Sword Art Online Fatal Bullet How to Stop Allies From Attacking?
Got skills? Allow'due south just say it'due south something you definitely demand in Sword Art Online: Fatal Bullet.
On that note, hither'south a list of all the skills in the game, including descriptions of what they do, the stats required to unlock them and their SP price. SAO:
For skills that can be leveled up, I take too included the effects that you get by upgrading them.
With more than l options available, Fatal Bullet's skills are certainly as plentiful as a black-clad warrior's harem, er, posse, so in that location's a lot to digest here for sure. Check them out and run into which ones fit your evil build designs.
If yous build it:Sword Fine art Online Fatal Bullet Builds, Stats and Marry Guide
For folks who are unsure nearly which skills to aim for, pun so totally intended, don't forget to check our list of the ix Best Skills in Sword Art Online: Fatal Bullet.
Now onward to the SAO: Fatal Bullet skill list.
Power Form | Set on
- Temporarily increase your assail power.
- Usable past: All weapons
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: STR 10. Raises attack power by 10 per centum. Lasts for 60 seconds.
- LV 2: STR 52. Raises attack power by 15 percentage. Lasts for 60 seconds.
- LV 3: STR 101 / AGI 44. Raises assail ability by 20 percent. Lasts for sixty seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV iii: SP 65
Armor Class | Tank
- Temporarily increase your defense force.
- Usable by: All weapons
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: VIT five. Raises defense past 10 percentage. Lasts for 60 seconds.
- LV 2: VIT 47. Raises defence force past xv percent. Lasts for 60 seconds.
- LV three: STR 43 / VIT 97. Raises defence by 20 percentage. Lasts for 60 seconds.
Cost:
- LV1: SP 10
- LV 2: SP thirty
- LV 3: SP 60
Speed Class | Assault
- Temporarily increase your move speed.
- Usable by: All weapons
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: AGI 3. Raises speed by 10 percent. Lasts for sixty seconds.
- LV 2: AGI 45. Raises speed by 15 percent. Lasts for lx seconds.
- LV 3: AGI 106. Raises speed by 20 percent. Lasts for lx seconds.
Cost:
- LV1: SP 10
- LV ii: SP xxx
- LV 3: SP threescore
Concentration | Sniper
- Temporarily raise Bullet Circumvolve 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 Circumvolve diameter shrinks by 10 percent. Contraction speed increases past 10 percent. Effect lasts 60 seconds.
- LV 2: STR 32 / AGI 8 / DEX xv. Bullet Circle diameter shrinks by 15 per centum. Wrinkle speed increases by 15 per centum. Effect lasts 60 seconds.
- LV 3: STR 82 / AGI 23 / DEX 41. Bullet Circle diameter shrinks past twenty percent. Contraction speed increases by 20 percent. Effect lasts threescore seconds.
Cost:
- LV1: SP 10
- LV ii: SP 30
- LV 3: SP 60
Attention Seeker | Tank
- For a set time, enemies are more than likely to target you.
- Usable by: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: None. While attacking, increase hate acquired from enemy by fifteen percent. Lasts for sixty 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 pct. Lasts for sixty seconds.
Price:
- LV1: SP 10
- LV two: SP 30
- LV 3: SP 60
Hawk Eye| Engineer
- Temporarily boost your detection, revealing hidden and inconspicuous enemies.
- Usable by: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: INT 2 / DEX 4. Your detection range increases by 50 per centum. Lasts for sixty seconds.
- LV ii: INT 17 / DEX 42. Your detection range increases by 100 pct. Lasts for 60 seconds.
- LV 3: INT 43 / DEX 97. Your detection range increases by 150 percent. Lasts for threescore seconds.
Cost:
- LV1: SP 10
- LV 2: SP 30
- LV iii: SP 60
Conceal | Assault
- Enemies temporarily detect it difficult to discover and target you.
- Usable past: All weapons.
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: INT x / AGI 4. Enemy detection range reduced by 25 percent and detest caused from enemies is reduced by fifteen percentage. Lasts for 60 seconds.
- LV ii: INT 48 / AGI 19. Enemy detection range reduced by l pct and hate acquired from enemies is reduced past xx 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.
Price:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Enhance Gadget | Engineer
- Temporarily boost a gadget's effectiveness. Does non affect some gadgets.
- Usable by: Handgun, Shotgun, Submachine Gun, Assail 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 lx seconds.
- LV 2: DEX 52. Gadget effects are improved by 20 percent for 60 seconds.
- LV 3: DEX 112. Gadget furnishings are improved by 30 percent for threescore seconds.
Cost:
- LV1: SP 15
- LV ii: SP 35
- LV 3: SP 65
Trigger Happy | Tank
- Temporarily reduce reload time.
- Usable past: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Gun and Sword.
- Base cooldown: 75 seconds
Requirements:
- LV1: VIT 9 / AGI 24. Reload speed is reduced past 25 pct for 60 seconds.
- LV ii: VIT 26 / AGI 63. Reload speed is reduced by 37.five percent for 60 seconds.
- LV 3: STR 30 / VIT 52 / AGI 102. Reload speed is reduced by 50 pct for 60 seconds.
Cost:
- LV1: SP 20
- LV 2: SP 40
- LV 3: SP seventy
Bullet Line Eraser | Sniper
- Temporarily causes a curt delay in the time it takes for your Bullet Line to be displayed and makes it harder for enemies to target you.
- Usable by: Attack Rifle, Sniper Burglarize, Gatling Gun.
- Base cooldown: 75 seconds
Requirements:
- LV1: STR xx / DEX eight. Reduces the time when your bullet line is initially shown by 25 percent. Detest received from enemies is reduced past 15 seconds. Lasts for threescore seconds.
- LV ii: STR 51 / INT seven / AGI 13 / DEX 24. Reduces the time when your bullet line is initially shown by fifty percent. Hate received from enemies is reduced by 20 seconds. Lasts for 60 seconds.
- LV iii: STR 99 / INT 16 / AGI 29 / DEX 50. Reduces the fourth dimension when your bullet line is initially shown by 100 percent. Hate received from enemies is reduced by 25 seconds. Lasts for lx seconds.
Price:
- LV1: SP 20
- LV ii: SP 40
- LV three: SP 70
Human Fortress | Tank
- For a curt time, you will non flinch when taking impairment.
- Usable by: All weapons.
- Base cooldown: 60 seconds
Requirements:
- LV1: VIT 30. Preclude flinching for 30 seconds when taking damage.
- LV 2: VIT 52. Prevent flinching for 30 seconds when taking impairment. Also reduces impairment received by 7.five pct.
- LV 3: STR 53, VIT 118. Preclude flinching for thirty seconds when taking damage. Also reduces damage received past fifteen percentage.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV iii: SP 75
Healing Bullet | Support
- Fire a bullet that restores an marry's HP.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 8 seconds
Requirements:
- LV1: None. Heal an ally for 600 HP.
- LV 2: VIT xv, INT 32, LUK viii. Heal an ally for 900 HP.
- LV 3: VIT 23, INT 82, LUK 14. Heal an marry for 1200 HP.
Toll:
- LV1: SP 0
- LV 2: SP thirty
- LV 3: SP 60
HP Recovery Shot | Support
- Burn down a bullet that restores an ally's HP over a set period of fourth dimension.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: 30 seconds
Requirements:
- LV1: VIT two / INT half dozen. For 120 seconds, restore ninety percentage of an marry'south HP.
- LV 2: VIT 17 / INT 38 / LUK 9. For 120 seconds, restore 135 percent of an ally'due south HP.
- LV three: VIT 44 / INT 87 / LUK 24. For 120 seconds, restore 90 percent of an ally'south HP.
Cost:
- LV1: SP 10
- LV two: SP xxx
- LV iii: SP 60
Curing Field Shot | Support
- Burn down a bullet that creates a cleansing field where it lands that cures allies' status ailments.
- Usable past: Handgun, Shotgun, Submachine Gun, Assail Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 14 seconds
Requirements:
- LV1: VIT 5 / INT 13 / LUK 3.
Price:
- LV1: SP 15
Healing Field Shot | Support
- Burn down a bullet that creates a curative field where it lands that restores allies' HP.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base of operations 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 xx
- LV 2: SP 40
- LV 3: SP lxx
AED Shot | Support
- Fire a bullet that revives a fallen marry.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 90 seconds
Requirements:
- LV1: VIT 31 / INT 65 / LUK 17. Revive ally with l percent health.
Price:
- LV1: SP l
Power Form Shot | Support
- Temporarily allows you to fire a bullet that boosts an ally'due south 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. Increment an ally'south set on by 10 percent for 180 seconds.
- LV 2: INT 52. Increase an ally's attack by 15 pct for 180 seconds.
- LV 3: INT 112. Increase an ally's attack past 20 percentage for 180 seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV iii: SP 65
Armor Form Shot | Support
- Temporarily allows you to burn down a bullet that boosts an ally'due south defense force.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: 30 seconds
Requirements:
- LV1: INT 9. Increase an ally'south defense by 10 per centum for 180 seconds.
- LV 2: INT 52. Increment an ally's defense by 15 percent for 180 seconds.
- LV iii: INT 112. Increase an ally'south defense past 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' set on ability for a time.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: threescore seconds
Requirements:
- LV1: INT 19. Creates a field that increases an ally's attack by x percent for 180 seconds.
- LV two: INT 62. Creates a field that increases an ally's attack past xv percent for 180 seconds.
- LV 3: INT 121. Creates a field that increases an ally's attack by 20 pct for 180 seconds.
Toll:
- LV1: SP twenty
- LV 2: SP twoscore
- 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 Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: lx seconds
Requirements:
- LV1: INT 30. Creates a field that increases an ally's defence force by 10 percentage for 180 seconds.
- LV 2: INT 73. Creates a field that increases an marry's defence by 15 percent for 180 seconds.
- LV 3: INT 131. Creates a field that increases an ally'southward defense by 20 percent for 180 seconds.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV iii: SP 75
Critical Form Shot | Support
- Temporarily allows yous 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 of operations cooldown: 30 seconds
Requirements:
- LV1: VIT 12 / INT 30. Increases an ally'due south disquisitional attack rate past x percent for 180 seconds.
- LV ii: VIT 29 / INT 60 / LUK 16. Increases an ally'southward 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 xxx percent for 180 seconds.
Cost:
- LV1: SP 25
- LV ii: SP 45
- LV 3: SP 75
Nanotech Boost Shot | Support
- Fire a bullet at an marry that temporarily boosts their stats.
- Usable past: Handgun, Shotgun, Submachine Gun, Assail Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: threescore seconds
Requirements:
- LV1: INT 40. Increases all of an ally's stats by x percent for 120 seconds.
- LV 2: INT 82. Increases all of an ally'due south stats by 20 percent for 120 seconds.
- LV 3: INT 140. Increases all of an marry'south stats past 30 percent for 120 seconds.
Cost:
- LV1: SP xxx
- LV 2: SP l
- LV 3: SP 80
Power Interruption Shot | Engineer
- Temporarily allows you to burn down a bullet that lowers an enemy'due south attack power.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 15 seconds
Requirements:
- LV1: INT 11. Reduce an enemy's attack power by ten percentage for thirty seconds.
- LV 2: INT 54. Reduce an enemy'due south attack power by 15 percent for 30 seconds.
- LV 3: INT 103 / DEX 45. Reduce an enemy'due south set on power past 20 percent for 30 seconds.
Cost:
- LV1: SP 15
- LV ii: SP 35
- LV iii: SP 65
Armor Suspension Shot | Engineer
- Temporarily allows you lot to burn down a bullet that lowers an enemy'south defense.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: 15 seconds
Requirements:
- LV1: INT 11. Reduce an enemy'south defence by 10 percent for xxx seconds.
- LV 2: INT 54. Reduce an enemy's defense force by 15 percent for 30 seconds.
- LV 3: INT 103 / DEX 45. Reduce an enemy'due south defense by 20 percent for 30 seconds.
Toll:
- LV1: SP 15
- LV two: SP 35
- LV three: 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: eighteen seconds
Requirements:
- LV1: INT 19. Inflicts small poison damage for 6 seconds. Too inflicts blast damage of 0.5 to 0.25 base power.
- LV ii: INT 55 / DEX 22. Inflicts medium poison damage for 9 seconds. As well inflicts blast damage of 0.55 to 0.275 base of operations power.
- LV 3: INT 109 / DEX 49. Inflicts large poison damage for 12 seconds. Also inflicts boom damage of 0.half dozen to 0.three base of operations power.
Cost:
- LV1: SP twenty
- LV two: SP 40
- LV 3: SP 70
Blazing Blast | Engineer
- Burn down a bullet that creates an inferno where it lands that inflicts blaze build-up.
- Usable by: Handgun, Shotgun, Submachine Gun, Assail Burglarize, Gatling Gun, Gun and Sword.
- Base cooldown: xviii seconds
Requirements:
- LV1: DEX xix. Inflicts blaze damage for six seconds. Also inflicts optical damage of 0.5 to 0.25 base power.
- LV two: 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.half-dozen to 0.3 base power.
Cost:
- LV1: SP 20
- LV ii: 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-upwards.
- 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. Besides inflicts optical and smash damage with 0.7 base ability.
- LV 2: INT 65 / DEX 27. Inflicts medium stun buildup within an area. Also inflicts optical and blast harm with 1.0 base power.
- LV 3: INT 118 / DEX 53. Inflicts large stun buildup within an area. Besides inflicts optical and blast harm with ane.25 base power.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV 3: SP 75
Explosive Shot | Destroyer
- Allows you lot 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: xv seconds
Requirements:
- LV1: DEX xv. Inflict concrete and nail damage with 2.0 base power.
- LV ii: STR 21 / DEX 52. Inflict physical and blast damage with 2.25 base of operations power.
- LV 3: STR 47 / DEX 106. Inflict physical and blast harm with two.v base power.
Cost:
- LV1: SP xv
- LV 2: SP 35
- LV 3: SP 65
Heat Detonator | Destroyer
- Fire a bullet that takes oestrus from the Gatling gun and uses information technology to inflict bonfire build-up. Cools the Gatling gun upon employ.
- Usable by: Gatling Gun.
- Base of operations cooldown: xviii seconds
Requirements:
- LV1: DEX 5. Reduce Gatling Gun's oestrus gauge while inflicting optical damage with 3.75 base of operations power and pocket-sized blaze build-up.
- LV 2: STR 21 / DEX 52. Reduce Gatling Gun's heat gauge while inflicting optical impairment with four.125 base power and medium blaze build-upwardly.
- 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 xxx. Inflict optical and blast damage with 2.0 base power and trigger an explosion in a prepare area.
- LV ii: STR 27 / DEX 65. Inflict optical and blast damage with ii.25 base power and trigger an explosion in a ready surface area.
- LV three: STR 53 / DEX 118. Inflict optical and blast damage with two.5 base power and trigger an explosion in a set area.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV iii: SP 75
Nemesis Flare-up | Destroyer
- Fire an explosive round that does more than impairment the lower your remaining HP is.
- Usable by: Launcher.
- Base cooldown: 18 seconds
Requirements:
- LV1: DEX 36. Inflict damage on foes with a base of operations ability of i.25 while factoring in your remaining HP.
- LV 2: STR 30 / DEX lxx. Inflict damage on foes with a base of operations 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 yous.
- 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 past 1125 when hit an enemy.
- LV 3: INT 106 / DEX 47. Reduce caused hate past 1500 when hitting an enemy.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Eagle-Centre 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 of operations cooldown: eighteen seconds
Requirements:
- LV1: STR 9. Identify a lock-on target circle on an enemy for 15 seconds.
- LV ii: STR 40 / AGI 10 / DEX eighteen. Place a lock-on target circumvolve on an enemy for 22.5 seconds.
- LV three: STR 89 / AGI 25 / DEX 44. Place a lock-on target circle on an enemy for 30 seconds.
Price:
- LV1: SP fifteen
- LV two: SP 35
- LV three: SP 65
Graviton Shot | Destroyer
- Fires a bullet that creates an attraction field where it lands, drawing enemies to information technology.
- Usable by: Gatling Gun, Launcher.
- Base cooldown: 63 seconds
Requirements:
- LV1: DEX forty. Attraction field has a base power of 0.ane explosive damage, covers 7.five meters and lasts vii.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.xv explosive damage, covers 12 meters and lasts 12.five seconds.
Cost:
- LV1: SP 30
- LV ii: SP fifty
- LV 3: SP eighty
Dash Attack | Destroyer
- Unleash a body accident in front of you. Deals more damage at closer range.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on 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 altitude from foe.
- LV 2: STR 38 / DEX 15. Inflict close-range physical impairment 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 iii: SP 60
Quick Shot | Assault
- Fire a volley of bullets at a nearby enemy.
- Usable past: Handgun.
- Base cooldown: 12 seconds
Requirements:
- LV1: AGI 9. Burn down a regular volley of bullets at an enemy.
- LV ii: AGI 46 / DEX nineteen. Burn down a big volley of bullets at an enemy.
- LV three: AGI 101 / DEX 44. Fire a significantly large volley of bullets at an enemy.
Cost:
- LV1: SP 15
- LV ii: 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 eight. Burn one volley at enemies while dodging left and correct.
- LV 2: VIT 18 / AGI 46. Fire two sequent volleys at enemies while dodging left and right.
- LV 3: VIT 44 / AGI 101. Fire iii consecutive volleys at enemies while dodging left and right.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Sliding Shot | Attack
- Shoot while sliding frontwards.
- Usable past: Submachine Gun, Assault Rifle.
- Base cooldown: 12 seconds
Requirements:
- LV1: AGI eleven. Inflict shut-range physical damage in front of you with a base of operations power of 350.
- LV two: STR nineteen / AGI 48. Inflict close-range concrete 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 forepart of y'all with a base ability of 420 and fifty-fifty 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: viii seconds
Requirements:
- LV1: AGI 17. Inflicts base of operations physical, shut-range damage of 100, 200 based on trunk function hit and distance to foe.
- LV 2: AGI 53 / LUK 22. Inflicts base concrete, shut-range impairment of 100, 200 based on body role hit and distance to foe. Tin practice two levels of airborne leap.
- LV 3: AGI 108 / LUK 48. Inflicts base of operations physical, shut-range damage of 100, 200 based on body part striking and distance to foe. Can practise three levels of airborne jump.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Gunstinger | Assault
- Charge towards the target at loftier speed and unleash a shot if you connect.
- Usable past: 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 iii: STR 53 / 118. Finisher does base concrete close-range impairment of 300, 450.
Cost:
- LV1: SP 25
- LV ii: SP 45
- LV iii: SP 75
Lookout Style | Sniper
- Crouch to raise attack power, forcefulness, defense force, and reload speed. The event persists while crouching.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Launcher, Gun and Sword.
- Base cooldown: 18 seconds
Requirements:
- LV1: STR five. Attack up 20 percent, defense upward 20 per centum, reload speed up 25 percent and recovery upward 25 percent while crouched.
Cost:
- LV1: SP 10
Tactical Roll | Class
- Reload your bullets while dodging with a frontward ringlet.
- Usable past: Handgun, Shotgun, Submachine Gun, Assail Burglarize, Sniper Rifle, Launcher, Gun and Sword.
- Base of operations cooldown: 12 seconds
Requirements:
- LV1: None.
- LV two: VIT xv / AGI 38. Besides attracts enemy attention.
- LV 3: STR 14 / VIT 23 / AGI 82. Attracts even more enemy attention.
Toll:
- 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 caused enemy hate by 500 within a 20-meter radius.
- LV two: VIT 52. Enhance acquired enemy hate past 625 inside a twenty-meter radius.
- LV 3: STR 44 / VIT 101. Raise caused enemy hate by 750 within a 20-meter radius.
Price:
- LV1: SP fifteen
- LV 2: SP 35
- LV 3: SP 65
Shield Matrix | Tank
- Become unable to move and impervious to damage. Hold the push button to extend the duration.
- Usable by: Handgun, Shotgun, Submachine Gun, Assail 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 past holding push.
- LV three: STR 49 / VIT 109. Also recovers HP and triggers large explosion after extending duration.
Cost:
- LV1: SP 20
- LV 2: SP 40
- LV iii: SP 65
Omnia Vanitas | Assault
- Perform a high-speed step. Can be performed twice in succession.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base of operations cooldown: half dozen seconds
Requirements:
- LV1: AGI 19. Tin exercise two consecutive steps.
- LV two: AGI 62. Can exercise three sequent steps.
- LV 3: AGI 121. Can exercise two sequent steps. Yous besides become difficult to target afterward.
Toll:
- LV1: SP 20
- LV 2: SP 40
- LV three: SP 70
Replenish Gadget | Engineer
- Replenish a pocket-size amount of your gadget'due south recharge time.
- Usable past: Handgun, Shotgun, Submachine Gun, Attack Rifle, Sniper Burglarize, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: 21 seconds
Requirements:
- LV1: DEX 40. Gadget recharge fourth dimension reduced by l percent.
- LV 2: INT 31 / DEX 74. Gadget recharge fourth dimension reduced by 75 percent.
- LV 3: INT 57 / DEX 126. Gadget recharge time reduced by 100 percent.
Cost:
- LV1: SP 30
- LV ii: SP l
- LV 3: SP eighty
Sharp Nail | Assail
- Slash in forepart 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.nine, i.3 and ane.6.
- LV 2: STR 43. Close-range base power of 2.0, 1.35 and 1.65. Tin can be done in mid-air.
- LV 3: STR 94 / AGI 41. Close-range base power of two.1, 1.4 and 1.7. Can be done mid-air.
Toll:
- LV1: SP 10
- LV 2: SP 30
- LV iii: SP 60
Vorpal Strike | Set on
- 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 (iv.8 with long button press).
- LV 2: STR 21 / AGI 52. Close-range base power of 2.half-dozen (5.2 with long button press). Can be done in mid-air.
- LV 3: STR 47 / AGI 93 / DEX 27. Shut-range base ability of 2.viii (double assail of 5.6 and 8.four with long button press). Tin be washed in mid-air.
Cost:
- LV1: SP fifteen
- LV 2: SP 35
- LV 3: SP 65
Star Splash | Set on
- Charge at an enemy and unleash a flurry of sword thrusts.
- Usable past: Sword, Gun and Sword.
- Base cooldown: 18 seconds
Requirements:
- LV1: AGI 23. Close-range set on with base power of 0.465xa > 2.05. Press foursquare or R2 to do finisher with base power of 1.85.
- LV 2: STR 24 / AGI 52. Close-range assault with base ability of 0.465xa > 2.255. Printing square or R2 to do finisher with base of operations power of two.035.
- LV 3: STR 47 / AGI 93 / DEX 27. Close-range assault with base power of 0.465xa > two.4805. Press square or R2 to practise finisher with base power of 2.2385.
Cost:
- LV1: SP 20
- LV 2: SP 40
- LV three: SP 70
Horizontal Foursquare | Attack
- 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 thirty. 4 close-range slashes with base ability of 0.9, 0.99, ane.08 and 1.35, followed by ane hit with a base power of two.88 that covers a wide area.
- LV 2: STR 27 / AGI 65. four close-range slashes with base ability 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, one.08 and one.35, followed by iii hits with a base ability of 1.ii, 1.275 and 1.325 that covers a wide expanse.
Price:
- LV1: SP 25
- LV ii: SP 45
- LV three: SP 75
Dual Orbital | Set on
- Launch a spinning charge at the target and perform a sweeping slash.
- Usable past: Gun and Sword.
- Base cooldown:18 seconds
Requirements:
- LV1: STR xiv / AGI 35. Base power of 4.1.
- LV two: STR 31 / AGI 74. Base power of iv.4. Tin be done mid-air.
- LV three: STR 57 / AGI 111 / DEX 33. Base power of 4.vii. 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 apply your sword to repel bullets in front of you.
- Usable by: Sword, Gun and Sword.
- Base cooldown: xv seconds
Requirements:
- LV1: None. Lasts for xxx seconds.
- LV 2: STR twenty / AGI l. Lasts for 45 seconds.
- LV iii: STR 46 / AGI 104. Lasts for lx seconds.
Toll:
- LV1: SP 10
- LV 2: SP 30
- LV three: SP sixty
Phantom Bullet | Sniper
- Inflict suppression condition on opponents marked by Bullet Line for 20 seconds.
- Usable past: Sniper Burglarize, Gatling Gun.
- Base cooldown: 45 seconds
Requirements:
- LV1: None. Inflict low suppression status for 20 seconds.
- LV two: STR 65 / DEX 27. Inflict medium suppression status for xx seconds.
- LV 3: STR 118 / DEX 53. Inflict high suppression status for xx seconds.
Cost:
- LV1: SP 0
- LV 2: SP 45
- LV 3: SP 75
Hyper Sense | Tank
- For once only, evade a ranged or melee assail.
- Usable by: All weapons.
- Base cooldown: 180 seconds
Requirements:
- LV1: None.
Price:
- LV1: SP 0
Technobubble covers games, gadgets, applied science and all things geek. Follow Technobubble poobah Jason Hidalgo's shenanigans on Twitter @jasonhidalgo or his Tabiasobi Youtube channel.
gonzaleznotneinme.blogspot.com
Source: https://www.rgj.com/story/life/2018/03/08/all-sword-art-online-fatal-bullet-skills-skill-levels-stat-requirements-technobubble/408536002/
0 Response to "Sword Art Online Fatal Bullet How to Stop Allies From Attacking?"
Post a Comment