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Explanation

This template will create an icon together with the title of an item's feature. For example, inserting {{Feature icon|Solid}} will display:

Solid

It is also possible to describe the absence of a feature by adding negative=true, e.g. {{Feature icon|Solid|negative=true}}, which will display:

Non-Solid

List

The following is a list of all available feature icons, along with their usual descriptions. Of course, it is up to the editor to add or change things about a description if it would be relevant to a certain item.

Weapon — Used by the contestant as their main source of damage. Only one weapon can be used at a time, but up to four reserve weapons can be brought and swapped to while not in the arena.

Gadget — Used by the contestant as an offensive, defensive or utility tool, and automatically recharges after being used. Three gadgets are carried at a time, but up to four reserve gadgets can be brought and swapped to while not in the arena.

Specialization — Used by the contestant as a special, more powerful type of gadget. Contestants select one specialization in addition to their regular gadgets, and cannot change it for the rest of the round or tournament.

Melee — Strikes targets close to the contestant. Can attack forever without reloading.

Single Fire — Fires once when the trigger is pulled. The trigger must be released before firing again.

Automatic Fire — Continues to fire automatically until the trigger is released.

Burst Fire — Releases multiple shots in quick succession with each fire.

Multi-Shot — Releases multiple rounds at the same time with each shot, each dealing minor damage.

Hitscan — Uses a hitscan to fire rounds. The hitscan travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Projectile — Deploys as a projectile which is affected by gravity and has a travel time.

Attack Sequence — Has a consistent pattern of attacks.

Alternate Attack — Has an alternate attack.

Aim Down Sights — Has the ability to aim down sights, significantly increasing accuracy. Iron sights replace the crosshairs.

Scope — Has a scope. Enabling the scope will zoom in the screen and overlay it with a duplex reticle, granting near-perfect accuracy.

Variable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.

Critical Hit — Critically hits on headshots, applying a damage multiplier.

Full Reload — Replaces the entire magazine in one animation on reload.

Round Reload — Inserts a single round on reload. The next round(s) will also start reloading automatically until the magazine is full or the animation is cancelled.

Infinite Ammo — Does not need to reload.

Damaging — Deals damage to contestants.

Grenade — Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator.

Bounce — Bounces away when the projectile collides with a surface or contestant.

Trigger on Impact — Triggers when the projectile collides with a surface or contestant.

Placeable — Can be placed on a surface. An indicator shows the target placement.

Held — The specialization slot needs to be swapped to before the gadget can be used, meaning it can be held in hand.

Toggle — Can be enabled and disabled by reactivating.

Remote Controlled — Comes with a remote to trigger all deployed zzs from any distance.

Targeted — Needs to target something to be used.

Self Targeted — Immediately applies an effect to the contestant that used it.

Mid Range Falloff — Deals reduced damage when hitting targets at a moderate distance (falloff starts at less than 30m).

High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).

Explosive — Deals damage in an area of effect that can be intercepted by structures and shields.

Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

Moderate Structure Damage — Damages structures. Takes a few seconds or multiple charges to break a concrete wall.

Major Structure Damage — Damages structures. Instantly destroys a concrete wall.

Blocking — Absorbs damage from enemy bullets, deflects projectiles and blocks explosions.

Incendiary — Creates fire, which can spread to nearby goo and foliage and burn them down. It can also light up contestants.

Support — Applies a positive effect to teammates.

Movement — Provides a special mode of transport for contestants.

Immobilizing — Stops affected contestants from moving.

Detecting — Reveals the position of affected contestants to the user's team. The detection is visible through walls. A warning is shown to detected contestants.

Glitching — Glitches affected contestants, making them unable to use gadgets and obfuscating their HUD.

Disabling — Disables glitchable gadgets.

Visibility — Affects the line of sight of the user and/or opponents.

Battery Charge — Uses up charge while used. Recharges over time.

Multiple Charges — Can be used more than once. When a charge is used, it automatically recharges over the cooldown time.

Gadget Reload — Needs to go through a reloading animation once the gadget is used and a new charge is ready to be loaded.

Arming Time — Disarmed when initially deployed or while picked up as an attachment. Does not detect enemies while disarmed. Arms automatically after a wind-up time.

Attached — Attaches to a surface upon deployment. Sticks to the surface even if it moves. Can be attached to carriable objects, adding weight to them.

Solid — Has its own collision, meaning contestants can stand on it.

Interceptible — Can be detected and safely removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.

Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Can also be destroyed by the user's team.

Glitchable — Can be disabled by a Glitch Grenade or Glitch Barrel.

Reshapeable — Can be reshaped by the Data Reshaper into a piece of decor by opponents.

Retrievable — Can be picked up after being deployed to restore a charge.

Limited Duration — Lasts for a limited time.

Deployment Limit — Can be deployed a limited number of times.

Disarms User — Forces the user to stop using their other items to be able to use the gadget effectively.

Friendly Fire — Can damage both the user and their teammates.

Usable by Opponents — Can be used by opponents to their advantage.

Reversible — Can be used against the user's team, if an opponent triggers the explosion by destroying the gadget. Any damage and eliminations are attributed to the opponent.

Examples of negative features:

No Critical Hit — Does not critically hit, regardless of where the target was struck.

Not Damaging — Does not inflict damage.

Single Charge — Can be used once, then recharges automatically over the cooldown time.

Not Interceptible — Can not be detected or removed by the APS Turret.

No Limited Duration — Does not disappear by itself.