Hotbar
| Key | Skill | Cooldown | Power vs. rifle | What it does |
|---|---|---|---|---|
| 1 | Rifle | None | ×1 | Your main gun. Aim with the mouse, hold to fire. R reloads. |
| 2 | Shotgun Blast | 2.5 s | ×1.5 each | A wide blast in front of you. Best up close. |
| 3 | Frag Grenade | 4 s | ×1.3 each | Drops the way you are facing, onto the closest enemy there. Hits a small area. Full damage to tanks. |
| 4 | Flex | 10 s | +40% for 5 s | Pump up: you hit 40% harder for 5 seconds and nearby enemies turn on you. |
| 5 | Airstrike | 12 s | ×2.5 each | Marks a line the way you are facing, centred on the closest enemy there. Shells land a second later. Your hardest hit. |
| 6 | Med Kit | 8 s | +35% health | Heals 35% of your health at once. |
Gains
Train at the Fort Gainz gym with the points you earn from levels.
| Stat | What it does |
|---|---|
| Strength | More damage from every weapon and skill. |
| Endurance | More health and more armor. |
| Agility | Faster movement, shorter roll cooldown, quicker reloads. |
Rules of the fight
Critical hits. About 1 hit in 5 is critical and deals double damage. It shows as CRIT in yellow and shakes the screen.
Cover. Walls and wrecks stop bullets, yours and theirs. Drones fly over cover.
Armor. Tanks only take full damage from explosives: Frag Grenade and Airstrike.
Rolling. A combat roll makes you dodge shots for a moment. Use it on sniper lasers.
Health pills. Every 2 waves a pill drops next to you and comes to you on its own. It heals 30% of your health.
Levels. Every kill gives XP. A new level shows LEVEL UP in green and gives you a gym point.
A simple rotation
- Open with a Frag Grenade on the biggest group.
- Flex when they rush you, then Shotgun Blast while it lasts.
- Save Airstrike for tanks and bosses.
- Below 50% health? Roll out and use the Med Kit.