Last Updated 02-23-2025.
Passive: Plunder
Primary Effect: When performing a finisher, instantly gain access to the target's inventory as if they were already a deathbox. Their shield has as much power as they have, normally zero power, recommended to not attempt shield swapping when using Plunder.
Secondary Effects:
When you get a knock, restore 25 health over 5 seconds.
When you get an elimination, restore 50 health over 5 seconds.
When you successfully finish a finisher elimination, instead restore the 50 health instantly.
These effects can carry over to restoring shields when health is full.
Tactical: Old Arms
You carry 2 flintlocks and 1 musket on you. Default draw is Flintlocks, or whatever version you had equipped last. Reactivate to swap between flintlocks and musket.
All have a 1 round magazine. Multiple flintlocks can be fired in quick succession with instant swapping, making it seem like a continuous magazine when firing.
Flintlocks have a 5 second reload time each. Musket has a 20 second reload time.
Flintlock shots consume 1 charge when fired. Musket shots consume 2.
Flintlock damage scales from 100 within 5 meters to 5 past 50 meters. 2x headshot. (Average damage likely 45.)
Musket damage is 100, 2x headshot.
8 charges max.
Relevant Upgrades:
Right Blue tier: Reload Musket 25% faster (cutting reload time from 20 seconds to 15 seconds.)
Left Purple tier: Gain +2 Flintlocks (allowing for bigger bursts, but longer combined reloads)
Ultimate: Heavy Ordinance
1 Charge. When placing, can reactivate to swap placement type.
Cannon: 3 shots, 5000 health, is destroyed when it runs out of ammo.
150 damage on direct hit. 3 meter splash damage. Massive Knockback on direct hit. Basic Knockback on splash hit. Splash 5-50 damage depending on proximity to impact area.
Direct line of fire, arced projectile.
30 seconds to reload.
Mortar: 5 shots, 5000 health, is destroyed when it runs out of ammo.
150 damage on direct hit, 5 meter splash damage. Stunned on direct hit and moderate knockback on splash hit. Splash 100-15 damage depending on proximity to impact area.
Map fired, launched into the air above shooter and comes back down upon target area.
30 seconds to reload.
Relevant Upgrades:
Purple Tier: "Concussive Blast" Increase Ultimate splash radius by 2 meters, reduce minimum splash damage by 25%, and maybe add a stun (and improve the mortar direct hit stun.)
Optional Alteration:
Could let them remain once they are spent, capable of being used as a form of Cover like a box, interactivity just being used to reangle it for cover change. Best not to do that under fire though. Hence why they also have the high HP, so they can be destroyed whether they have ammo, or are allowed to remain as cover when spent.
Royale Upgrades
Blue Tier
Left: "Saber" Increase melee damage from 30 to 50 and increase melee attack speed.
Right: "Musket Training" Reduce reload time of Musket by 25%.
Purple Tier
Left: "More Flints" Gain 2 additional Flintlocks
Right: "Concussive Blast" Increase Ultimate splash radius by 2 meters, reduce minimum splash damage by 25%, and maybe add a stun (and improve the mortar direct hit stun.)