AX11 Draconid

Draconid's game description:

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template for use:

**Damage Type: EMP**

Lurids are an arc-firing Secondary Weapon effective at mid-range (~approx. 125 meters to ~approx. 450 meters)

* Sub-type of Energy for damage modifiers: **shields +75%**, ***armor -25%***

* EMP special rules
	+ Damage Typing does not affect the damage over time caused by Residual Rounds pools.
* Lurid projectiles are blue tear-shaped projectiles that leave long trails.

### Lance Weight Class Variations

*Lurids have the same damage stats across all Lance Weight Classes.*

*The only difference between Lurid weapon variations is ammo, shown below:*

* **L**ights - AE5-**L** Lurid - 2 rounds
* **M**edium - AE5-**M** Lurid - 4 rounds
* **H**eavy - AE5-**H** Lurid - 6 rounds
* **S**uper **H**eavy - AE5-**SH** Lurid - 8 rounds

## Lance Variant Synergies

Light - **Leviathan MKIII** (+15% energy damage)

Medium - **Moonlight MKIII** (+15% energy damage)

Heavy - **Citadel MKIII** (+15% energy damage)

Super Heavy - None

## Lurid Mods

### Improved Shell Speed

Description: Improves reload speed and fire rate at the cost of reduced damage.

Penalties

* 20% reduced damage (flat across all tiers)

Benefits at Tiers 1 - 5

* T1: 30% reload speed, 12% fire rate
* T2: 35% reload speed, 14% fire rate
* T3: 40% reload speed, 16% fire rate
* T4: 45% reload speed, 18% fire rate
* T5: 50% reload speed, 20% fire rate

### Residual Rounds

Description: Spawns an electrified patch where it lands *(lasts 10s)* that causes damage to enemies who walk over it.

Penalties

* 30% reduced explosion damage

Benefits at Tiers 1 - 5

* T1: 700 damage per second
* T2: 875 damage per second
* T3: 1,000 damage per second
* T4: 1,125 damage per second
* T5: 1,250 damage per second

## Gameplay Use & Limitations

With their special typing, lurids are especially good at destroying lance shields (+75% damage) quickly.

Lurids hold a specialized role as energy-typed AOE fire-support for mid-range engagements. Lurids can't be used primarily in close quarters combat as they have a minimum firing distance. As an arc-firing weapon, lurids are useful in many vertical combat landscapes.

Lurids are capable of blind firing over ledges (as in, you can't see the exact location of the targeting arc guide nor where the projectile will land), firing downward (around 45 degrees off the shoulder), and even firing even straight up.

Lurids are especially useful for destroying **Izzy's Active, *Katana Override***, a katana-shaped hologram which can be deployed to capture Bases, Supply Caches, and Spawn Points.

**Improved Shell Speed** increases the fire and reload rate of lurids at the cost of 20% damage reduction.

**Residual Rounds** leave circular patches of electrified energy (for 10s) that deal increasing damage based on the tier of the mods, one of the very few mods that directly increase damage.

* **E**specially useful when combined with **Second Wind**, as any units stepping into the pools *will count toward an assist* from ticking damage.
* When massed, are extremely effective at destroying **Daffies** and are a useful part of many builds and gameplay styles.
* With a well-suited SH (Continuous Reloader, Expanded Mags), one can lay down around 20-30 lurid pools for effective zone control/ area denial play.

## Trivia

* When fired away, their "heads" appear white. When incoming, the heads will appear dark blue/black and diamond-shaped.
* It is a common misconception that lurids are abnormally good for breaking Spartans and Royal Dome. See: Quadrantid
* "Pooling" is the term for concentrating residual rounds to make bigger areas of lingering electrified energy (swimming pool) - Tyr

## Similar Weapons

##### **Arc-firing Weapons**

* **Draconid** (Secondary Weapon)
* Quadrantid (Secondary Weapon)
* Catapult (Primary Weapon)

##### **Energy Weapons**

* Banshee (Primary Weapon)
* Javelin (Primary Weapon)
* Wraith (Primary Weapon)
* Sentinel (Deployable)