A Snare with a gun! How cool is that!?
(
Flexing
Master
)
Favorite
Immediately chucks it at targets without wind-up.
Quirk Pool
Gunz X
52%
Power Max
39%
Heels X
8%
Primary
Traps bounce as they move, only stopping when they have no momentum. Traps can deal 1 damage without losing health when landing on foes from above. Traps are destroyed immediately when shot at.
Traps dont spawn splinters when grounded and destroyed, but spawn 6 splinters when destroyed mid-air. These splinters have a 2% to make whomever struck drop a random item, 4% if striking from above.
Secondary
Their gun requires 5 seconds to charge before firing, firing with all of
Loaders
absorb effects but at half speed with twice the range.These charges in particular explode on collision, dealing damage equal to power in a radius equal to 10% of their range. These explosions cause whomever struck to
Shudder
and have
Char
.
Aiming before shooting boosts the charges' power and radius by up to 200%! But charging for even a tenth of a second too long causes the charge to backfire and deal twice the damage it would deal to themselves, along with
Chemical Burn
ing them. Takes 3 seconds to charge.
Tertiary
Every projectile created has a 1.9% to be a special egg instead, of which has a 80% to hatch as a
Broker Familiar
, and a 20% to hatch as any of its successors on collision.
These eggs deal no damage on contact and are particularly bouncy.
These familiars have a 50% to hold either a
Fuse Bomb
or a random floppy memory when hatched.Every time one of its familiars are killed, a random stat is boosted by 1 up until 5 boosts are granted total. After then, the boost is removed and
Fury
or
Exhaustion
are afflicted onto them at random. During either status, the chance for an egg projectile is raised to 3%.
NEO
B
97
5
5
Egg Genome
K
Nature Pool
Insane
71%
Sporadic
29%
Primary
Traps dont splinter, but have a 0.5% on contact to make whomever struck drop an item.
Secondary
Shoots every 25 seconds with a 10% to backfire.
Tertiary
Gaurentees an egg projectile every 40 projectiles.
NEO
49
3
3
For some reason, it loads like a 6-shooter. But with 3 bullets.
(
Flexing
Master
)
Global Bonus
Memories have a 50% to trigger twice.
Favorite
Deals double damage.
Quirk Pool
Power Max
46%
Gunz X
28%
Heels X
26%
Primary
Traps bounce as they move, only stopping when they have no momentum. Traps can deal 1 damage without losing health when landing on foes from above. Traps are destroyed immediately when shot at.
Traps dont spawn splinters when grounded and destroyed, but spawn 6 splinters when destroyed mid-air. These splinters have a 2% to make whomever struck drop a random item, 4% if striking from above.Produces 7 splinters.
Secondary
Their gun requires 5 seconds to charge before firing, firing with all of
Loaders
absorb effects but at half speed with twice the range.These charges in particular explode on collision, dealing damage equal to power in a radius equal to 10% of their range. These explosions cause whomever struck to
Shudder
and have
Char
.
Aiming before shooting boosts the charges' power and radius by up to 200%! But charging for even a tenth of a second too long causes the charge to backfire and deal twice the damage it would deal to themselves, along with
Chemical Burn
ing them. Takes 3 seconds to charge.
+1 pierce when charged damage is equal to +190%-200%.
Tertiary
Every projectile created has a 1.9% to be a special egg instead, of which has a 80% to hatch as a
Broker Familiar
, and a 20% to hatch as any of its successors on collision.
These eggs deal no damage on contact and are particularly bouncy.
These familiars have a 50% to hold either a
Fuse Bomb
or a random floppy memory when hatched.Every time one of its familiars are killed, a random stat is boosted by 1 up until 5 boosts are granted total. After then, the boost is removed and
Fury
or
Exhaustion
are afflicted onto them at random. During either status, the chance for an egg projectile is raised to 3%.
For each familiar, health is boosted by 1.
NEO
B
146
8
8
Egg Genome
K
Global Bonus
+50% automaton size.
Nature Pool
Insane
75%
Sporadic
25%
Primary
Traps dont splinter, but have a 0.5% on contact to make whomever struck drop an item.1% instead.
Secondary
Shoots every 25 seconds with a 10% to backfire.Every 24 seconds.
Tertiary
Gaurentees an egg projectile every 40 projectiles.Or when dealing critical damage if critical chance is less than 10%.
NEO
74
5
5