Whats The Best Stats For Smg Dmg For Fatal Bullet

Updated 10:49 PM EST Dec 12, 2019

Got skills? Let’s just say it’s something you definitely need in Sword Art Online: Fatal Bullet.

On that note, here’s a list of all the skills in the game, including descriptions of what they do, the stats required to unlock them and their SP cost. SAO:

Sep 19, 2018  This Sword Art Online: Fatal Bullet Weapons Guide will tell you about the different weapons that are available in Sword Art Online: Fatal Bullet.We.

Sword Art Online Fatal Bullet Builds, Stats and Ally Guide. Posted by 1 year ago. (you can use other smg if you want) Dual wield. Sirius 3: Mostly used when facing against brionic. But decent PvE against mechs (optical dmg) and decent PvP dmg. Ignore the ammo acquire you can substitute it for anything else since in pvp u. Introduced patch 1.31 Meant to help make SMGs more viable in the game. There are three tiers for this SMG: Common, Uncommon, and Rare. Paralytic Tusk is the Miasma Claw+ Just Beat the End Game (non-true ending) boss and got that drop from him. Was watching a Stream saw a guy beat the True End Boss the Proper name for the sword drop is the Dainsleif which IS Death Gun's Estoc (this means all 3 of Death Gun's Weapons are in game now if there were only a 'helmet' like his -.

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For skills that can be leveled up, I have also included the effects that you get by upgrading them.

With more than 50 options available, Fatal Bullet’s skills are certainly as plentiful as a black-clad warrior’s harem, er, posse, so there’s a lot to digest here for sure. Check them out and see which ones fit your evil build designs.

If you build it: Sword Art Online Fatal Bullet Builds, Stats and Ally Guide

For folks who are unsure about which skills to aim for, pun so totally intended, don’t forget to check our list of the 9 Best Skills in Sword Art Online: Fatal Bullet.

Now onward to the SAO: Fatal Bullet skill list.

Power Form Assault

  • Temporarily increase your attack power.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: STR 10. Raises attack power by 10 percent. Lasts for 60 seconds.
  • LV 2: STR 52. Raises attack power by 15 percent. Lasts for 60 seconds.
  • LV 3: STR 101 / AGI 44. Raises attack power by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Form Tank

  • Temporarily increase your defense.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: VIT 5. Raises defense by 10 percent. Lasts for 60 seconds.
  • LV 2: VIT 47. Raises defense by 15 percent. Lasts for 60 seconds.
  • LV 3: STR 43 / VIT 97. Raises defense by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Speed Form Assault

  • Temporarily increase your movement speed.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: AGI 3. Raises speed by 10 percent. Lasts for 60 seconds.
  • LV 2: AGI 45. Raises speed by 15 percent. Lasts for 60 seconds.
  • LV 3: AGI 106. Raises speed by 20 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Concentration Sniper

  • Temporarily raise Bullet Circle accuracy, helping you hit your target.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: None. Bullet Circle diameter shrinks by 10 percent. Contraction speed increases by 10 percent. Effect lasts 60 seconds.
  • LV 2: STR 32 / AGI 8 / DEX 15. Bullet Circle diameter shrinks by 15 percent. Contraction speed increases by 15 percent. Effect lasts 60 seconds.
  • LV 3: STR 82 / AGI 23 / DEX 41. Bullet Circle diameter shrinks by 20 percent. Contraction speed increases by 20 percent. Effect lasts 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Attention Seeker Tank

  • For a set time, enemies are more likely to target you.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: None. While attacking, increase hate acquired from enemy by 15 percent. Lasts for 60 seconds.
  • LV 2: VIT 43. While attacking, increase hate acquired from enemy by 20 percent. Lasts for 60 seconds.
  • LV 3: VIT 94 / STR 41. While attacking, increase hate acquired from enemy by 25 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Hawk Eye Engineer

  • Temporarily boost your detection, revealing hidden and camouflaged enemies.
  • Usable by: All weapons
  • Base cooldown: 75 seconds

Requirements:

  • LV1: INT 2 / DEX 4. Your detection range increases by 50 percent. Lasts for 60 seconds.
  • LV 2: INT 17 / DEX 42. Your detection range increases by 100 percent. Lasts for 60 seconds.
  • LV 3: INT 43 / DEX 97. Your detection range increases by 150 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Conceal Assault

  • Enemies temporarily find it difficult to detect and target you.
  • Usable by: All weapons.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: INT 10 / AGI 4. Enemy detection range reduced by 25 percent and hate acquired from enemies is reduced by 15 percent. Lasts for 60 seconds.
  • LV 2: INT 48 / AGI 19. Enemy detection range reduced by 50 percent and hate acquired from enemies is reduced by 20 percent. Lasts for 60 seconds.
  • LV 3: INT 103 / AGI 45. Enemy detection range reduced by 75 percent and hate acquired from enemies is reduced by 25 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Enhance Gadget Engineer

  • Temporarily boost a gadget's effectiveness. Does not affect some gadgets.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: DEX 9. Gadget effects are improved by 10 percent for 60 seconds.
  • LV 2: DEX 52. Gadget effects are improved by 20 percent for 60 seconds.
  • LV 3: DEX 112. Gadget effects are improved by 30 percent for 60 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Trigger Happy Tank

  • Temporarily reduce reload time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: VIT 9 / AGI 24. Reload speed is reduced by 25 percent for 60 seconds.
  • LV 2: VIT 26 / AGI 63. Reload speed is reduced by 37.5 percent for 60 seconds.
  • LV 3: STR 30 / VIT 52 / AGI 102. Reload speed is reduced by 50 percent for 60 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Bullet Line Eraser Sniper

  • Temporarily causes a short delay in the time it takes for your Bullet Line to be displayed and makes it harder for enemies to target you.
  • Usable by: Assault Rifle, Sniper Rifle, Gatling Gun.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: STR 20 / DEX 8. Reduces the time when your bullet line is initially shown by 25 percent. Hate received from enemies is reduced by 15 seconds. Lasts for 60 seconds.
  • LV 2: STR 51 / INT 7 / AGI 13 / DEX 24. Reduces the time when your bullet line is initially shown by 50 percent. Hate received from enemies is reduced by 20 seconds. Lasts for 60 seconds.
  • LV 3: STR 99 / INT 16 / AGI 29 / DEX 50. Reduces the time when your bullet line is initially shown by 100 percent. Hate received from enemies is reduced by 25 seconds. Lasts for 60 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Human Fortress Tank

  • For a short time, you will not flinch when taking damage.
  • Usable by: All weapons.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: VIT 30. Prevent flinching for 30 seconds when taking damage.
  • LV 2: VIT 52. Prevent flinching for 30 seconds when taking damage. Also reduces damage received by 7.5 percent.
  • LV 3: STR 53, VIT 118. Prevent flinching for 30 seconds when taking damage. Also reduces damage received by 15 percent.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Healing Bullet Support

  • Fire a bullet that restores an ally's HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: None. Heal an ally for 600 HP.
  • LV 2: VIT 15, INT 32, LUK 8. Heal an ally for 900 HP.
  • LV 3: VIT 23, INT 82, LUK 14. Heal an ally for 1200 HP.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

HP Recovery Shot Support

  • Fire a bullet that restores an ally's HP over a set period of time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: VIT 2 / INT 6. For 120 seconds, restore 90 percent of an ally’s HP.
  • LV 2: VIT 17 / INT 38 / LUK 9. For 120 seconds, restore 135 percent of an ally’s HP.
  • LV 3: VIT 44 / INT 87 / LUK 24. For 120 seconds, restore 90 percent of an ally’s HP.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Curing Field Shot Support

  • Fire a bullet that creates a cleansing field where it lands that cures allies' status ailments.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 14 seconds

Requirements:

  • LV1: VIT 5 / INT 13 / LUK 3.

Cost:

  • LV1: SP 15

Healing Field Shot Support

  • Fire a bullet that creates a curative field where it lands that restores allies' HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 24 seconds

Requirements:

  • LV1: VIT 9 / INT 24. Restore 700 HP to allies who enter health bubble.
  • LV 2: VIT 26 / INT 55 / LUK 14. Restore 1050 HP to allies who enter health bubble.
  • LV 3: VIT 26 / INT 55 / LUK 14. Restore 1400 HP to allies who enter health bubble.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

AED Shot Support

  • Fire a bullet that revives a fallen ally.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 90 seconds

Requirements:

  • LV1: VIT 31 / INT 65 / LUK 17. Revive ally with 50 percent health.

Cost:

  • LV1: SP 50

Power Form Shot Support

  • Temporarily allows you to fire a bullet that boosts an ally's attack power.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT 9. Increase an ally’s attack by 10 percent for 180 seconds.
  • LV 2: INT 52. Increase an ally’s attack by 15 percent for 180 seconds.
  • LV 3: INT 112. Increase an ally’s attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Form Shot Support

  • Temporarily allows you to fire a bullet that boosts an ally's defense.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT 9. Increase an ally’s defense by 10 percent for 180 seconds.
  • LV 2: INT 52. Increase an ally’s defense by 15 percent for 180 seconds.
  • LV 3: INT 112. Increase an ally’s defense by 20 percent for 180 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Power Field Shot Support

  • Fire a bullet that creates a booster field where it lands that raises allies' attack power for a time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 19. Creates a field that increases an ally’s attack by 10 percent for 180 seconds.
  • LV 2: INT 62. Creates a field that increases an ally’s attack by 15 percent for 180 seconds.
  • LV 3: INT 121. Creates a field that increases an ally’s attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Guard Field Shot Support

  • Fire a bullet that creates a booster field where it lands that raises allies' defense for a time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 30. Creates a field that increases an ally’s defense by 10 percent for 180 seconds.
  • LV 2: INT 73. Creates a field that increases an ally’s defense by 15 percent for 180 seconds.
  • LV 3: INT 131. Creates a field that increases an ally’s defense by 20 percent for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Critical Form Shot Support

  • Temporarily allows you to fire a bullet that raises an ally's critical rate.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: VIT 12 / INT 30. Increases an ally’s critical attack rate by 10 percent for 180 seconds.
  • LV 2: VIT 29 / INT 60 / LUK 16. Increases an ally’s critical attack rate by 20 percent for 180 seconds.
  • LV 3: VIT 55 / INT 107 / LUK 31. Increases an ally’s critical attack rate by 30 percent for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Nanotech Boost Shot Support

  • Fire a bullet at an ally that temporarily boosts their stats.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 60 seconds

Requirements:

  • LV1: INT 40. Increases all of an ally’s stats by 10 percent for 120 seconds.
  • LV 2: INT 82. Increases all of an ally’s stats by 20 percent for 120 seconds.
  • LV 3: INT 140. Increases all of an ally’s stats by 30 percent for 120 seconds.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Power Break Shot Engineer

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  • Temporarily allows you to fire a bullet that lowers an enemy's attack power.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT 11. Reduce an enemy’s attack power by 10 percent for 30 seconds.
  • LV 2: INT 54. Reduce an enemy’s attack power by 15 percent for 30 seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy’s attack power by 20 percent for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Break Shot Engineer

  • Temporarily allows you to fire a bullet that lowers an enemy's defense.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT 11. Reduce an enemy’s defense by 10 percent for 30 seconds.
  • LV 2: INT 54. Reduce an enemy’s defense by 15 percent for 30 seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy’s defense by 20 percent for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Toxic Gas Blast Engineer

  • Fire a bullet that creates a toxic field where it lands that inflicts enemies with poison build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

Whats The Best Stats For Smg Dmg For Fatal Bullets

  • LV1: INT 19. Inflicts small poison damage for 6 seconds. Also inflicts blast damage of 0.5 to 0.25 base power.
  • LV 2: INT 55 / DEX 22. Inflicts medium poison damage for 9 seconds. Also inflicts blast damage of 0.55 to 0.275 base power.
  • LV 3: INT 109 / DEX 49. Inflicts large poison damage for 12 seconds. Also inflicts blast damage of 0.6 to 0.3 base power.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Blazing Blast Engineer

  • Fire a bullet that creates an inferno where it lands that inflicts blaze build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 19. Inflicts blaze damage for 6 seconds. Also inflicts optical damage of 0.5 to 0.25 base power.
  • LV 2: DEX 55 / INT 22. Inflicts blaze damage for 9 seconds. Also inflicts optical damage of 0.55 to 0.275 base power.
  • LV 3: DEX 109 / INT 49. Inflicts blaze damage for 12 seconds. Also inflicts optical damage of 0.6 to 0.3 base power.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Electrodynamic Stunner Engineer

  • Fire a bullet that creates a debilitating field where it lands that inflicts enemies with stun build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gun and Sword.
  • Base cooldown: 24 seconds

Requirements:

  • LV1: INT 30. Inflicts small stun buildup within an area. Also inflicts optical and blast damage with 0.7 base power.
  • LV 2: INT 65 / DEX 27. Inflicts medium stun buildup within an area. Also inflicts optical and blast damage with 1.0 base power.
  • LV 3: INT 118 / DEX 53. Inflicts large stun buildup within an area. Also inflicts optical and blast damage with 1.25 base power.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Explosive Shot Destroyer

  • Allows you to fire a bullet that creates an explosion that damages enemies who touch it.
  • Usable by: Handgun, Shotgun, Sniper Rifle, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: DEX 15. Inflict physical and blast damage with 2.0 base power.
  • LV 2: STR 21 / DEX 52. Inflict physical and blast damage with 2.25 base power.
  • LV 3: STR 47 / DEX 106. Inflict physical and blast damage with 2.5 base power.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Heat Detonator Destroyer

  • Fire a bullet that takes heat from the Gatling gun and uses it to inflict blaze build-up. Cools the Gatling gun upon use.
  • Usable by: Gatling Gun.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 5. Reduce Gatling Gun’s heat gauge while inflicting optical damage with 3.75 base power and small blaze build-up.
  • LV 2: STR 21 / DEX 52. Reduce Gatling Gun’s heat gauge while inflicting optical damage with 4.125 base power and medium blaze build-up.
  • LV 3: STR 47 / DEX 106. Reduce Gatling Gun’s heat gauge while inflicting optical damage with 4.5375 base power and large blaze build-up.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Plasma Blast Destroyer

  • Fires a bullet that creates an explosive plasma field where it lands.
  • Usable by: Launcher.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: DEX 30. Inflict optical and blast damage with 2.0 base power and trigger an explosion in a set area.
  • LV 2: STR 27 / DEX 65. Inflict optical and blast damage with 2.25 base power and trigger an explosion in a set area.
  • LV 3: STR 53 / DEX 118. Inflict optical and blast damage with 2.5 base power and trigger an explosion in a set area.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Nemesis Burst Destroyer

  • Fire an explosive round that does more damage the lower your remaining HP is.
  • Usable by: Launcher.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 36. Inflict damage on foes with a base power of 1.25 while factoring in your remaining HP.
  • LV 2: STR 30 / DEX 70. Inflict damage on foes with a base power of 1.375 while factoring in your remaining HP.
  • LV 3: STR 56 / DEX 108 / LUK 32. Inflict damage on foes with a base power of 1.5 while factoring in your remaining HP.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Tranquilizer Shot Engineer

  • Fire a bullet at an enemy that makes it less likely to target you.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 10 seconds

Requirements:

  • LV1: INT 15. Reduce acquired hate by 750 when hitting an enemy.
  • LV 2: INT 58. Reduce acquired hate by 1125 when hitting an enemy.
  • LV 3: INT 106 / DEX 47. Reduce acquired hate by 1500 when hitting an enemy.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Eagle-Eye Beacon Sniper

  • Fire a bullet that temporarily adds the part it hits as a lock-on target to the Circle Frame.
  • Usable by: Sniper Rifle.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: STR 9. Place a lock-on target circle on an enemy for 15 seconds.
  • LV 2: STR 40 / AGI 10 / DEX 18. Place a lock-on target circle on an enemy for 22.5 seconds.
  • LV 3: STR 89 / AGI 25 / DEX 44. Place a lock-on target circle on an enemy for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Graviton Shot Destroyer

  • Fires a bullet that creates an attraction field where it lands, drawing enemies to it.
  • Usable by: Gatling Gun, Launcher.
  • Base cooldown: 63 seconds

Requirements:

  • LV1: DEX 40. Attraction field has a base power of 0.1 explosive damage, covers 7.5 meters and lasts 7.5 seconds.
  • LV 2: STR 31 / DEX 74. Attraction field has a base power of 0.125 explosive damage, covers 10 meters and lasts 10 seconds.
  • LV 3: STR 57 / DEX 126. Attraction field has a base power of 0.15 explosive damage, covers 12 meters and lasts 12.5 seconds.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Dash Attack Destroyer

  • Unleash a body blow in front of you. Deals more damage at closer range.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: None. Inflict close-range physical damage of 500, 300 or 100 depending on distance from foe.
  • LV 2: STR 38 / DEX 15. Inflict close-range physical damage of 550, 330 or 110 depending on distance from foe.
  • LV 3: STR 82 / DEX 41 / LUK 23. Inflict close-range physical damage of 600, 360 or 120 depending on distance from foe.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Quick Shot Assault

  • Fire a volley of bullets at a nearby enemy.
  • Usable by: Handgun.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 9. Fire a regular volley of bullets at an enemy.
  • LV 2: AGI 46 / DEX 19. Fire a large volley of bullets at an enemy.
  • LV 3: AGI 101 / DEX 44. Fire a significantly large volley of bullets at an enemy.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Acrobatic Fire Tank

  • Fire while dodging left and right.
  • Usable by: Handgun, Submachine Gun.
  • Base cooldown: 14 seconds

Requirements:

  • LV1: VIT 3 / AGI 8. Fire one volley at enemies while dodging left and right.
  • LV 2: VIT 18 / AGI 46. Fire two consecutive volleys at enemies while dodging left and right.
  • LV 3: VIT 44 / AGI 101. Fire three consecutive volleys at enemies while dodging left and right.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Sliding Shot Assault

  • Shoot while sliding forward.
  • Usable by: Submachine Gun, Assault Rifle.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 11. Inflict close-range physical damage in front of you with a base power of 350.
  • LV 2: STR 19 / AGI 48. Inflict close-range physical damage in front of you with a base power of 385 and longer slide range.
  • LV 3: STR 45 / AGI 103. Inflict close-range physical damage in front of you with a base power of 420 and even longer slide range.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Scatter Wheel Assault

  • Fire a shot while jumping.
  • Usable by: Submachine Gun, Assault Rifle.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: AGI 17. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe.
  • LV 2: AGI 53 / LUK 22. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe. Can do two levels of airborne jump.
  • LV 3: AGI 108 / LUK 48. Inflicts base physical, close-range damage of 100, 200 based on body part hit and distance to foe. Can do three levels of airborne jump.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Gunstinger Assault

  • Charge towards the target at high speed and unleash a shot if you connect.
  • Usable by: Shotgun, Assault Rifle.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: AGI 30. Finisher does base physical close-range damage of 200, 350.
  • LV 2: STR 27 / AGI 65. Finisher does base physical close-range damage of 250, 400.
  • LV 3: STR 53 / 118. Finisher does base physical close-range damage of 300, 450.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Sentry Style Sniper

  • Crouch to raise attack power, strength, defense, and reload speed. The effect persists while crouching.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Launcher, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: STR 5. Attack up 20 percent, defense up 20 percent, reload speed up 25 percent and recovery up 25 percent while crouched.

Cost:

  • LV1: SP 10

Tactical Roll Class

  • Reload your bullets while dodging with a forward roll.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Launcher, Gun and Sword.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: None.
  • LV 2: VIT 15 / AGI 38. Also attracts enemy attention.
  • LV 3: STR 14 / VIT 23 / AGI 82. Attracts even more enemy attention.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Taunting Yell Tank

  • Provoke the enemy into focusing on you.
  • Usable by: All weapons.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT 9. Raise acquired enemy hate by 500 within a 20-meter radius.
  • LV 2: VIT 52. Raise acquired enemy hate by 625 within a 20-meter radius.
  • LV 3: STR 44 / VIT 101. Raise acquired enemy hate by 750 within a 20-meter radius.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Shield Matrix Tank

  • Become unable to move and impervious to damage. Hold the button to extend the duration.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT 19.
  • LV 2: VIT 62. Also recovers HP when extending duration by holding button.
  • LV 3: STR 49 / VIT 109. Also recovers HP and triggers large explosion after extending duration.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 65

Omnia Vanitas Assault

  • Perform a high-speed step. Can be performed twice in succession.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 6 seconds

Requirements:

  • LV1: AGI 19. Can do two consecutive steps.
  • LV 2: AGI 62. Can do three consecutive steps.
  • LV 3: AGI 121. Can do two consecutive steps. You also become difficult to target afterward.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Replenish Gadget Engineer

  • Replenish a small amount of your gadget's recharge time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 21 seconds

Requirements:

  • LV1: DEX 40. Gadget recharge time reduced by 50 percent.
  • LV 2: INT 31 / DEX 74. Gadget recharge time reduced by 75 percent.
  • LV 3: INT 57 / DEX 126. Gadget recharge time reduced by 100 percent.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Sharp Nail Assault

  • Slash in front of you three times in a row.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 8 seconds

Requirements:

  • LV1: None. Close-range base power of 1.9, 1.3 and 1.6.
  • LV 2: STR 43. Close-range base power of 2.0, 1.35 and 1.65. Can be done in mid-air.
  • LV 3: STR 94 / AGI 41. Close-range base power of 2.1, 1.4 and 1.7. Can be done mid-air.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Vorpal Strike Assault

  • Charge a target at high speed and thrust your sword forward.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 15. Close-range base power of 2.4 (4.8 with long button press).
  • LV 2: STR 21 / AGI 52. Close-range base power of 2.6 (5.2 with long button press). Can be done in mid-air.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range base power of 2.8 (double attack of 5.6 and 8.4 with long button press). Can be done in mid-air.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Star Splash Assault

  • Charge at an enemy and unleash a flurry of sword thrusts.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: AGI 23. Close-range attack with base power of 0.465xa > 2.05. Press square or R2 to do finisher with base power of 1.85.
  • LV 2: STR 24 / AGI 52. Close-range attack with base power of 0.465xa > 2.255. Press square or R2 to do finisher with base power of 2.035.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range attack with base power of 0.465xa > 2.4805. Press square or R2 to do finisher with base power of 2.2385.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP 70

Horizontal Square Assault

  • Slash the target four times in a row, then unleash a shockwave that sweeps a large area.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 16 seconds

Requirements:

  • LV1: AGI 30. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by one hit with a base power of 2.88 that covers a wide area.
  • LV 2: STR 27 / AGI 65. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by two hits with a base power of 1.6 and 1.75 that covers a wide area.
  • LV 3: STR 53 / AGI 118. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by three hits with a base power of 1.2, 1.275 and 1.325 that covers a wide area.

Cost:

Whats The Best Stats For Smg Dmg For Fatal Bullet Pc

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Dual Orbital Assault

  • Launch a spinning charge at the target and perform a sweeping slash.
  • Usable by: Gun and Sword.
  • Base cooldown:18 seconds

Requirements:

  • LV1: STR 14 / AGI 35. Base power of 4.1.
  • LV 2: STR 31 / AGI 74. Base power of 4.4. Can be done mid-air.
  • LV 3: STR 57 / AGI 111 / DEX 33. Base power of 4.7. Hits twice in mid-air with base power of 2.35 and 4.7.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP 80

Sword Barrier Assault

  • Allows you to use your sword to repel bullets in front of you.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: None. Lasts for 30 seconds.
  • LV 2: STR 20 / AGI 50. Lasts for 45 seconds.
  • LV 3: STR 46 / AGI 104. Lasts for 60 seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP 60

Whats The Best Stats For Smg Dmg For Fatal Bullet List

Phantom Bullet Sniper

  • Inflict suppression status on opponents marked by Bullet Line for 20 seconds.
  • Usable by: Sniper Rifle, Gatling Gun.
  • Base cooldown: 45 seconds

Requirements:

  • LV1: None. Inflict low suppression status for 20 seconds.
  • LV 2: STR 65 / DEX 27. Inflict medium suppression status for 20 seconds.
  • LV 3: STR 118 / DEX 53. Inflict high suppression status for 20 seconds.

Cost:

  • LV1: SP 0
  • LV 2: SP 45
  • LV 3: SP 75

Hyper Sense Tank

  • For one time only, evade a ranged or melee attack.
  • Usable by: All weapons.
  • Base cooldown: 180 seconds

Requirements:

  • LV1: None.

Cost:

  • LV1: SP 0

Technobubble covers games, gadgets, technology and all things geek. Follow Technobubble poobah Jason Hidalgo’s shenanigans on Twitter @jasonhidalgo or his Tabiasobi Youtube channel.

Updated 10:49 PM EST Dec 12, 2019
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