Template:Feature icon

Template page

Explanation

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

FeatIcon Solid.png 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:

FeatIcon Solid.png 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.

FeatIcon Weapon.png 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.

FeatIcon Gadget.png 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.

FeatIcon Specialization.png 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.

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

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

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

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

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

FeatIcon Hitscan.png 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.

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

FeatIcon Attack Sequence.png Attack Sequence — Has a consistent pattern of attacks.

FeatIcon Alternate Attack.png Alternate Attack — Has an alternate attack.

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

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

FeatIcon Variable Accuracy.png Variable Accuracy — Sufferrs a significant decrease in accuracy while moving and while airborne.

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

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

FeatIcon Round Reload.png 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.

FeatIcon Infinite Ammo.png Infinite Ammo — Does not need to reload.

FeatIcon Damaging.png Damaging — Deals damage to contestants.

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

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

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

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

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

FeatIcon Toggle.png Toggle — Can be enabled and disabled by reactivating.

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

FeatIcon Targeted.png Targeted — Needs to target something to be used.

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

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

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

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

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

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

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

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

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

FeatIcon Support.png Support — Applies a positive effect to teammates.

FeatIcon Movement.png Movement — Provides a special mode of transport for contestants.

FeatIcon Immobilizing.png Immobilizing — Stops affected contestants from moving.

FeatIcon Detecting.png 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.

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

FeatIcon Disabling.png Disabling — Disables glitchable gadgets.

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

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

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

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

FeatIcon Arming Time.png 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.

FeatIcon Attached.png 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.

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

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

FeatIcon Destructible.png 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.

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

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

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

FeatIcon Limited Duration.png Limited Duration — Lasts for a limited time.

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

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

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

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

FeatIcon Reversible.png 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:

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

FeatIcon Damaging.png Not Damaging — Does not inflict damage.

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

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

FeatIcon Limited Duration.png Permanent — Does not disappear by itself.



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