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.