🇺🇸
IG BB Heavy
0
- Published on
Role:
Melee
Made For:
PvP Only
Attributes (190)
50
Strength
5
Dexterity
250
Intelligence
5
Focus
215
Constitution
3D Model
Author's stream on Twitch
Abilities
Containment
Net Shot
Fire a large net out of the blunderbuss that deals 70% weapon damage and slows targets it hits by 40% for 3s. (Slow reduces target's movement speed.)
If standing still or moving backwards, the recoil from this attack will knock you further backwards.
If moving sideways or forwards, you will continue forward unhindered.
If standing still or moving backwards, the recoil from this attack will knock you further backwards.
If moving sideways or forwards, you will continue forward unhindered.
Cooldown
20.0
1
Future Endeavors
Basic shots restore 1 stamina per pellet hit.
19
Fast Hands
If Net Shot hits a target, reduce its cooldown by 20%.
Cooldown
20.0
2
Run and Gun
Reloading gives you a 40% haste that lasts for 1s. (Haste increases movement speed.)
5
Claw Shot
Shoot forward a four pronged claw attached to a chain from the muzzle. The projectile will travel up to 14m and cannot pull you upwards more than 3m.
If it connects to an enemy it will deal 40% weapon damage and inflict root for 1s before quickly pulling you towards them.
The pull can be canceled by any ability use or primary fire.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, this ability inflicts taunt for 4s when it hits. (Taunt causes monsters to focus only on you.)
If it connects to an enemy it will deal 40% weapon damage and inflict root for 1s before quickly pulling you towards them.
The pull can be canceled by any ability use or primary fire.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, this ability inflicts taunt for 4s when it hits. (Taunt causes monsters to focus only on you.)
Cooldown
20.0
Apparatus
The net now inflicts a 50% slow that degrades to normal move speed over 7s.
3
Barbed Netting
Net Shot's initial hit is reduced to 30% weapon damage. However, it now deals 35% additional weapon damage as bleeding each second for 3s.
4
Mobile Overload
Successful pulls will automatically grant 1 loaded ammunition. If you currently have 2 loaded ammunition this will exceed the max cap and grant a third.
Fortifying Aggression
Successful hits within 3m grant fortify, increasing armor by 10% for 2s.
6
Chaos
Future Planning
Using an ability reduces all other ability cooldowns by 4%.
8
Splitting Grenade
Shoot a grenade out of the blunderbuss that can bounce up to 4 times.
The Splitting Grenade will detonate after 1.5s but can be detonated early by reactivating its ability key within this time period.
Upon detonation, it will create 3 mini grenades that will disperse and explode 1s after landing, dealing 85% weapon damage in a 3m radius area.
(Each successive grenade hit against the same target deals 40% less base damage.)
The Splitting Grenade will detonate after 1.5s but can be detonated early by reactivating its ability key within this time period.
Upon detonation, it will create 3 mini grenades that will disperse and explode 1s after landing, dealing 85% weapon damage in a 3m radius area.
(Each successive grenade hit against the same target deals 40% less base damage.)
7
On a Roll
Triggering an ability grants a 3% fortify for 10s. (Stacks up to 5 times.) (Fortify increases armor)
13
Bite Back
Every pellet that is a headshot reduces all cooldowns by 0.5%.
10
Soften
Deal 25% increased damage to targets greater than 50% health.
9
Mortar Charge
Load the blunderbuss with heavy canisters. For the next 15s or 3 shots, shots will no longer fire multiple pellets but instead will fire a heavy, fast diving, mortar-style canister that causes a tall explosion upon impact, dealing 100% weapon damage in a 3m area.
If the target is 10m away or further, they will take 35% increased damage from the mortar.
If the target is 10m away or further, they will take 35% increased damage from the mortar.
Incendiary Bursts
Splitting Grenade explosions inflict burn on hit, dealing 10% weapon damage per second for 10s. (Stacks up to 3 times.)
12
Delayed Escape
Any grenade hit grants haste, increasing movement speed by 20% for 3s. (Multiple hits will refresh the duration.)
11
Blast Shot
Blast immense wind out of the blunderbuss knocking down any target immediately in front of you. Blast Shot deals 50% weapon damage.
This ability has grit.
(Grit prevents you from being staggered by incoming attacks.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.)
This ability has grit.
(Grit prevents you from being staggered by incoming attacks.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.)
14
Last Chance
Whenever you take a hit and your health is below 50% gain fortify, increasing armor by 50% for 4s. (30s cooldown)
18
Extended Chamber
Holding onto 2 loaded ammunition for 2s after a reload will load a 3rd active ammunition.
Lingering Flow
The area 10m in front of you remains influenced by wind for the next 8s. You and your allies gain a 25% move speed bonus while in the area.
16
Preparation
Blast Shot applies rend, decreasing armor of all targets affected by this ability by 10% for 6s.
15
Double Down
Once every 30s, your next ability used will have its cooldown reduced by 50%.
Cooldown
18.0
17
Items
Consumables
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