New Weapon Abilities: IDEA THREAD

In light of the recently introduced confuse weapon special ability, I’d like to get the ball rolling on some community ideas for new weapon effects that would be awesome to see in the armory. I’ll keep a list below, and feel free to add your own!

WEAPON SPECIAL ABILITY IDEAS

-form-
effect name: added weapon 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 with normal non-crit attacks against enemies of the same persona.

Legendary killer: Goliath killing: 1: +15% attack against legendary persona enemies.

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

Disarm: deweaponizing: 1: when attacking, minor chance to inflict disarm for 2 turns.

-1 crit-

Breakthrough: lungeing: 2: when attacking enemies who are shielding, deal 30% 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 converted to maim damage

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

Disarm: deweaponizing: 2: when attacking, minor chance to inflict disarm for 3 turns.

Block break: unstoppable: 1: critical attacks from this weapon ignore absolute defense and guardian shields.

-2 normal-

Breakthrough: lungeing: 3: when attacking enemies who are shielding, deal 40% more damage and receive a medium bonus to ap when attacking.

Matchmaker: challenging: 2: +30% attack with normal non-crit attacks against enemies of the same persona.

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

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

Disarm: deweaponizing: 3: when attacking, small chance to inflict disarm for 2 turns.

-2 crit-

Breakthrough: lungeing: 4: when attacking enemies who are shielding, deal 50% 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 converted to maim damage

Snarker: snarking: 3: when attacking,
better chance to inflict taunt for 1 turn.

Disarm: deweaponizing: 4: when attacking, small chance to inflict disarm for 3 turns.

Block break: unstoppable: 2: normal and critical attacks from this weapon ignore absolute defense and guardian shields.

-3 normal-

Breakthrough: lungeing: 5: when attacking enemies who are shielding, deal 60% more damage and receive a very large bonus to ap when attacking.

Matchmaker: challenging: 3: +45% attack with normal non-crit attacks against enemies of the same persona.

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

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

Disarm: deweaponizing: 5: when attacking, better chance to inflict disarm for 2 turns.

-3 crit-

Breakthrough: lungeing: 6: when attacking enemies who are shielding, deal 70% 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 converted to maim damage

Snarker: snarking: 5: when attacking, better chance to inflict taunt for 2 turns.

Disarm: deweaponizing: 6: when attacking, better chance to inflict disarm for 3 turns.

Block break: unstoppable: 3: all attacks, critical attacks, debuffs, abilities, and rushes from this weapon ignore absolute defense and guardian shields.

Kill streak: kill streaking: 1: if this character kills at least one enemy per turn for 3 turns in a row, then upon killing the third enemy, this character receives +100% ap and may immediately act again.


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 normal, non-crit attacks from enemies of the same persona.

Focused pain: focusing: 1: when being attacked, 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.

Maim: sharp: 1: when being attacked, inflict 10 maim damage.

-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 being attacked, better chance to focus for 1 turn.

Defuse: defusing: 1: when being attacked, small chance to inflict disarm for 1 turn.

Maim: sharp: 2: when being attacked, inflict 20 maim damage.

-2 normal-

On The Defense: parrying: 3: when shielding, receive an additional 20% defense bonus and a small bonus to ap when taking damage.

Tailored defense: tailored: 2: +30% defense against normal, non-crit attacks from enemies of the same persona.

Focused pain: focusing: 3: when being attacked, 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.

Maim: sharp: 3: when being attacked, inflict 30 maim damage.

-2 crit-

On The Defense: parrying: 4: when shielding, receive an additional 30% 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 being attacked, better chance to focus for 2 turns.

Defuse: defusing: 2: when being attacked, small chance to inflict disarm for 2 turns.

Maim: sharp: 4: when being attacked, inflict 40 maim damage.

-3 normal-

On The Defense: parrying: 5: when shielding, receive an additional 40% defense bonus and a medium bonus to ap when taking damage.

Tailored defense: tailored: 3: +45% defense against normal, non-crit attacks from enemies of the same persona.

Focused pain: focusing: 5: when being attacked, 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.

Maim: sharp: 5: when being attacked, inflict 50 maim damage.

-3 crit-

On The Defense: parrying: 6: when shielding, receive an additional 50% 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 being attacked, better chance to focus for 3 turns.

Defuse: defusing: 3: when being attacked, small chance to inflict disarm for 3 turns.

Maim: sharp: 6: when being attacked, inflict 60 maim damage.

Pain split synergy: synergizing: 1: when under the effects of pain split, this character receives an additional +150% defense.


SLAYER

-1 normal-

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

Head wound: ensuring: 1: when attacking, minor chance to inflict 100% heal reduction for 1 turn.

Head wound: ensuring: 2: when being attacked, minor chance to inflict 50% heal reduction for 2 turns.

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

Phalanx: organizing: 1: all teammates receive +5 crit for the first 2 turns of every wave

-1 crit-

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

Head wound: ensuring: 3: when attacking, minor chance to inflict 100% heal reduction for 2 turns

Head wound: ensuring: 4: when being attacked, minor chance to inflict 50% heal reduction for 4 turns

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% for normal criticals, and 170% damage for multi attack rushes.

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

-2 normal-

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

Head wound: ensuring: 5: when attacking, small chance to inflict 100% heal reduction for 2 turns

Head wound: ensuring: 6: when being attacked, small chance to inflict 50% heal reduction for 4 turns

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

Phalanx: organizing: 2: all teammates receive +10 crit for the first 3 turns of every wave

-2 crit-

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

Head wound: ensuring: 7: when attacking, small chance to inflict 100% heal reduction for 3 turns

Head wound: ensuring: 8: when being attacked, small chance to inflict 50% heal reduction for 6 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% for normal criticals, and 190% for multi attack rushes.

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

-3 normal-

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

Head wound: ensuring: 9: when attacking, better chance to inflict 100% heal reduction for 3 turns

Head wound: ensuring: 10: when being attacked, better chance to inflict 50% heal reduction for 6 turns

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

Phalanx: organizing: 3: all teammates receive +15 crit for the first 4 turns of every wave

-3 crit-

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

Head wound: ensuring: 11: when attacking, better chance to inflict 100% heal reduction for 4 turns

Head wound: ensuring: 12: when being attacked, better chance to inflict 70% heal reduction for 6 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% for normal criticals, and 210% for multi attack rushes.

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

Bite block: disempowering: 1: when taking damage from a normal or critical attack, enemy rush, or damage over time, any damage taken above 1,000 is reduced to 1,000


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.

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

Remove bonuses: removing: 1: when attacking, minor chance to remove offensive and defensive bonuses.

Level up: leveling: 1: this character gets a minor experience bonus from battles except when on the defense team.

-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.

Remove bonuses: removing: 2: when attacking or being attacked, minor chance to remove offensive and defensive bonuses.

Level up: leveling: 2: this character gets a small experience bonus from battles except when on the defense team.

-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.

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

Remove bonuses: removing: 3: when attacking, small chance to remove offensive and defensive bonuses.

Level up: leveling: 3: this character gets a medium experience bonus from battles except when on the defense team.

-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

Remove bonuses: removing: 4: when attacking or being attacked, small chance to remove offensive and defensive bonuses.

Level up: leveling: 4: this character gets a large experience bonus from battles except when on the defense team.

-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.

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

Remove bonuses: removing: 5: when attacking, better chance to remove offensive and defensive bonuses.

Level up: leveling: 5: this character gets a very large experience bonus from battles except when on the defense team.

-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.

Remove bonuses: removing: 6: when attacking or being attacked, better chance to remove offensive and defensive bonuses.

Level up: leveling: 6: this character gets a huge experience bonus from battles except when on the defense team.

Drop boosting: scavenging: 1: a slight bonus to item drop rates is added to the leader skill.

11 Likes

Stop the bullshit/back to the roots: every Weapon ability and leadskill, both teams, will be deactivated during the fight. Also works on Walker stages so be careful what you’re packing.

Would be so interesting to just chip away the health based on trait, lucky crits and rushes. So many great team possibilities to fight and use.

2 Likes

Where’s the strategy in that???

1 Like

More Strategy than now.

You’d just have to go in with stronger traits… It would get old. The weapons and leader skills add that layer of strategy. Facing an Erika team with all stuns? You’ve got to think through and the luck aspect is already in play now. Doing that would get boring with nothing really special about characters and how they synergize.

Defending is already pretty much impossible even with windowless teams. Taking away all weapon mods wouldn’t require more strategy it would require none, you could auto 5 man everyone without weapon mods.

1 Like

That doesn’t make it any less fun to dream though, now does it?

2 Likes

I’m a Scopely basher from way back, I criticise them regularly for the fk ups they make, but actually (territory crashes excluded) there isn’t actually much wrong with the game at the moment imo, massively over priced of course, but as for actual gameplay it’s running pretty smoothly right now.

(Don’t tell Scoeply I said any of that.)

3 Likes

If scopely even manage to add new content to the armory like they gave michonne confuse and romanov taunt when attacking then I would just add more of what we are already familiar of like exlusive when defending and attacking, decapitate from a supporter mod, execution when hp is less then 10%, tenacity, waste not, just a mix of things that can allow a different mix into different toons instead of waiting for a specific toon to do that for you can use your favorite toons while having benefits of certain specialist skills on weapons.

But then how do you work out when a specialist is using that weapon? I think specialist skills ought to be their own deal.

I mean we have specialist like confounding that confuse just like neutralize that impairs just like collateral damage that is just adjacent damage which all have a correlation similar to blue michonne confuse weapon, impair when attacking, and splash damage. Some either work together or take more priority over the other even when both proc happen(Like one effect last more turns than the other or simple wording kinda stops certain scenarios from happening Example stun on attacking and collateral damage won’t stun 3 just one) so I believe it can work.

Raider 3 of all traits: +50% attack against characters of stronger trait

I can see cross-color teams (yellow-red or green-blue teams) packing these