Gadgets
Gadgets are unique items that may either have passive or active use. Some gadgets are buffs and debuffs, and some deal direct damage to opponents. Gadgets allow players to fine-tune their strategy to take advantage in battle.
Active Use Gadgets
The below table indicates what each active gadget does, including how many targets are affected and if the effect can be used more than once per turn.
All active use gadgets can be used in either the main or starting room, as players will determine in the placement screen.
For active gadgets, all effects can be used more than once but some may not stack in the same turn.
Medkit
Regenerate 150 Health Points
Single, Self
Yes
Barricade
Block 150 points of Regular Damage
Room
Yes
Flashbang
Stun enemies for 1 turn
Room
No
Smoke
Prevent incoming enemy basic attacks for 1 turn
Room
No
Frag
Deal 60 Area of Effect Damage
Room
Yes
Decoy
Decrease enemy accuracy by 35
Room
Yes
Surge Grenade
Chaining AoE damage effect; 25 base damage, multiplied by the number of opponents in the room
Room
Yes
Blowback Grenade
Emits a powerful blast that sends the foremost operator on each team to the back of the formation
Room
Yes
Doomsday Device
Deals explosive damage to all Operators in the room (including holder and allies)
Room
Yes
Dead Man's Glitch
When the holder dies, Stun all enemies and decrease their accuracy by 35
Room
Yes
Artificial Ally
Creates a hologram based on the surrounding allies. The fewer the allies, the more believable the hologram. 200 health, divided by the number of allies. Susceptible to both basic and explosive damage.
Room
Yes
Corrosive Dart
Decrease the target's Defense by an amount equal to the user’s Speed.
Single
Yes
Passive Gadgets
Passive gadgets are mostly buffs for the team or the individual equipped with the gadget. In the below table, a "Room" cell is added to indicate which room a passive gadget may take effect in.
C4
Deal 50 Area of Effect Damage
Main
Room
Yes
Stun Trap
Trigger a 1 turn Area of Effect stun on enemies
Main
Room
No
Stim Pack
Increase Speed by 8
-
Single, Self
Yes
Kevlar Jacket
Increase Defense by 12
-
Single, Self
Yes
Flak Jacket
Increase Explosive Resist by 30%
-
Team
Yes
Stock
Increase Accuracy by 30
-
Single, Self
Yes
Armor Piercing Bullets
Increase Damage by 15
-
Single, Self
Yes
Tac Mask
+1 Immunity Count (whole team); each count can ignore a Stun/Smoke/Decoy
-
Single, Team
C4 and Stun Trap will trigger one turn after the first round of opponents rotates to Main. All enemy operators in the Main Room at the start of the next turn will be effected by the trigger.
C4 will not be activated if the operator using it dies. An operator must be alive to pull the trigger!
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