
Primary
Rocket Launcher
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Stock weapon.
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171% damage bonus.
25% shorter reload time.
50% damage penalty against players.
Disabled self-knockback
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Primary
Direct Hit
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25% damage penalty.
80% faster projectile speed.
Guarantees Mini-Crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
70% smaller splash damage radius.
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204% damage bonus.
100% faster projectile speed.
25% shorter reload time.
Guarantees Mini-Crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Applies a strong downwards force on hit.
-25 max health on wearer.
25% damage penalty against players.
70% smaller splash damage radius.
100% more self-damage from blast jumping.
Disabled self-knockback.
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Primary
Black Box
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On hit: restores up to +20 health.
25% smaller clip size.
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144% damage bonus.
Up to 20% damage bonus as rage increases.
25% shorter reload time.
On hit: restores up to +20 health.
34% longer banner duration.
25% smaller clip size.
50% damage penalty against players.
15% slower firing speed.
Disabled self-knockback.
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Primary
Rocket Jumper
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+200% max primary ammo on wearer.
No self inflicted blast damage taken.
100% damage penalty.
No random Critical hits.
Unable to carry the intelligence and the PASS Time JACK.
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1011% damage bonus.
25% larger splash damage radius.
On direct hit: decreases enemy movement speed by 40% for 3 seconds.
75% smaller clip size.
50% damage penalty against players.
50% slower projectile speed.
63% longer reload time.
337% slower firing speed.
150% slower deploy and holster speed.
When weapon is active: 20% slower movement speed on wearer.
200% more self damage from blast jumping.
Disabled self-knockback.
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Primary
Liberty Launcher
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25% larger clip size.
40% faster projectile speed.
25% less self damage from blast jumping.
25% damage penalty.
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25% larger clip size.
204% damage bonus.
40% faster projectile speed.
25% less self damage from blast jumping.
1 point of Rocket Specialist.
15% faster projectile speed.
On direct hits:rocket does maximum damage, stuns target, and blast radius increased by 15%.
25% damage penalty.
50% damage penalty against players.
25% longer reload time.
15% slower firing speed.
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Primary
Cow Mangler 5000
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Does not use ammo (replaced with an ammo meter).
80% damage penalty against buildings.
Mini-Crits whenever it would normally Crit.
No random Critical hits.
Secondary fire is a charged shot that:
Guarantees Mini-Crits on players
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
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155% damage bonus.
Up to 40% damage bonus as rage increases.
Does not use ammo (replaced with an ammo meter).
67% longer banner duration.
Secondary fire is a charged shot that:
Guarantees Mini-Crits on players
Causes enemies to suffer afterburn for 6 seconds.
Disables buildings for 4 seconds.
Empties entire ammo meter.
Cannot be used unless ammo meter is full.
50% damage penalty against players.
80% damage penalty against buildings.
15% slower firing speed.
Mini-Crits whenever it would normally Crit.
Disabled self-knockback.
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Primary
Beggar's Bazooka
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Hold Fire to load up to three rockets.
Release Fire to unleash the barrage at 223% faster firing speed.
+3 degrees random projectile deviation.
Overloading the chamber will cause a misfire.
20% smaller splash damage radius.
30% longer reload time.
Cannot collect ammo from dispensers while active.
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100% damage bonus.
Hold Fire to load up to three rockets.
Release Fire to unleash the barrage at 180.7% faster firing speed.
+2 degrees random projectile deviation.
Overloading the chamber will cause a misfire.
50% damage penalty against players
20% smaller splash damage radius.
30% longer reload time.
15% slower firing speed,
Cannot collect ammo from dispensers while active.
Disabled self-knockback.
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Primary
Air Strike
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185% faster firing speed while blast jumping.
On kill: +1 larger clip size ( Up to 4).
15% less self-damage from blast jumping.
15% damage penalty.
10% smaller splash damage radius radius.
20% smaller splash damage radius while blast jumping.
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134% damage bonus.
40% faster projectile speed.
On kill: +1 larger clip size ( Up to 4).
15% less self-damage from blast jumping.
1 point of Rocket Specialist.
15% faster projectile speed.
On direct hits:rocket does maximum damage, stuns target, and blast radius increased +15%.
Hold Fire to load up to four rockets.
Release Fire to unleash the barrage at 180% increased fire rate.
+1 degrees random projectile deviation.
50% damage penalty against players.
50% longer reload time.
10% smaller splash damage radius.
Cannot collect ammo from dispensers while active.
Disabled self-knockback.
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Secondary
Shotgun
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Stock weapon.
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200% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
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Secondary
Buff Banner
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Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
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Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive: guaranteed Mini-Crits.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
15% longer banner activation time.
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Secondary
Battalion's Backup
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Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive:
Immunity to Critical damage.
Lowers damage vulnerability by 35%.
Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).
+20 max health on wearer.
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Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive:
Immunity to Critical damage.
Lowers damage vulnerability by 35%.
Lowers Sentry Gun damage vulnerability by 50% (does not stack with previous resistance).
+20 max health on wearer.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
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Secondary
Concheror
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Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 10 seconds the user and nearby teammates receive:
Between 25% and 40% faster movement speed.
On hit: restores 35% of the damage dealt as health.
Up to +4 health regenerated per second passively.
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Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter.
While the buff is active, for 15 seconds the user and nearby teammates receive:
Between 25% and 40% faster movement speed.
On hit: restores 35% of the damage dealt as health.
Up to +4 health regenerated per second passively.
When weapon is active: 10% faster movement speed on wearer.
50% longer banner duration.
15% longer banner activation time.
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Secondary
Mantreads
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75% reduction in push force taken from enemy damage.
Deals 3x falling damage to the player you land on.
Lowers airblast vulnerability by 75%
200% increased air control when blast jumping.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
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Weapon is banned.
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Secondary
Righteous Bison
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Shoots an electric projectile instead of shotgun pellets.
Projectiles penetrate players and damage enemies behind them.
Does not use ammo (replaced with an ammo meter).
Projectiles cannot be deflected.
33% smaller clip size.
28% slower firing speed.
20% damage penalty against buildings.
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Shoots an electric projectile instead of shotgun pellets.
100% larger clip size.
50% faster firing speed.
25% shorter reload time.
Projectiles penetrate players and damage enemies behind them.
Does not use ammo (replaced with an ammo meter).
Projectiles cannot be deflected.
130% damage penalty against players.
80% damage penalty against buildings.
Deals no damage against NPCs.
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Secondary
Reserve Shooter
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20% faster deploy speed.
15% faster holster speed.
Guaranteed Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
34% smaller clip size
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100% larger clip size.
20% damage bonus.
60% shorter reload time.
60% faster firing speed.
40% tighter pellet spread.
20% faster deploy speed.
Mini-Crits targets that are blast jumping, knocked back, launched by a Thermal Thruster stomp, or using the grapple hook.
Mini-Crits only take affect within 5 seconds of deploying this weapon.
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Secondary
Panic Attack
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50% more pellets per shot.
50% faster deploy speed.
Fires a fixed shot pattern.
20% damage penalty.
Successive shots become less accurate.
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200% larger clip size.
50% more pellets per shot.
45% shorter reload time
80% faster firing speed
50% faster deploy speed.
Fires a fixed shot pattern.
37% damage penalty
25% damage penalty against players.
50% wider pellet spread.
Successive shots become less accurate.
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Secondary
Gunboats
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Lowers explosive self-damage vulnerability by 60%
This doesn't affect fall damage.
Grants its abilities passively, does not need to be selected first in order to apply the ability .
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Lowers explosive self-damage vulnerability by 60%
This doesn't affect fall damage.
Grants its abilities passively, does not need to be selected first in order to apply the ability.
Wearer receives an unmodified stock shotgun.
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Secondary
Base Jumper
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Allows player to activate a parachute whilst midair, slowing down their descent.
Parachute can be deactivated at any time.
Once deactivated, parachute cannot be activated again until the user has touched the ground.
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Weapon is banned.
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Melee
Shovel
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Stock weapon.
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No changes.
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Melee
Equalizer
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When weapon is active:
Damage increase as user's remaining health decreases.
90% less healing from Medic sources.
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No changes.
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Melee
Market Gardener
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Guaranteed Critical hits while wielder is rocket jumping.
20% slower swing speed.
No random Critical hits.
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No changes.
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Melee
Pain Train
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Increases user's capture rate by 1 for points and carts.
Raises bullet damage vulnerability by 10%.
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Increases user's capture rate by 1 for points and carts.
When weapon is active.
10% faster movement speed.
Raised damage vulnerability by 20%.
Raises bullet damage vulnerability by 10%.
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Melee
Half-Zatoichi
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50% longer melee range.
On kill: heals 50% of user's base health.
Returned health can overheal.
75% slower deploy and holster speed.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
No random Critical hits.
A single successful hit will kill an enemy wielding the same weapon.
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50% longer melee range.
No random Critical hits.
75% slower deploy and holster time.
A single successful hit will kill an enemy wielding the same weapon.
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Melee
Disciplinary Action
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70% longer melee range.
On hitting an ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds.
25% damage penalty.
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70% longer melee range.
25% slower swing speed.
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Melee
Escape Plan
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When weapon is active:
Movement speed increase as user's remaining health decreases. (Up to 128%).
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
90% less healing from Medic sources.
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When weapon is active:
Movement speed increase as user's remaining health decreases (Up to 115%).
28% slower movement speed on wearer.
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
90% less healing from Medic sources.
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