At a glance
- Tier
- 5
- Common - optional automatic ammo
- 0
- Uncommon - optional automatic ammo
- +3
- Rare - optional automatic ammo
- +4
Effects by rarity
Core and optional effects are listed separately. Cooldown values are ratings used in the cooldown formula.
| Common - optional automatic ammo | 0 |
|---|---|
| Uncommon - optional automatic ammo | +3 |
| Rare - optional automatic ammo | +4 |
| Epic - optional automatic ammo | +6 |
| Common - core automatic damage | +1 |
| Uncommon - core automatic damage | +1.5 |
| Rare - core automatic damage | +2.5 |
| Epic - core automatic damage | +4 |
| Common - optional automatic speed | 0 |
| Uncommon - optional automatic speed | +20 |
| Rare - optional automatic speed | +30 |
| Epic - optional automatic speed | +50 |
Replacement automatic attack
| Maximum HP | 10 |
|---|---|
| Reward on defeat | 0 RES |
| Attack cooldown | 1 seconds |
Projectile
| Attack damage | 3 |
|---|---|
| Projectile type | Melee |
| Travel duration | 0.1 seconds |
| Locks on target | Yes |
Resource pickup
| Adds progress | Yes |
|---|---|
| Progress amount | 1 |
| Allow Fadeout | 1 |
| Event Play Trigger | 11 |
| Event Stop Trigger | 12 |
| Override Max Distance | 100 |
| Override Min Distance | 50 |