recursal/Fanatic-Fandom huggingface dataset:
Assault Plasma

Assault plasma icon.png

## Description

The assault plasma rifle is a closer range, better scaling version of the Plasma Rifle. While keeping with many of the core aspects of the Plasma Rifle, the Assault Plasma Rifle sacrifices range for attack speed, cooldown for increased duration, and early game damage for late game damage.

   Damages a single target.

## Strategy

The assault plasma rifle is an ideal part of anti-tank arsenal. With its higher attack speed, the Assault plasma rifle is more adept at taking on tanks in poking teamfights, allowing for an faster application of its slows. Classes that rely on close range, such as gunners with supercharger builds, and tank dependent builds will find assault plasma rifle kiting a frustrating tactic. Combined with mobility gear like the thrusters or booster, a gunner utilizing this weapon can draw enemy attention away from farming hives while minimizing risk to itself. This type of harassment can easily bait your enemy out of position or cause the enemy to fall behind in levels. Assault plasma is ideal for Ace as it makes use of both the close range rapid fire of assault plasma, as well as Ace's passive, which gives Ace additional armor at close range.

### Pros

* Rapid fire allows for a steady slow on multiple targets
* Great harrassment tool minimizing risk
* Scales well into the late game
* Ideal hit and run weapon for drawn out fights and poking at enemy
* Makes 1v1 against tanks easy with the proper micro, which can force a tank to retreat for healing allowing the rest of your team to take objectives or engage squishier enemy units.

### Cons

* Less range than the plasma rifle, meaning higher risk against enemy gunners and requires higher risk kiting.
* Lacks burst damage as well as aoe making it less useful in fully engaged teamfights
* Against gunners with higher DPS weapons or longer ranger weapons the Assault plasma can lose out
* Slow is not as useful as burst damage/high dps for farming hives. The assault plasma gun is catered more for pvp.

### Countering

* Tanks can mitigate the CC such as the plasma assault rifles slow using crumple panels, drawing fire to allow other units to chase down or hit the gunner
* Fight fire with fire. CC such as stuns from supports or slow from mass fields can allow tanks and other units to close the gap and prevent kiting
* Another counter for tanks is to use initiation gear such as bull rush to close the gap quickly and use slow weapons such as slaggers or pulverizers to prevent escape.
* Gunners typically have similar range, mobility, and DPS. A gunner with high DPS and/or burst damage can quickly melt gunners equipped with assault plasma guns.
* The Plasma Rifle outranges the Assault plasma rifle and out damage's the Assault plasma rifle until late game. Use this to establish early game dominance and capitalize on this advantage.
Legends of Heroes. Upadek

W celu zapobiegnięcia wojnom edycyjnym, proszę o nieedytowanie tego artykułu póki nie usunę tego komunikatu. Z góry dziękuję. Oczywiście można edytować błędy interpunkcyjne i ortograficzne (jeśli takie występują).

## Informacje o produkcji

### Reżyseria

Różne osoby, najczęściej Jack Johnson, Max Sinister, Steve Jackson, Heinz Von Schneith oraz Vladimir Dakinovic

### Główne role

Stephen Amell, Sid Fines, Win Chan, Kim Rose,Benedict Cumberbatch, Ben Kowalski, Rick Dennis

### Produkcja

Future Studios

**Legends of Heroes. Upadek.**(Oryginalnie **Legends of Heroes. The Fall**)-Serial tworzony przez Future Studios w 2016 roku. Powstał z powodu próśb fanów i pomysłu Jacka Johnsona. Zwiastun serialu stał się najpopularniejszym zwiastunem serialu na serwisie YT.

## Fabuła

Shen(W tej roli Benedict Cumberbatch) i reszta dawnych mieszkańców wyspy Shen osiedliła się na wyspie Merusar. Zdawałoby się, że wszelkie zło zostało pokonane. Ale nie do końca. Pewien starożytny artefakt, tak zwana Maska Przebudzenia wpadła do Oceanu. Nic by się nie stało, gdyby nie to, że przebudziła ona 6 morskich stworów, Kaarrun. Do Kaarrun należą:

-Kaa-nu-Pół człowiek, pół ośmiornica(Głos=Grant Gustin)

-Kaa-re-Pół człowiek, pół rekin(Głos=James Earl Jones)

-Kaa-so-Pół człowiek, pół płaszczka(Głos= Brent Miller)

-Kaa-ha-Pół człowiek, pół węgorz elektryczny(Głos:Sam Witwer)

-Kaa-mi-Pół człowiek(kobieta), pół meduza (Głos:Ashley Eckstein)

-Kaa-hy-Pół człowiek, pół pirania(Głos:Vincent Tong)

Każdy z nich kieruje odpowiednim zwierzętom. Kaarrun chcą zabić Shena za to, że zamknął ich w podwodnym więzieniu, *Dnie,* przez co ci zmutowali. Ostatecznie przejmują władzę nad wyspą, a Shen i Herosi się ukrywają. Herosi, używając odpowiednio przerobionych zbroi i nowych broni, schodzą do *Dna*, aby znaleźć Maskę Przebudzenia, i przebudzić strażnika *Dna,*Kardina. Nie wiedzą jednak, że jeden z nich jest zdrajcą. Kiedy Herosi przebudzili Kardina, ten został zabity przez Kaarrun. Okazało się, że  Mir pracował dla Kaarrun. Po chwili Mir założył Maskę Przebudzenia, aby przebudzić przywódce Kaarrun, Kaa-diona. Niestety, przebudzenie Kaa-diona wywołało wydarzenie znane jako *Ostateczna Katastrofa.* Wiele wysp zatonęło, a inne połączyły się z innymi, a Merusar straciło kawałek wyspy. Powoli nadchodziła zagłada świata...

## Ciekawostki

* Podczas tworzenia artykułu, autor opierał się na znanej serii LEGO BIONICLE.
* Piosenką w czołówce jest Evanescence-Going Under
Gilded Greaves

"A pair of greaves from Duinlan's gilded suit of armour."

The **Gilded Greaves** are an article of clothing in *Ghost of a Tale*. They can be found in Duinlan's coffin in the catacombs of Dwindling Heights Keep after completing *Vessels of the Gilded Warrior*. They are part of the Gilded armour set.

## Statistics

 Spring Speed
 Auditive Discretion
 Visual Discretion

## Resistances

 Fire
 Poison
 Falling
Ion Cannon

Ion cannon icon.png

## Description

A late game variant of the positron condenser, ion cannon fires a very long lasting stun, able to incapacitate its target for a significant portion of a fight. It is a combination of a nuke and stun. When Ion cannon is fired, Ion cannon stuns enemies in a circle after a 1s delay. There is no projectile animation.

   AOE CC and Nuke

## Strategy

Ion cannon is a late game weapon that can potentially decapitate an entire team. While it does have a long cooldown as well as a late level unlock, it compensates for dealing out one of the longest stuns in the game in the form of an AOE shot, as well as dealing considerable damage. This can be especially valuable in locking down critical enemy rigs such as enemy gunners, as well as leaving the enemy team immobile to dodge high damage abilities such as rocket cluster and bombard array. Try to fire your ion cannon where the enemy team is headed or in an area difficult to escape from. Although it stuns AOE there is a 1s delay before the circle of stun from ion cannon actually activates and stuns, which advertises its usage. It is especially useful against slow rigs such as tanks without the mobility to move out of the circle in time or with a size too big to escape ion cannons stun circle completely.

### Pros

* One of the longest stuns in the game
* AOE stun, able to potentially incapacitate entire enemy team for a long period of time
* Deals considerable AOE damage
* No projectile animation

### Cons

* Late level unlock
* Sacrifices farming for late game team fight capability
* Ineffective for farming
* 1s delay

### Countering

* Watch for the dark blue circle from ion cannon and move out of it as quickly as possible. You have 1s before it activates
* Don't group together
* Mechanics can mitigate the effect of ion cannon with specific softwares
* Anticipate an engage after stun hits so reposition your rigs accordingly.
* Keep an extra close eye on critical squishy units such as mechanics and gunners
Film Fanon Wikia

Witaj na

Witaj na **Film Fanon Wikia**, dedykowanej każdej osobie, chcącej podzielić się własnym pomysłem na film. Edytorem może się stać każda osoba, która posiada chęci i czas do pracy. Gwarantujemy, że żadne dzieło nie spotka się z nieuzasadnioną krytyką.

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Drag Wave

Drag wave icon.png

## Description

   Drag wave is a large aoe CC that slows, stacking over time to up to 120% slow. It can be a great way to mitigate the engagement potential of the enemy team, as allow for quick adjustments to positioning while minimizing the amount of re-positioning the enemy team can execute. AOE slow

## Strategy

Drag wave is an aoe slow that can effect the battlefield on a large scale, with an aoe slow field that effects a significant area. It is very useful for re-positioning, both for pushing advantages and finishing favorable fights, as well as disengaging unfavorable fights. It can also be used to hold back enemies advancing on an objective, such as slowing down the enemy team from reaching a last vision tower being captured by your rigs. It has a variety of uses in various situations. The slow if fully applied can put the enemy team at a standstill, completely turning late game fights but requiring a heavy investment in levels.

### Pros

* Large area of effect
* Can slow an entire team, very significant amount of slow
* Good for complimenting difficult to land skillshots, cc, and damage attacks
* Short cooldown

### Cons

* Short duration
* Very Late game unlock
* Almost useless for farming hives

### Countering

* Burst movement and dashes are unaffected by slows, it can be a great way to escape the area of effect for drag wave
* Counter their slow with your own to mitigate the amount of repositioning advantage the enemy team can capitalize on
* Try to flank and spread apart to limit the amount of rigs drag wave can hit/effect
Slaggers

slaggers icon1.png

## Description

*“Melting Rigs since 2280” - Song Industries brochure*

The counterpart to Flamethrowers, Slaggers can also apply slag stacks when activated, but also can continuously slow units. This can be a great form of AOE CC while at the same time applying slag stacks, making it a great compliment to Flamethrowers. Both weapons applying slag stacks can rapidly apply stacks to enemy units allowing your team to maximize your damage and CC far faster than on its own.

Damages units in front in a cone.

## Strategy

Slaggers and flamethrowers make an ideal combination for double tank compositions. The rapid application of slagger stacks from amplified slaggers and flamethrowers can transform tanks from lumbering CC applying metal walls, into tanky DPS titans. Quick tanks like knockout can use Slaggers to slow down the enemy team to allow your other rigs to get into position, which can further be complimented by abilities such as sludge tanks, or even some slow abilties from the mechanic such as mass field. With these stacking slow effects, you can render the enemy team almost immobile so you can move in to incinerate enemy rigs with the amplified damage of flamethrowers, dealing max damage against fully slagged enemy rigs. Use them as close together as possible, since maximizing slag stacks for both increases damage from flamethrowers (which also applies stacks) as well as the amount of slow from slaggers.

### Pros

* AOE slow with decent range
* Applies slag stacks
* Well complimented by flamethrowers

### Cons

* Somewhat weak damage
* Not as effective in 1v1s
* Slag stacks can be slow to apply if flamethrower is not present
* If the tank with flamethrower is destroyed, the effectiveness of the build is significantly reduced.

### Countering

* Try to catch a tank for a kill or to force a retreat before engaging. One flamethrower or slagger tank is not as effective without the other.
* Try to bait out amplification and reengage to eliminate the increased effects of amped gears
* Ranged CC is a great way to minimize the amount of damage amped slaggers and flamethrowers scan deal
* Use your tank and CC to keep damage from reaching your squishier units, minimize the amount of damage output the enemy team can do by spreading out or keeping damage from hitting all of your units, preferably just one.
Pulverizers

pulverizer icon.png

## Description

Pulverizers are flexible in that it provides a wide aoe CC in the form of a slow, as well as decent damage. However, once activated any movement will result in the cancellation of the pulverizer active. Pulverizers excel at decimating spawned units but struggle with focused damage, both against high health AI units such as hives, and 1v1's against enemy rigs. Damages and slows surrounding units

## Strategy

Not only are pulverizers are great offense weapon, they can be utilized defensively as well. The aoe slow from pulverizers can keep enemy rigs from getting to your squishier units in the back, while maintaining a strong front line. Offensively, pulverizers can not only slow retreating rigs, but inhibit repositioning by the enemy team, allowing your other rigs to maneuver to hit critical enemy rigs such as en

emy gunners or supports that are more susceptible to damage. Pulverizers also have many great compliments. While you cannot stack pulverizer slows, it can still stack with other sources such as sludge tanks, mass slow field, and drag wave. Stacking these slows can be ideal for landing aoe abilities and skillshots such as rocket cluster to maximize damage as well as extend the time enemy rigs are in range of pulverizer. Tank compositions utilizing mutliple pulverizers can not only extend the range of the slow, but provide additional aoe damage while maintaining a tanky composition. Abilities such as bullrush can also be a great initiating tool to place your tanks in the perfect position to land its pulverizer, while gear such as shredder field can compliment the pulverizers damage. Just make sure to activate it before pulverizers.

### Pros

* Extremely effective at clearing hive spawns
* AOE slow can potentially affect the entire enemy team
* Slow stacks with other slows
* Large range

### Cons

* Multiple pulverizers do not stack slows
* Immobile while executing active
* Poor focus damage in 1v1s and high health enemies
* Requires allied rigs to capitalize on aoe slow, as individual damage is trivial

### Countering

* Dashes can be used to quickly escape the range of pulverizers
* Kiting can be very effective as pulverizers is close range
* Wait for pulverizers to go on cooldown before reengaging, pulverizers are much less effective in teamfights without the active
* stay spread out so any engage with pulverizer does minimal damage
Dropzone Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

* Builder
* Teamfight
* Europa Industrial Complex
* Dropship
1/4
ClassesPilotsGearSoftwareMapsKavashLoreGlossaryMechanics
## Latest activity

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LK Motion Studio

Autor: Mikstefan

**LK Motion Studio**- była wytwónia filmowa, założona w 1969 roku przez Davida Richardsona, znana głównie ze stworzenia postaci Kyle'a Żniwiarza. Studio upadło w 1978 z powodu zbankrutowania. Przyczyniły się do tego ogromne długi firmy.

## Historia

W 1969 pewien człowiek David Richards pochodzący z Luizjany postanowił produkować filmy. Aby to zrobić, wziął dług na 500.000$ i założył własną firmę LK Motion Studio. Początkowo firma dobrze sobie radziła, ale wraz ze wzrostem zysków rósł nałóg Richardsona do narkotyków czy hazardu. Wskutek tego narobił sobie olbrzymich długów. Pewnej nocy w 1975 roku David wpadł na pomysł stworzenia postaci filmowej, która nie ma skupółów, przestępcę, dla którego ważne są tylko i wyłącznie pieniądze, największego płatnego zabójcy w historii - Kyle'a Żniwiarza. Już rok później na ekrany kin wszedł film LK Motion Studio - "Kyle Żniwiarz". Sukces filmu  był bardzo duży - zarobił on ponad 120 milionów dolarów. Niestety, wraz z ogromnym zyskiem wzrosły również długi studia. W 1978 Richardson przedawkował amfetaminę, co przyczyniło się do jego śmierci. Na kilka miesięcy po śmierci ojca prezesem studia został jego syn Michael Richardson. W końcu po jakimś czasie firma zbankrutowała i upadła.
Thermite Grenade

Thermite grenade icon.png

## Description

   The thermite grenade is a spammable aoe weapon that does light damage at a medium range. Effective against groups of light hive spawns, it can be used for a small boost of damage against enemies as well as last hitting retreating enemy rigs. Excellent for early game farming. AOE damage weapon.

### Strategy

The thermite grenade deals out a flat amount of damage. While scaling less well than its counterpart, gunners focused on leveling before level 3 can find the thermite grenade to be a better alternative to the stub gun with higher starting damage and no levels needed to unlock. Coupled with inferno round software, it can be very useful for both early game farming but also dealing out dot damage to finish off escaping RIGS using its decent weapon range, which outranges base auto attack range.

### Pros

* No levels needed to unlock
* Great for early game farming
* Can apply DOT damage with inferno rounds to multiple enemies within aoe
* Outranges auto attacks to finish off escaping enemies
* Very low cooldown allowing for constant application of DOT damage from inferno rounds

### Cons

* Can be dodged
* Stop rig when firing
* Low amount of damage without inferno rounds

### Countering

* Look out for gunners when they stop as it usually means they are firing a grenade. Most grenades will be aimed where you will be walking so try to dodge it by walking sideways or stopped
* When gunners try to use thermite grenade walk towards them instead as it is usually fired at you
* Don't bunch up your rigs so they dont all take grenade DOT damage.
Golden Montion Picture

**Golden Montion Picture** - firma założona przez Jake'a Gizowskiego w 1966.

## Historia

W 1966 Jake Gizowski po skończeniu studiach filmowych założył, pierwszym filmem wypoedukowany przez studio Western Król Tanburynu.W Marcu 1968 zmnieniono logo z turkusowego napisu i taśmy na kamere z kapeluszem z złotym napisem.W 1973 nakręcono film Lotnicy z Nowej Zelandii który stał się popularny, lecz kiedy 1977 wyszły Gwiezdne Wojny to film stał się obecnie mniej popularny.W 1978 logo zmnieniło się: pojawił się czarny napis na górze kamera która myświetla człowieka z lat 20.Później w latach 80 studio zaczeło robić kreskówki z Batmanen i Robinem, Tomem i Jerrym oraz Tomkiem i Przyjaciół (spin-offy).W 1988 firma kupiła prawa do Scooby'ego oraz bohaterów:Iron Mana, Supermana, Hulka, Ant-mana, Wonder-Woman, Młodych Tytanów i Shazama.

## Filmy

### Live-action

* Król Tanburynu (1966;reżyseria Jake Gizowski)
* Mistrz kukiełek (1966;reżyera Jake Gizowski)
* Na wojnie, to nicz nic (1967;reżysera Jake Gizowski)
* Wiedźma z góry wilka (1968;reżyseria Jake Gizowski)
* Król złodzieji: Powrót Jacka Miconska (1968;reżyseria Jake Gazowski)
* Rybacy na wielkim możu (1969;reżyseria Jake Gazowski)
* Święty miczokaj (1972;reżyseria Jake Gazowski)
* Lotnicy z Nowej Zelandii (1973;Jake Gazowski)
* Romeo i Gulia (1974;reżyseria Jake Gazowski)
* Lakier samochodowy (1977;reżyseria Jake Gazowski)
* Jednookie szkielety (1978;reżyseria Jake Gazowski)
* Smolny potwór (1980;reżyseria Jake Gazowski)
* Gry na topie (1986;reżyseria Jake Gazowski)
* Gry na topie 2 (1988;reżyseria Michelle Heckmann)
* Kapitan Marvel: Bohater o mocach piorunów (1990; reżyseria Josh Mike)

### Animowane

* Batman i Robin: Super przygody (1982;reżyseria Michelle Heckmann)
* Batman i Robin: Joker oraz Dwie-Twarze (1984;reżyseria Michelle Heckmann)

## Galeria

Logo w latach 1966-1968logo w latach 1968-1977Logo w latach 1978-1980Logo w latach 1980-1984
Regenerative Layering

Regenerative layering icon.png

## Description

   The late game variant of reclamation scaffolding, regenerative layering late game sustainability in the form of passive HP generation as well as burst healing. This allows for the cutting down of time taken to return to base, as well as an extra reserve of HP for teamfights, increasing the survivability of the squishy gunner by a significant amount.

Active and passive healing.

## Strategy

Regenerative layering comes with the advantages and disadvantages of many late game variants of gears. Whereas reclamation scaffolding allows for sustainable, more continuous farming, the HP regeneration stacking on taking damage available by regenerative layering allows for not only sustainable, continuous farming late game, but can help more quickly secure objectives such as sergeant slaughter or boss slaughter. With the HP regen fully stacked, a gunner can heal a significant amount by the time it reaches the next boss or sergeant without returning to base. Alternatively it makes it easier for your team to engage the enemy team with the boss buff without wasting time returning to base especially if there is an opportunity to catch the enemy team in a vulnerable position, as the elimination of a boss hive creates new avenues for unseen detection and flanking.

##### Pros

* Allows for stacking of significant HP regeneration for increased sustainability
* Offers a significant amount of burst healing along with regeneration
* Allows for continuous farming and easier consecutive elimination of hives.
* Increased resistance to poking.

##### Cons

* Sacrifices mobility for increased tankiness
* Late game limits time allowed to stack HP regeneration
* Stacks lost on death
* Sacrifices early game sustainability.
* Stacks must be gained over a period of time, as a stack can only be added every 30 seconds
* Stacks cannot be gained after burst healing

##### Countering

* Before level 4, the enemy gunner will be especially vulnerable due to lack of tankiness or mobility. Use this to quickly pick off the gunner as an easy target, allowing for early game dominance.
* Continuously killing the enemy gunner will destroy any stacks they may have, preventing the enemy gunner from making full use of regenerative layering.
* Try not to engage in poking wars with enemy gunner to keep it from gaining stacks, burst it down quickly (either killing it or forcing it to return to base) so it cannot gain multiple stacks from fights
Repair Bubble

Repair bubble icon.png

## Description

Repair bubble is an AOE slow that can be placed in a certain area. It heals all units, including enemy rigs and kavash.

   AOE Heal

###

## Strategy

Repair bubble is useful for many of the same reasons as healing dome. Though repair bubble heals less, it can be placed anywhere. While this makes it less mobile and leaves a higher risk for enemy rigs to move into the range of repair bubbles healing, it also increases the flexibility and strategy of its implementation. Repair bubble can be used just like healing dome to mitigate damage from burst damage and initiation, but it can also be used more easily at a range to keep the mechanic from putting itself in a vulnerable position while still healing either the front or back line. It can also be used to heal Kavash, allowing one mechanic to delay the killing of a Kavash hive and its spawns. It allows the player to increase the amount of damage dealt by Kavash to the enemy team in order to obtain cores, and its early unlock level allows for disruption in the pace of the enemy's farming route, especially dangerous or fragile routes such as single rig farming of hives.

### Pros

* Can be used in a number of ways
* Heals decently
* Can be used to mitigate burst damage
* Can be used at a range

### Cons

* Heals ALL units
* Can be difficult to place if in melee combat

### Countering

* Use dashes and pushing or pulling gear to move the enemy out of its repair bubble, utilizing it for yourself
* Bait out repair bubble and reengage when it goes on cooldown
* Reposition your team while the enemy team sits in its repair bubble for favorable flanking
Widget

## Description

In a world of exploding rigs, gushing aliens, and collapsing ruins, Widget is a candlelight trying to make the world a little brighter. While other pilots blow things up and kill each other, Widget is busy making repairs, healing her allies, and generally just trying to make things a little less savage. Her passive gives her a bigger health pool than other mechanics. Despite her short stature however, she still has a little extra love to give. Her ultimate heals her fellow teammates starting from the most damaged one. Her loadout is ideal for the healing role, so she makes sure that the kids can go back out to keep wrecking havoc.

## Bio

As a small child, Widget spent her long days busing tables and cleaning up at her father’s pub, a dive called Grey Star at the top level of the Skylark, a belter waystation outside the asteroid belt. Few people make a permanent home on the Skylark; the crumbling old satellite hosts a mostly transient population—mercenaries, merchants, lackeys, and scum. Despite her tough, worldly upbringing, Widget discovered peace and purpose in the unlikeliest of places: the weaponized rigs that filled the station’s hangars.

When life at the Grey Star grew too difficult, or its drunken patrons wouldn’t keep their slimy hands to themselves, Widget retreated down into the annals of the station, beneath the utility levels and the living quarters, and down to the busy world of belters, weaponeers, cyberists, and pilots. Most of the professionals—the Core hunters—were amused at her attentions, and she quickly became a mascot of sorts. They called her “Widget” for her natural abilities with tech and mechanical engineering.

As she grew up, Widget became obsessed with rig gear and its many diverse uses; she cared little for the glamorous lives of the pilots but grew more and more enamored with the special technologies they employed. Learning from the belters who passed through the Gray Star, she became a crack inventor and automator, starting as the spark (mechanic) for several legendary Core hunters, before she began to design and build her own rigs.

The next logical step was to become a hunter herself and earn her first taste of freedom sitting in the pilot’s chair.

## Default Loadout

 Class

## Progress

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 5
Power Shunts

Power shunts icon.png

## Description

   Power shunts is a late game variant of flux reboot. With a relatively low cooldown compared to its counterpart, it can completely reset the cooldowns of one rig, save for a few abilities. It can be very effective on rigs with highly effective abilities that are hindered by long cooldowns, capitalizing on the advantages of those abilities.

Resets cooldown of a single Rig.

## Strategy

Power shunts can be used on long cooldown abilities to capitalize on burst damage abilities such as rocket cluster and ion cannon. In this way, power shunts can be used to double the effectiveness and burst of some of the most powerful weapons in the game quickly. This can win fights and disable enemies before they have time to react. However, powershunts trades a much lower cooldown compared to flux reboot for a later level unlock. This makes power shunts ideal for team comps specializing in late game dominance and teamfighting, giving up an early game advantage.

### Pros

* Relatively low cooldown
* Can be used with increased effectiveness on high cooldown abilities
* Great for late game dominance

### Cons

* Some abilities are exempt from cooldown reset
* Requires very close range to allied rig for cooldown reset
* Late level unlock
* Dependent on allied rigs abilities
* No effect on passive gear

### Countering

* Capitalize on the early game to keep the enemy mechanic from getting power shunts
* Power shunts requires very close range to execute, use movement inhibiting abilities and pushes and pulls to keep the enemy mechanic separated from it's team
* Try to bait out powershunts, watch for mechanics getting close to other rigs to react to that rigs specific abilities or disengage to waste the reset.
Pulse Cannon

NEEDS UPDATE

pulse cannon icon\_1.png

## Description

The pulse cannon is late game ranged hard CC weapon, capable of locking down an enemy rig or unit for a considerable amount of time. It has a small auto attack range as well, one of the few tank weapons that do not have a strictly melee autoattack.

Single target CC.

## Strategy

With a significant stun and considerable damage, the pulse cannon is a targeted stun, making it a reliable lockdown ability if it can get into range. This can be invaluable for use against highly mobile carries especially if the enemy team has invested a disproportionate amount of levels into one rig. This can be especially useful against rigs equipped with high mobility low cooldown gear such as boosters, allowing your team to quickly burst down critical enemies. Keep in mind though that this is a high level unlock gear, and pulse cannon sacrifices the typical tank's natural ability to farm with low damage AOE attacks to destroy small minions.

### Pros

* Hard targeted lockdown
* decent damage
* ranged

### Cons

* poor farming ability
* relatively long cooldown
* late game unlock

### Countering

* Take early game advantage of farming, as tanks with pulse cannon are not dependable farmers
* watch for pulse cannon being used so you know when it is on cooldown. try to bait it out and disengage.
Acid Cannon

Acid cannon icon.png

## Description

   Acid Cannon, much like Glob Launcher, is a long range aoe DOT weapon that debuffs those hit with its glob. Acid Cannon is however a much more deadly variant, with a harsher armor debuff but shorter duration.

AOE DOT debuff and damage

## Strategy

Much like glob launcher, acid cannon can be used for farming and eliminating spawns. It is however much more useful for all-in compositions with high burst damage, allowing for a higher amplification of damage from its higher armor debuff that can be fitted in the short duration of acid cannon. However, keep in mind with the higher debuff also means a higher penalty if your allied rigs are standing in acid cannon and your enemy happens to land its abilities on you.

##### Pros

* Severe debuff application
* Long range
* Good for farming

##### Cons

* Short duration
* can damage and debuff your own units

##### Countering

* Reposition your enemies in their own acid
* Constantly move so it is harder for them to aim their acid
Thresher Flail

thresher flail icon.png

## Description

*"The Europan equivalent of the World War II mine flail, the Thresher Flail first saw use as a means of clearing areas of unhatched Kavash hive-spawn, but proved just as effective at clearing opposing pilots from the field. Phred’s Hunter’s Weekly notes, “Two thumbs up for this readily available piece of gear. Strong out of the drop, but lacks staying power forlonger engagements.”"*

The thresher flail is a frontal attack that can be used while moving, both while active and for its auto attack. This makes it an ideal weapon for chasing, unencumbered by the need to stop, like the flamethrower, or remain immobile, like the pulverizer. The thresher flail differs with its counterpart, the spectral flail, in that it deals a flat amount of damage through all levels, and instead gains reduced cooldown, making it a consistent damage dealer as the game moves on, but scaling less well in terms of amount of damage dealt.

Damages units in front.

## Strategy

Thresher Flail has an advantage in that it starts off with a significant amount of DPS when active, allowing for quick early game farming and excelling at chasing down enemies early game. As the game progresses however, this DPS stays the same, resulting in less effective DPS relative to other weapons. However, with progressing levels, thresher flail also gains cooldown reduction. This results in a weapon that can be active quite often and is ideal for jumping from camp to camp, as by the time the tank arrives at the next hive, thresher flail will be available again. Thresher flail can be quite useful in long fights as well, as it can potentially use its active multiple times. Use it to chase down enemies, hold a front line, or farm units. This weapon works great with tanks like knockout that depend on their speed, along with gear such as sludge tanks to further compliment speed and mobility.

### Pros

* Can be used while moving
* Significant early game damage
* Cooldown reduction increases with level

### Cons

* Damage does not scale with level
* Lacks CC
* Must make contact with enemy, can only attack immediately in front

### Countering

* Tanks with thresher flail require very close range, so kiting them with weapons like plasma rifle can help your team whittle down tank health while essentially taking no damage
* CC is another way to keep thresher flail from being utilized, with no ranged capability, this can get tanks stuck in a useless position
* Blocking off tanks with a strong front line is a good strategy, especially towards the late game, as thresher flails damage falls off significantly and its damage can easily be absorbed by rival tanks
* Avoid early game confrontation unless you have a counter, as thresher flails early game damage is especially strong.
Mass Field

Mass Field Icon.png

## Description

Mass field is an aoe slow, the early game variant of drag wave. It applies a significant slow in a large area for a decent amount of time.

   Damages a single target.

## Strategy

Mass field is an AOE slow that unlocks relatively early and has a short cooldown. Mass field is ideal for early game fights and low level investment rigs, providing a significant cc ability at a low cost. Mass field can be used to compliment engagements, escapes, and chases, inhibiting rigs that are specced for speed. It can however be easily escaped by dashes such as thrusters, boosters, and bullrush, as these are not effected by slows.

### Pros

* Unlocks early
* Large AOE
* Good slow
* Relatively long duration

### Cons

* Cannot disrupt
* Dashes are unaffected

### Countering

* Use dashes such as thrusters, boosters, ramjets, and other ability movement to escape the AOE of mass field
* Wait for mass field to go on cooldown before engaging
* Spread out your rigs to minimize the amount of rigs affected by mass field
Thrusters

Thrusters icon.png

## Description

   The thruster is an early game mobility gear, giving your gunner a dash that an be used for both chasing down enemies, or escaping them. Paired with early game weapons like the rocket cluster or the howitzer, the thruster can help your team establish early game map control and harassment.

Active Mobility

## Strategy

The thruster can be a great asset in early game fights, allowing for flanking and kiting that can rarely be countered and very difficult to deal with, especially by tanks that have not leveled enough for bull rush due to it being a level 3 ability. In 1v1 fights, it is often used to chase down enemies or run away from them, but can also be used in 1v1 fights to quickly dodge actives with a large area of effect, such as the rocket cluster or howitzer active. It can also be used for flanking, propelling the gunner past the front line of defense into the squishy units in the back, though this can be a risky move for the low HP gunner. However this can be used to redirect the attention of the tank allowing your front line to move through, especially in cases where your front line is blocked off at a narrow bridge.

### Pros

* Unlocks early game
* Relatively low cooldown
* One of the most reliable disengages and chase gear, rivaled by very few gear
* Combined with the gunners natural mobility, it compliments the gunners natural ability to harrass and kite
* Useful for dashing out of slows from gear such as sludge tank and mass field.

### Cons

* Dominance declines late game against abilities such as bull rush, boosters, and Ace's ultimate.
* Takes up a body slot that gives less inherent stats to the gunner compared to other gears, dependent on tactical use rather than stats
* Overshooting can propel the gunner into vulnerable positions
* Set distance traveled

### Countering

* Bait out the enemy thrusters. Because it is on a somewhat long cooldown, it leaves the gunner very vulnerable to all-in engages such as bullrush and pulverizers.
* Flanking the enemy can cause the enemy gunner to panick and thrust into one of your RIGS
* Other mobility abilities such as bull rush and thrusters
* Wait for them to use thruster and then land some kind of CC on them, such as slows and stuns to allow for your pilots of catch up.
* High speed tanks such as Knockout can sometimes catch up to gunners even with thruster, blocking off escapes with sludge tanks, or simply chasing them down if speced for speed
* Keep in mind putting a gunner on the retreat is just as useful as killing it, as it mitigates a compositions main source of dps leaving it's teammates vulnerable.
M.A.S.R. Flare

MASR flare icon.png

## Description

   A variant of the Chav Salvo, the MASR flare delivers a longer lasting flare on a longer cooldown than its counterpart. Good for scouting out and outmaneuvering the enemy team, the MASR flare allows ample time react to enemy movements even if they spot the flare and rearrange themselves. Ideal for firing into vision tower blind spots to gather intel on an entire corner of the map.

Active AOE Vision

## Strategy

The MASR differs from the Chav Salvo in that instead of bursts of vision around the map, it focuses vision reveal on a longer time limit in a concentrated area. This allows for less microing and more time to react and maneuver based on gathered intel. This can be ideal not only for cornering and flanking an enemy working on a hive, but also, like the chav salvo, serving as a scout for long range aoe attacks such as rocket cluster. It can also serve as better vision ability for sniping hives and bosses from engaged enemy teams as it leaves a longer window of vision for the area. It can also be used to fire ahead of the entrances of core insertion to alert for incoming enemies, especially in cases where more than one core is being uploaded.

##### Pros

* Good for sniping and last hitting engaged hives
* Covering a specified corner of the map, especially in vision tower blind spots
* To alert if enemy units are incoming
* prevent ganks and ambushes in a specified area
* Good synergy with long range weapons such as the rocket cluster

##### Cons

* Less useful for map vision of multiple areas of the map
* Offers no hard combat advantages
* Relies on player tactics rather than actual combat abilities
* Enemy team can see flare

##### Countering

* If you see an enemy flare while fighting an enemy boss or hive, either burst it down quickly or if that is not possible stop attacking.
* Prepare for a fight if you see the enemy flare, or move out of its sight range. Use the MASR flare's inflexibility to your advantage
* Attack from areas not covered by the MASR flare
* Watch for where the MASR flare is fired from to predict the position of the enemy team
Martyr's Boon

Martyrs boon icon.png

## Description

Martyr's Boon is a powerful aoe heal that heals allied rigs, but at the expense of a hefty chunk of health of the casting mechanic. It unlocks early game and has a relatively short cooldown.

   AOE heal.

## Strategy

Matyr's boon can provide a significant source of burst healing to allied rigs, especially in teamfights, at the cost of its own health. The mechanic being a supportive class, it sacrifices the health on a lower priority rig to heal high priority rigs such as damage dealers or tanks. The health sacrifice can be softened by a variety of software, including ones that heal the mechanic when it casts outgoing healing, or increase the health gain of outgoing healing. This burst healing on only allied units makes it a versatile gear.

### Pros

* Early game unlock
* AOE heal of only allies
* Great for teamfighting
* Negatives can be mitigated by complimentary software
* Good source of burst healing

### Cons

* Sacrifices mechanic health
* Early game tradeoff in healing is not significant, gains effectiveness and advantageous tradeoff as level increases

### Countering

* When martyrs boon is cast, try to burst down and finish off the enemy mechanic
* Try to seperate the mechanic from the rest of the team when you anticipate its activation
Healing Dome

Healing dome icon.png

## Description

Healing dome is an aoe healing ability that follows the caster, healing ALL units, including kavash and enemy rigs around it.

   AOE heal.

## Strategy

Healing dome can be very effective at mitigating burst damage, especially against wombo combo builds utilizing gear such as bullrush, pulverizers, and rocket clusters. Because these abilities are on a relatively long cooldown, this can render aggressive engagements and initiators useless after their main source of damage, burst damage and cc, are put on cooldown. It is also ideal for kiting comps, as the fact that the dome will follow the caster minimizes the risk of applying the heal to enemy units. It can be complimented with a variety of software that capitalizes and increases outgoing heals. It can be great for sustain during early game farming and fights, as it unlocks early game while sporting a relatively short cooldown.

### Pros

* Follows caster
* Lowers chances of healing enemy rigs
* Short cooldown and early game unlock
* several software increases its effectiveness
* Great for mitigating heavy burst damage and initiations

### Cons

* Heals all units around it, including enemy tanks that reach its proximity
* Inability for placement can put mechanic in vulnerable positioning if attempting to heal a frontline tank

### Countering

* Bait out healing dome to put it on cooldown for more effective use of burst damage and initiation
* Do not fully commit a fight or expend burst damage abilities before enemy healing dome is activated, it can keep avenues for damage open after healing dome is finished casting instead of making your damage and initiation useless while spent and on cooldown
* Get allied units in range of healing dome to take advantage of enemy healing
* Because healing dome follows the caster, try using pushing and pulling abilities to separate the enemy mechanic from the rest of the enemy team to push them out of healing range
Plasma Rifle

Plasma rifle icon.png

## Description

   The plasma rifle is the perfect kiting and poking tool for gunners. The Plasma Rifle allows gunners to capitalize on their already significant mobility advantage over most classes. While lacking in the burst damage of other active weapons, the Plasma Rifle offers consistent, dependable DPS, allowing the gunner to poke down chasing close range RIGS, most notably tanks, and walking away without a scratch.

Damages a single target.

## Strategy

The plasma rifle is an ideal part of anti-tank arsenal, as well as hit and run compositions. Classes that rely on close range, such as gunners with supercharger builds, and tank dependent builds will find plasma rifle kiting a frustrating tactic. Combined with mobility gear like the thrusters or booster, a gunner utilizing this weapon can draw enemy attention away from farming hives while minimizing risk to itself. This type of harassment can easily bait your enemy out of position or cause the enemy to fall behind in levels.

### Pros

* Allows for a steady, moderately ranged slow on targets
* Great harrassment tool minimizing risk
* Ideal hit and run weapon for drawn out fights and poking at enemy
* Makes 1v1 against tanks easy with the proper micro, which can force a tank to retreat for healing allowing the rest of your team to take objectives or engage squishier enemy units.

### Cons

* Less attack speed than the assault plasma rifle, so less able to apply slows to enemies quickly
* Lacks burst damage as well as aoe making it less useful in fully engaged teamfights
* Against gunners with higher DPS weapons or longer ranger weapons the plasma rifle can lose out
* Slow is not as useful as burst damage/high dps for farming hives. The plasma rifle is catered more for pvp.

### Countering

* Tanks can mitigate the CC such as the plasma assault rifles slow using crumple panels, drawing fire to allow other units to chase down or hit the gunner
* Fight fire with fire. CC such as stuns from supports or slow from mass fields can allow tanks and other units to close the gap and prevent kiting
* Another counter for tanks is to use initiation gear such as bull rush to close the gap quickly and use slow weapons such as slaggers or pulverizers to prevent escape.
* Gunners typically have similar range, mobility, and DPS. A gunner with high DPS and/or burst damage can quickly melt gunners equipped with plasma guns.