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Power Up
Name

Description

ReloadSpeed
Reload Speed Decrease invisigun reload time. Stackable up to three times.
ShotSpeed
Shot Speed Increase velocity of Invisigun projectiles. Stackable up to two times.
Shield
Shield Increases a players hit points to two.

A shield can be destroyed by anything that would normally kill a player.

DiagonalShot
Diagonal Shot Upgrades Invisigun to allow for diagonal projectiles.
Revealer
Revealer Reveal all opponents for 15 seconds.
RunSpeed
Run Speed Increase overall movement speed. Stackable up to two times.
SplitShot
Split Shot Hit fire to split an active projectile in three. Once split that projectile cannot be split again. Limited to 10 splits per pickup. Unlimited stacks.
SilentSteps
Silent Steps No footstep sounds or environmental surface effects
Resistance
Resistance Slows down incoming shots on the single row / column the player is in.
ClusterBomb
Cluster Bomb Deploys a set of three bombs two tiles in in-front of and to the side of where a shot landed. These bombs damage objects and are lethal to players
Guardian
Guardian Summon sentries that destroy foes' shots.
(Image pending) Ability Boost Upgrades a hero's ability; the effect differs for each hero in the following ways:
  • Selene - Allows her to triple jump. Double jumping no longer puts her on automatic cooldown.
  • Iris - Leaves a blast barrier at the initial location she dashes from
  • Aether - His pound radius increases by one tile
  • Proteus - The drone can take an additional hit before exploding
  • Carmen - The reflect speed of shots off a block is 75% of the the initial speed.
  • Phoebe - The amount of times she can swap between portal locations is increased to nine
  • Epi - If the ghost gets shot it does not reveal him
  • Ronin - Power shots deal triple the damage of normal shot
  • Cronus - Increases the flame trail length of bombs by one

Power Up Notes

  • Power ups take 10 seconds to drop with the parachute plus the drop timer. Eg When set to the default of 20 seconds a power up will take 33 seconds from the start of the round (3s (round start) + 20s (drop timer) + 10s (to fall on parachute)).
  • Power up drop timer can be adjusted by intervals of 10 seconds in the match modifier section. This adjusts the time until first drop and the period it takes another to appear after one has been collected.
  • A new power up won't fall until the previous on has been collected.
  • Power ups can be disabled individually in the match setup menu.