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Difference between revisions of "Exium Bunker"
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(3 intermediate revisions by 2 users not shown) | |||
Line 7: | Line 7: | ||
|Classes=Ranger; Gunner | |Classes=Ranger; Gunner | ||
|PhotonArts=Zero Distance | |PhotonArts=Zero Distance | ||
− | |Potential= | + | |Potential=Zero-Distance Launcher |
|SpecialAbilityFactors=Ability IV | |SpecialAbilityFactors=Ability IV | ||
|NtWeapon=NT | |NtWeapon=NT | ||
Line 16: | Line 16: | ||
|TATKNT=0 | |TATKNT=0 | ||
|TATK35=0 | |TATK35=0 | ||
+ | |WeaponDescription=A Launcher designed for those who | ||
+ | prefer melee combat. This new model | ||
+ | boasts greatly improved firepower. | ||
|WeaponDropInfo=* Merry Christmas on Ice 2018 (XH) | |WeaponDropInfo=* Merry Christmas on Ice 2018 (XH) | ||
* SP Collection File | * SP Collection File | ||
Line 21: | Line 24: | ||
* This weapon's Potential has the following effects: | * This weapon's Potential has the following effects: | ||
** The Photon Art "Zero Distance" gains 3x damage and its PP cost is reduced to 1. Upon usage, the Potential's effect goes into cooldown for 60 seconds. | ** The Photon Art "Zero Distance" gains 3x damage and its PP cost is reduced to 1. Upon usage, the Potential's effect goes into cooldown for 60 seconds. | ||
− | |||
** After 60 seconds pass or an attack is evaded with Dive Roll, the Potential's effect can be used again, signified by a red glow surrounding the "pile" contained within the weapon. | ** After 60 seconds pass or an attack is evaded with Dive Roll, the Potential's effect can be used again, signified by a red glow surrounding the "pile" contained within the weapon. | ||
}} | }} |
Latest revision as of 22:39, 15 July 2022
A Launcher designed for those who prefer melee combat. This new model boasts greatly improved firepower.
Drop Info
- Merry Christmas on Ice 2018 (XH)
- SP Collection File
Additional Info
- This weapon always drops with its Overgrind Limit at 35 and its Attribute set to 60.
- This weapon's Potential has the following effects:
- The Photon Art "Zero Distance" gains 3x damage and its PP cost is reduced to 1. Upon usage, the Potential's effect goes into cooldown for 60 seconds.
- After 60 seconds pass or an attack is evaded with Dive Roll, the Potential's effect can be used again, signified by a red glow surrounding the "pile" contained within the weapon.