Lockbolt Launcher

Lockbolt Launcher.png
LOCKBOLT LAUNCHER
// Profile //
BuildHeavy
TypeGadget Utility.png Utility
// Stats //
Cooldown40s
Stack Size1
Effect Duration8s
Max Range6m
Mov h lockbolt.gif
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Usage

The Lockbolt Launcher can be selected as one of three gadgets of any Heavy build loadout.

The gadget can be held and fired like a weapon. Aiming down sights slightly zooms in the view and slows the player but does not affect accuracy. The projectile is launched using the primary trigger. It can be deployed on any surface, including walls and ceilings.


Controls PC PS XBox Key
Equip Lockbolt Launcher
234
L1
LB
Gadget
Fire shot (Tap)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire

Stats

Effects

The Lockbolt Launcher shoots the anchor as a projectile, which attaches to any surface or object it hits. The anchor has a delay between attaching and activating, accompanied by a visual and audio cue. When activated near an enemy, it limits the distance the enemy can travel.

The Lockbolt anchor will affect any enemy within line-of-sight at the time of activation. The enemy sees the effect as red chains across the bottom of their screen, and all players see a hologram of a chain connecting the affected player to the anchor. Opponents can damage the Lockbolt anchor to destroy it. If the anchor does not have any valid targets during activation, the anchor disappears.

The Lockbolt can be used on ceilings, walls, or objects. The chain hologram still shows when the affected enemy goes behind a wall or obstacle.

Properties

Gadget

FeatIcon Placeable.png Placeable — Can be attached to a surface. An indicator shows the exact target placement.

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

FeatIcon Gadget Reload.png Gadget Reload — Automatically goes into a reloading animation once the gadget is used and a new charge is ready to be loaded.

FeatIcon Retrievable.png Not Retrievable — Can be picked up after being deployed to restore a charge.


Projectile

FeatIcon Projectile.png Projectile — Has a travel time and a trajectory that drops with gravity.

FeatIcon Trigger on Impact.png Trigger on Impact — Can fly for any amount of time and triggers when the projectile collides with a surface or contestant.

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

FeatIcon Stable Accuracy.png Stable Accuracy — Does not experience any decreased accuracy when not "aiming down sight".

FeatIcon Damaging.png Not Damaging — Hitting a contestant directly with the projectile does not deal damage.

FeatIcon Destructible.png Not Destructible — Cannot be destroyed mid-air by receiving damage such as from bullets or explosions.


Anchor

FeatIcon Attached.png Attached — Attaches to a surface upon deployment. Sticks to the surface even if it moves.

FeatIcon Destructible.png Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Cannot be destroyed by teammates.

FeatIcon Arming Time.png Arming Time — Activates 2 seconds after deployment.

FeatIcon Damaging.png Damaging — Deals damage to enemy contestants attached.

FeatIcon Solid.png Non-Solid — Does not have its own collision, meaning it cannot blocks bullets and contestants cannot stand on it.

FeatIcon Permanent.png Not Permanent — The effect disappears after some time or if there are no valid targets within its area of effect.

Guide

Strengths

  • Counters mobility of Light and Medium classes to make up for Heavy's lack of mobility.
  • Gives a visual cue for the direction of an enemy when they go behind obstacles.

Weaknesses

  • The Lockbolt anchor can be destroyed, but it has decent health.
  • The deployment time gives the enemy some time to escape its area of effect.

Tactics

  • Shooting the Lockbolt Launcher near a jump pad or zipline over a gap can cause the enemy to fall into the gap.
  • It can be used to delay the enemy in reaching the objective.

Gadget Skins

History

Patch
Changes
5.8.0
  • Increased activation grace period from 0.8s to 1s, making it slightly easier to lock on to targets
  • Decreased the minimum pull distance from 8m to 6m, giving locked players slightly less room to maneuver
  • Decreased the maximum pull distance from 10m to 6m, giving locked players less room to maneuver
  • Increased the pull force of the Lockbolt by 50%, making it slightly harder for players to move beyond the radius of the lock’s chains
  • Increased the damage the Lockbolt applies to targets from 0 to 5
  • Added functionality that will disable the Lockbolt’s tethers if the Lockbolt is carried through a Gateway that is outside the maximum pull distance (6m)
5.8.0
  • It will deactivate if carried through a teleporter outside of the max pull range
  • Removed the ability for objects to be attached
  • Removed the ability to tether to the same object it is attached to
5.1.0
  • Disabled the ability for the Lockbolt to attach to objectives, such as the Cashbox and Cashout Station
Season 5
  • Lockbolt Launcher was introduced into the game
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