Utility Weapons
The Riftshot, Stasis Trap and Warpgate deal no damage of their own. They move you, slow others down or open portals.
None of these three weapons deals damage by itself. They change where a fight happens: the Riftshot moves you, the Stasis Trap slows everyone in a field, the Warpgate links two portals. That is why the power ratings sit so far apart, 1/10 for the Riftshot, 2/10 for the Stasis Trap and 7/10 for the Warpgate, which is also the only one that drops in sets.
In the table, cooldown is how soon you can act again. Bullet speed applies to the two bolt weapons, both at 960 px/s, a little under a Pistol round. Duration is how long the effect lasts: 2.5 s of slow, or 8 s of portals. Ammo is small, four charges and then two and two, so each use should count. The value is in the follow-up: a slowed fighter takes 25% more damage, and a portal placed past an edge is a way out of the arena.
Against the class, watch where a bolt is heading, since a shield does not parry these, and leave a Stasis field during its 1 s fuse.
Side by side
| Weapon | Cooldown | Projectile speed | Duration | Ammo per pickup | Power rating |
|---|---|---|---|---|---|
| Riftshot | 0.9 s | 960 px/s | — | 4 | 1/10 |
| Stasis Trap | 0.38 s | — | 2.5 s | 2 | 2/10 |
| Warpgate | 0.9 s | 960 px/s | 8 s | 2 | 7/10 |
The weapons
RiftshotDeals no damage. Fire a bolt and teleport to wherever it stops.
Stasis TrapA throwable field that slows everyone inside it and makes them take extra damage.
WarpgateFires bolts that plant linked portals wherever they land, including outside the arena.