Innovative

**This conception is a stub!**

This conception is an idea in progress. Please refrain from criticizing it too much, as what you think may not be true in the final version.
See 8-BIT for older and shit tons more innovatives.

Zero Innovative spaces will cost 5000 coins instead of 500 coins because you can equip as many 0 spaces innovatives as you can.

Yellow -> Increased Options

Blue -> Utility

Green -> Improvement

Red -> Active

(number=) = How many innovative spaces it takes=
just like gadgets how you use inno is used

## Innovatives with Tradeoffs

Innovatives with tradeoffs...

1: 8-BIT: **Focused Firing**: When he does not move the blue movement joystick while firing his bullets, his bullets will be 50% less spread and travels an additional 1.33 tiles range though the laser speed is still the same, he must not be moving to initiate the focused fire and whenever he moves while he fires his next laser will be normal spread and range and for the rest of the lasers. Compatible with ranged brawlers who shoots multiples shots in an single ammo.
1: Sandy?: Meditate: Press another button that comes from this innovative will make your brawler meditate on the ground which you cannot move and attack while using it, but still can self regen and deactivate anytime, every 0.5 of meditation will add 5% of super charge, each time of done using/deactivating this innovative you must wait for 5 seconds to meditate again, better than just retreat and do nothing.
1: ?: **Well managed**: Compatible with brawlers whose main or/and super attack that has fires more than one shots in series timing (series timing like colt's main/super and brock's super, and in parallel timing is shelly's main and bea's super). Colt's main attack bullets will be consumed at 1/6 at a time for each one bullet he fires instead of 1 whole ammo emptied once he fires his first bullet so that when he fires two bullets and stunned by frank's super (or other attack interruption attacks) he will only consume 0.33 ammo instead of 1.0 ammo, also applies for super, colt fires 12 bullets in his super so when he fires his sixth super bullet and gets interrupted or dies (and respawns) he will end at 50% of super charge instead of 0% charge (this is for when he hits 0 enemies to charge his super).
1: ?: **Charge within me**: Compatible with all brawlers, when your super is fully charged you can use this instead of your regular super to release your body's stored charge energy which converts to an electricity and inflicts around 4 tiles around you with an instant 140 damage and also stuns 1.0 seconds to the enemies hit by it.
1: ?: **Cooldown based**: Convert your gadget of 2/3 uses to cooldown based, you have to wait longer than 5 seconds between gadget uses but you have no limit on how many times you can use the gadget for (beneficial for longer matches) (which is the exact tradeoff i am speaking about), at the start of the match you have 1 uses of gadget and used it then you have to wait for 20 (for three uses) or 30 (for 2 uses) seconds before you can use the next one, so this means that you can use up to 6 times in a bounty match for three uses gadgets 20 seconds cooldown ones.
1: **?**: Allows you to use 2 star powers in the same match at the cost of not using a gadget or use 2 gadgets in the same match at the cost of not using a star power.
## Innovatives without Tradeoffs

0: ?: **Fluent Gears**: There will be no more 5 seconds of fucking cooldown between gadget uses (including duration long gadgets like Vitamin Boosters which can be stacked) Compatible with all brawlers with any of their gadgets unlocked.
0:?: **No More OCD**: When a super that involve you jumping you will no longer move that 0.something tiles of shit when using an attribute like super where examples includes: Piper, Crow, Surge....
1: **Three Shotter**: Allows you to three shot brawlers in more interactions. Your second shot will deal 10% more damage and third shot will deal 20% more damage and fourth shot deal 30% more damage and so on... Time between shot time end and next shot time start must be less than 0.5 seconds to be considered be a burst attack to deal the bonus damage. Compatible with all brawlers except for 1 ammo spaces brawlers. Compatible with all brawlers except for 1 ammo spaces brawlers.
1: **One More**: Increases maximum amount of minions on the battlefield at a time from 1 to 2. Compatible with brawlers who can spawn minions from any attributes.
1: **Randoms Only**: Make you or your team only match against opponent teams that are consists of randoms of 3. Compatible with all brawlers but no bonus effect if more than one brawlers using this same innovative at the same time. Originally an Golden Elixir upgrade.
1: **Laws of the Universe (Very fucking OCD innovative)**: A spell like effect that lasts throughout the whole battle, enemies when an enemy uses a spring pad or when kicks the ball, their healing will reset just like when attacking, and also when you kick the ball your ammo is not consumed, also our Bo's mine will stay after a goal in brawl ball. Compatible with all brawlers but no bonus effect if more than one brawlers using this same innovative at the same battle. Your siege bot will move without delay once spawn. For you and your teammates, when you use super and its durations, you and them will still reload ammo (any super), and for the opponents they will halt reloading their ammo while using their super (any super). When as soon as they receive the ball, they will stop their attacking animation (attack ends prematurely). Also when enemies are stunned and launched on the spring pad the duration will pause instead of continues. Will retain halo gadget after dying normally or with a ball goal. When you use a next shot based gadgets, your next gadgeted shots will not consume your main attack ammo (like 8bits second gadget will not consume his main attack ammo when doing his 18 shoot. Your minion will block balls in brawl ball. When opponent uses their super then take ball while super still ongoing their super will end prematurely (example colt).
1: **Willingness**: Allows you to disarm your gadget and refunds the count for later uses (on next shot based gadgets) so that you are not forced to use the gadgeted shot once you activate the gadget (example, mike's stun gad and piper's homing gadget), you are also becoming willing to use your gadgets when holding brawl ball (some, not all like vitamin booster and active noise cancelling), can also instant stop with bull and collect's super etc. by pressing the super button while supering. can stack gadget uses (removes that fucking 5 seconds cooldown between gadget uses). Nortis will now gain another main attack button that is exactly the as the regular main attack button except that this one makes him dash to the direction he is currently facing and is useful in brawl ball. When you use healing gadgets (bitch, brian, pam), your self regen heal will not stop because its a healing gadget.
1: **Gadget Recharge**: Are you sick and tired of having limited amount of gadgets to use in each game that you have to carefully manage when to use each time? Now no more worrying about this bullshit because whenever you have full or below the amount of charges left to use in the match the gadget will self recharge at the rate of 30 seconds (3 charges) or 45 seconds (2 charges) so that you can use more then thrice!
1: **Super Gadget Recharge**: Each time you uses your super, your gadget recharges by 1, cannot surpass "charges per match" value.
1: **Undying Will**: Ability to use main attack and super and gadgets and active innovatives while stunned (cannot move) or knockbacked or pulled etc..
1: **Agility**: Ability to move at half the movement speed while airbrone or charges (frank), for example, when using piper's super and flies towards a precise location and with this innovative you can glide her movement during airborne to slightly change her initial landing position that you aim your super destination point on.
1: **Refund**: If you missed your super completely, you will get back full super back automatically up to twice per match, N/A for minion based supers. Originally "never misses super inno".
1: **?**: Deals more damage on opponents who are in bad status effect now.
1: **Accumulated Damage**: Compatible with brawlers with shield. When you take damage from enemies, you shield will accumulate damage amount of damage taken with the maximum value of up to 2400 base damage, as long as you have at least 400 damage taken you can use the innovative joystick (idk because either separate joystick or a button to toggle between using main or using the innovative attack) to command your shield to reflect the damage it taken (with you) to send out 1/4 of the accumulated damage which is in a form of ranged projectile energy that travels fast and deals damage to the first enemy hit (20 tiles range, 500+ damage to able to break walls) then the shield accumulated damage resets to 0, no limit on amount of uses and each time between uses is 5 seconds cooldown (100-600 base damage based on you take 400-2400 damage (can one shot spike with max dmg).
1: **?**: At the beginning of the match which shows the 6 brawlers icon and name, you can see the opponents star power and gadgets as well.
1: **?**: Can turn on and off, enable friendly fire to deal damage to your teammates and charges your super, this allows you to quickly charge supers and considers your teammates state/condition as well.
1: **?**: When you make the kill on an opponent, in opponent's next spawn he/she will respawn with half health (not sure if 0 ammo as well) insteaf of full health.
2: **Going down with me**: When enemies kills you, their hp will be reduced to 1 (dies if their hp is exactly 1 upon killing you), loses all their main super and gadget ammos (and reset charges like band aid/bibi charge).
2: **Victor takes all (but only you can)**: when you kill an enemy, your hp fully regens and ammo +super refill so you can fight non stop because you are the victor so you take all from the fallens.
2: **?**: 4th ammo (+1 ammo). simple.
1: **Deadly**: Increase Global damage by 2.5% damage (attack, super, gadget, star power, etc.) (of whatever level your brawler is, not of level 1)
1: **?**: Your super will be charged at 5% per second when your ammo is full.
1: **?**: Gadget dashes like Shelly Max Bonnie can dash over water.
1: **?**: Item placement based gadget now can be placed up to 4 tiles form the brawler by using the gadget like a joystick (example Janet's gadget speaker, similar to super minion placements.
2: **Sidestep? (innovative)**: Allows the brawler to hop 1 tiles to the direction of the where the player quick double tap on that direction area around the joystick.
1: **?**: I saw that when Jacky uses her first gadget her gadget is duration based and her gadget is already recharging while the gadget is active unlike normally that when a brawler uses a duration based gadget the gadget cooldown will only begin to do its cooldown after the gadget itself has ended, this innovative will have all brawlers gadget timer cooldown starts as soon as duration based gadget is activated and not when the duration based gadget is ended.
1: **?**: Gadget is free of charge when super is fully charged, another variant of this is when gadget is free of charge when super is at 0%.
0: **Promotion**: When the player uses this active innovative then the next enemy brawler the player defeats will appear in the shop in the next reset which can be brought for gems or real money, also applies for skins, can be only used once per day, this ability is no effect if the defeated enemy brawler is the player already have or the skin that the player already have, dying before defeating a brawler will not waste this ability but using this ability and not being able to defeat an opponent brawler does waste. Example is when the player uses this innovative then defeats an enemy Sandy who is using the lantern skin then the next shop reset will allow the player to buy Sandy if dont already have him and his skin if already have him. Not sure if can buy limited edition skins at next shop resets if the defeated opponent brawler is wearing a limited edition skin.
1: **Restore**: Instantly restores 1 used gadget, can be used at start of battle and once every 50 seconds after that, cannot exceed charges per match count.
1: **Willingness2**: Your brawler will be willing influence the movement direction while using supers that involves jumping and mobility like Piper by moving your movement joystick, being able to influence up to 3.5 tiles distance than your initial super landing location while dragging the super joystick. I saw in bounty that a piper panic super and forgot to drag the super into the spawn direction and then when she lands only to be killed by brock's main attack because of not being able to influence movement direction while using jump/mobility based supers which is annoying as fuck.
1: **?**: Allows you to use the same Gears on both gear slots once you have two gear slots.
1: **?**: When you use manual aim instead of auto aim then you use 0.85 ammo instead of 1.0 ammo as it rewards you for using skill.
1: **Explode upon death**: When you die your brawler will explode in a 2 tile radius for 100 damage at level 1. Compatible with any brawler
1 or 2 (as in undecided): **?**: When you activated a next attack improvement based gadget and missed then you will get back that gadget count. Compatible with brawlers with one or more gadgets that is based on next attack "buff"s gadget (lol Gray and that fuckgirl Mandy is both next attack based gadget so yeah).
Or essentially any brawler who failed to made use of/complete waste a gadget will be refunded of the gadget count.
1: **Instant Karma**: Something bad will happen to an enemy as soon as they killed you, like damage to the enemy or something bad.
1: **?**: When you completely miss your super, you get some of your super back. Compatible with brawlers with direct damaging supers n something else.
## Trivia

* 200th page.
* This innovative feature in brawl stars, which is completely new and not boring like the gadgets shits (super 1.9) will really excite people since innovative is twister than star powers in terms of diversity and can be even brought at level 1 and can even share to other bawlers to use the innovative of the owner brawler once unlocked.
	+ Innovative is hugely inspired by the Patapon 3 game class skill feature in which certain skills can be shared to another classes (brawlers), and as well as the set skill in which patapons (brawlers) can equip more than one skills at a time (but star powers cant! but innovative makes it possible!).
* Innovatives some (the boring end of the specturm) of course behaves like star powers and gadgets/supers, many of these could fit into star powers and gadgets yet are not suitable and why the fuck so? that is because these as star powers or gadgets are too situational to use in every single match (because cannot be shared) or/and are too underwhelming to be an sp or gad (if buff those to be sp or gad then will be too strong in certain saturations) so the perfect middle ground will be fit to innovative since you can choose to equip any innovative compatibles you want on the brawlers you are playing and choose the innovative that is right for the brawler you are playing now so that none of the innovative will be too weak to use that it needs a buff because another brawlers who uses that innovative will be strong for them.
* Innovatives are very similar to Set Skills and and class skills, and in fact its based on both though based closer on set skills.