New World Guide
New World Guide

Blunderbuss, BB abilities in game New World character builds

List of all abilities for Blunderbuss in New World. Each ability linked with builds with BB created on New World Guide and sorted by amount of likes from users

Claw Shot
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.)
Containment
Activatable
Splitting Grenade
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.)
Chaos
Activatable
Mortar Charge
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.
Chaos
Activatable
Net Shot
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.
Containment
Activatable
Blast Shot
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.)
Chaos
Activatable
Azoth Shrapnel Blast
Azoth Shrapnel Blast
Fire 5 shots in a horizontal fan in front of you while pushing yourself backwards. Each shot will deal 50% weapon damage. (Every consecutive hit on the same target will deal 15% less damage than the previous hit.)
Containment
Activatable
Barbed Netting
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.
Containment
Passive
Incendiary Bursts
Incendiary Bursts
Splitting Grenade explosions inflict burn on hit, dealing 10% weapon damage per second for 10s. (Stacks up to 3 times.)
Chaos
Passive
Delayed Escape
Delayed Escape
Any grenade hit grants haste, increasing movement speed by 20% for 3s. (Multiple hits will refresh the duration.)
Chaos
Passive
Last Chance
Last Chance
Whenever you take a hit and your health is below 50% gain 50% damage reduction for 4s. (30s cooldown)
Chaos
Passive
Run and Gun
Run and Gun
Reloading gives you a 40% haste that lasts for 1s. (Haste increases movement speed.)
Containment
Passive
Azoth Bomb
Azoth Bomb
Fire a singular bomb down the center of the fan. This bomb will implant itself in the world and explode dealing 100% weapon damage in a 3m area after a 1s delay
Containment
Passive
Fortifying Aggression
Fortifying Aggression
Successful hits within 3m grant fortify, increasing damage absorption by 10% for 2s.
Containment
Passive
Ramp
Ramp
Reloads give you a damage boost of 4% for 6s. (Max 4 stacks.)
Containment
Passive
Lingering Flow
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.
Chaos
Passive
On a Roll
On a Roll
Triggering an ability grants a 3% fortify for 10s. (Stacks up to 5 times.) (Fortify reduces incoming damage.)
Chaos
Passive
Preparation
Preparation
Blast Shot applies rend, increasing damage applied to all targets affected by this ability by 10% for 6s.
Chaos
Passive
Unload
Unload
The next shot fired within 6s after triggering an ability will have 8 pellets instead of 6.
Containment
Passive
Extended Chamber
Extended Chamber
Holding onto 2 loaded ammunition for 2s after a reload will load a 3rd active ammunition.
Chaos
Passive
Mobile Overload
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.
Containment
Passive
Freedom
Freedom
Firing grants a 50% haste for 2s. (Haste increases movement speed.)
Chaos
Passive
Buckshot
Buckshot
Deal 10% increased damage to any target as long as you have not damaged them in the last 8s.
Chaos
Passive
Artillery
Artillery
Direct damage from abilities is increased by 15% if the victim is 10m or further away.
Chaos
Passive
Double Down
Double Down
Once every 30s, your next ability used will have its cooldown reduced by 50%.
Chaos
Passive
Apparatus
Apparatus
The net now inflicts a 50% slow that degrades to normal move speed over 7s.
Containment
Passive
Bite Back
Bite Back
Every pellet that is a headshot reduces all cooldowns by 0.5%.
Chaos
Passive
Soften
Soften
Deal 25% increased damage to targets greater than 50% health.
Chaos
Passive
In-and-Out
In-and-Out
Upon usage, restore 8 stamina every second for 10s.
Containment
Passive
Reach
Reach
Increase the range of this attack from 12m to 16m.
Containment
Passive
Refresh
Refresh
Each individual hit from this ability or from the blunderbuss primary fire will lower the cooldown of this ability by 1.5%.
Containment
Passive
Combat Readiness
Combat Readiness
Landing a pellet, even if blocked, lowers the cooldown of this ability by 2% each.
Containment
Passive
Deep Load
Deep Load
The last shot loaded into the blunderbuss will do 15% increased damage.
Containment
Passive
Future Planning
Future Planning
Using an ability reduces all other ability cooldowns by 4%.
Chaos
Passive
Discord
Discord
Fire 4 additional pellets with each use of this ability.
Containment
Passive
Streak
Streak
Gain an extra canister, you can now fire up to 4 shots.
Chaos
Passive
Fast Hands
Fast Hands
If Net Shot hits a target, reduce its cooldown by 20%.
Containment
Passive
Future Endeavors
Future Endeavors
Basic shots restore 1 stamina per pellet hit.
Containment
Passive
Steady
Steady
Each hit grants 7 stamina.
Chaos
Passive