they are revived with an additional 10% health.

-2 normal-

Reliable: Directing: 2: +5 crit to all teammates is added to the leader skill

Death Gift: gifting: 2: when this unit is killed, this unit’s ap is distributed evenly amongst all remaining teammates.

Heal reduction: reducing: 1: when taking damage, small chance to inflict -50% heal reduction for 2 turns.

Forwarder: bettering: 2: +2% defense, +2% attack, and +2% health to all teammates is added to the team’s leader skill.

-2 crit-

Left hand: Fortifying: 2: +5% defense to all teammates is added to the team’s leader skill.

Right hand: Training: 2: +5% attack to all teammates is added to the team’s leader skill.

Line Holder: Holding: 2: +5% health to all teammates is added to the team’s leader skill.

Confound: confounding: 1: when attacking, small chance to inflict confusion for 1 turn

-3 normal-

Reliable: Directing: 3: +8 crit to all teammates is added to the leader skill

Death Gift: gifting: 3: when this unit is killed, this unit’s ap is doubled and then distributed evenly amongst all remaining teammates.

Heal reduction: reducing: 2: when taking damage, better chance to inflict -100% heal reduction for 2 turns.

Forwarder: bettering: 3: +3% defense, +3% attack, and +3% health to all teammates is added to the team’s leader skill.

-3 crit-

Left hand: Fortifying: 3: +8% defense to all teammates is added to the team’s leader skill.

Right hand: Training: 3: +8% attack to all teammates is added to the team’s leader skill.

Line Holder: Holding: 3: +8% health to all teammates is added to the team’s leader skill.

Confound: confounding: 2: when attacking, better chance to inflict confusion for 2 turns