Sword Art Online Fatal Bullet How to Use Skill When Charged

Got skills? Let'due south just say information technology'due south something y'all definitely demand in Sword Fine art Online: Fatal Bullet.
On that note, here'south a list of all the skills in the game, including descriptions of what they do, the stats required to unlock them and their SP price. SAO:
For skills that can be leveled up, I have also included the effects that you get by upgrading them.
With more than 50 options bachelor, Fatal Bullet'due south skills are certainly as plentiful every bit a black-clad warrior'due south harem, er, posse, then there's a lot to digest here for sure. Check them out and see which ones fit your evil build designs.
If y'all build it:Sword Art Online Fatal Bullet Builds, Stats and Ally Guide
For folks who are unsure virtually which skills to aim for, pun and so totally intended, don't forget to check our listing of the 9 Best Skills in Sword Art Online: Fatal Bullet.
At present onward to the SAO: Fatal Bullet skill list.
Power Form | Set on
- Temporarily increase your attack power.
- Usable by: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: STR 10. Raises attack power by ten per centum. Lasts for threescore seconds.
- LV 2: STR 52. Raises attack ability past 15 percentage. Lasts for 60 seconds.
- LV 3: STR 101 / AGI 44. Raises attack power past twenty percentage. Lasts for lx seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV three: SP 65
Armor Form | Tank
- Temporarily increment your defense.
- Usable by: All weapons
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: VIT 5. Raises defence by x percent. Lasts for lx seconds.
- LV 2: VIT 47. Raises defense past xv percent. Lasts for sixty seconds.
- LV 3: STR 43 / VIT 97. Raises defense past 20 per centum. Lasts for 60 seconds.
Toll:
- LV1: SP 10
- LV two: SP 30
- LV 3: SP threescore
Speed Form | Assault
- Temporarily increment your movement speed.
- Usable by: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: AGI 3. Raises speed by 10 percent. Lasts for 60 seconds.
- LV 2: AGI 45. Raises speed past fifteen per centum. Lasts for 60 seconds.
- LV three: AGI 106. Raises speed by 20 per centum. Lasts for 60 seconds.
Cost:
- LV1: SP 10
- LV 2: SP xxx
- LV 3: SP lx
Concentration | Sniper
- Temporarily heighten Bullet Circumvolve accuracy, helping you hitting your target.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 75 seconds
Requirements:
- LV1: None. Bullet Circumvolve diameter shrinks by 10 percent. Contraction speed increases by ten percent. Upshot lasts sixty seconds.
- LV 2: STR 32 / AGI 8 / DEX 15. Bullet Circumvolve diameter shrinks by 15 pct. Contraction speed increases past 15 percent. Effect lasts 60 seconds.
- LV 3: STR 82 / AGI 23 / DEX 41. Bullet Circle bore shrinks by twenty percentage. Contraction speed increases by 20 percent. Effect lasts 60 seconds.
Toll:
- LV1: SP x
- LV 2: SP thirty
- LV 3: SP 60
Attending Seeker | Tank
- For a set time, enemies are more than likely to target you.
- Usable past: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: None. While attacking, increase detest acquired from enemy by fifteen percentage. Lasts for 60 seconds.
- LV 2: VIT 43. While attacking, increase hate caused from enemy by 20 percentage. Lasts for threescore seconds.
- LV 3: VIT 94 / STR 41. While attacking, increase hate acquired from enemy by 25 percentage. Lasts for 60 seconds.
Cost:
- LV1: SP 10
- LV ii: SP thirty
- LV 3: SP 60
Hawk Eye| Engineer
- Temporarily boost your detection, revealing subconscious and camouflaged enemies.
- Usable by: All weapons
- Base cooldown: 75 seconds
Requirements:
- LV1: INT ii / DEX 4. Your detection range increases by 50 percent. Lasts for threescore seconds.
- LV 2: INT 17 / DEX 42. Your detection range increases by 100 percent. Lasts for threescore seconds.
- LV 3: INT 43 / DEX 97. Your detection range increases past 150 percent. Lasts for sixty seconds.
Price:
- LV1: SP 10
- LV 2: SP thirty
- LV 3: SP 60
Conceal | Assault
- Enemies temporarily find information technology hard to find and target you lot.
- Usable by: All weapons.
- Base cooldown: 75 seconds
Requirements:
- LV1: INT ten / AGI 4. Enemy detection range reduced past 25 percent and hate acquired from enemies is reduced by 15 percentage. Lasts for threescore seconds.
- LV 2: INT 48 / AGI xix. Enemy detection range reduced by l percent and detest acquired from enemies is reduced by twenty percentage. Lasts for 60 seconds.
- LV 3: INT 103 / AGI 45. Enemy detection range reduced by 75 percent and hate acquired from enemies is reduced by 25 percent. Lasts for threescore seconds.
Price:
- LV1: SP fifteen
- LV 2: SP 35
- LV three: SP 65
Enhance Gadget | Engineer
- Temporarily boost a gadget'south effectiveness. Does not touch some gadgets.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Burglarize, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: 75 seconds
Requirements:
- LV1: DEX 9. Gadget furnishings are improved by 10 percent for 60 seconds.
- LV two: DEX 52. Gadget effects are improved by 20 percent for lx seconds.
- LV 3: DEX 112. Gadget effects are improved by thirty percent for 60 seconds.
Price:
- LV1: SP 15
- LV two: SP 35
- LV 3: SP 65
Trigger Happy | Tank
- Temporarily reduce reload time.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Gun and Sword.
- Base of operations cooldown: 75 seconds
Requirements:
- LV1: VIT 9 / AGI 24. Reload speed is reduced by 25 percentage for threescore seconds.
- LV ii: VIT 26 / AGI 63. Reload speed is reduced by 37.five percent for 60 seconds.
- LV 3: STR 30 / VIT 52 / AGI 102. Reload speed is reduced by 50 percentage for sixty seconds.
Cost:
- LV1: SP 20
- LV 2: SP forty
- LV 3: SP 70
Bullet Line Eraser | Sniper
- Temporarily causes a short filibuster in the time it takes for your Bullet Line to be displayed and makes it harder for enemies to target y'all.
- Usable past: Assault Rifle, Sniper Rifle, Gatling Gun.
- Base cooldown: 75 seconds
Requirements:
- LV1: STR 20 / DEX viii. Reduces the time when your bullet line is initially shown by 25 percent. Hate received from enemies is reduced by 15 seconds. Lasts for 60 seconds.
- LV 2: STR 51 / INT 7 / AGI 13 / DEX 24. Reduces the time when your bullet line is initially shown by 50 percent. Hate received from enemies is reduced by 20 seconds. Lasts for 60 seconds.
- LV 3: STR 99 / INT 16 / AGI 29 / DEX 50. Reduces the time when your bullet line is initially shown past 100 pct. Hate received from enemies is reduced past 25 seconds. Lasts for threescore seconds.
Price:
- LV1: SP 20
- LV 2: SP 40
- LV three: SP 70
Human being Fortress | Tank
- For a short time, yous volition non flinch when taking damage.
- Usable by: All weapons.
- Base cooldown: 60 seconds
Requirements:
- LV1: VIT 30. Prevent flinching for thirty seconds when taking damage.
- LV two: VIT 52. Preclude flinching for 30 seconds when taking harm. Also reduces damage received by vii.v percent.
- LV 3: STR 53, VIT 118. Preclude flinching for 30 seconds when taking damage. Also reduces harm received past xv percent.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV iii: SP 75
Healing Bullet | Support
- Fire a bullet that restores an ally's HP.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 8 seconds
Requirements:
- LV1: None. Heal an ally for 600 HP.
- LV 2: VIT 15, INT 32, LUK 8. Heal an ally for 900 HP.
- LV three: VIT 23, INT 82, LUK 14. Heal an marry for 1200 HP.
Toll:
- LV1: SP 0
- LV two: SP xxx
- LV three: SP 60
HP Recovery Shot | Support
- Burn a bullet that restores an marry'due south HP over a set flow of time.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: xxx seconds
Requirements:
- LV1: VIT 2 / INT six. For 120 seconds, restore ninety pct of an ally's HP.
- LV ii: VIT 17 / INT 38 / LUK ix. For 120 seconds, restore 135 percent of an ally's HP.
- LV iii: VIT 44 / INT 87 / LUK 24. For 120 seconds, restore 90 per centum of an ally'due south HP.
Cost:
- LV1: SP 10
- LV 2: SP 30
- LV 3: SP sixty
Curing Field Shot | Back up
- Fire a bullet that creates a cleansing field where it lands that cures allies' status ailments.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: xiv seconds
Requirements:
- LV1: VIT 5 / INT 13 / LUK iii.
Price:
- LV1: SP 15
Healing Field Shot | Support
- Fire a bullet that creates a curative field where information technology lands that restores allies' HP.
- Usable past: Handgun, Shotgun, Submachine Gun, Attack Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: 24 seconds
Requirements:
- LV1: VIT ix / INT 24. Restore 700 HP to allies who enter wellness bubble.
- LV two: VIT 26 / INT 55 / LUK 14. Restore 1050 HP to allies who enter health chimera.
- LV 3: VIT 26 / INT 55 / LUK xiv. Restore 1400 HP to allies who enter health bubble.
Cost:
- LV1: SP twenty
- LV 2: SP 40
- LV 3: SP lxx
AED Shot | Support
- Fire a bullet that revives a fallen ally.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 90 seconds
Requirements:
- LV1: VIT 31 / INT 65 / LUK 17. Revive ally with l percent health.
Cost:
- LV1: SP 50
Power Form Shot | Back up
- Temporarily allows you lot to burn a bullet that boosts an marry's attack power.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: xxx seconds
Requirements:
- LV1: INT 9. Increase an marry's attack by x percent for 180 seconds.
- LV two: INT 52. Increase an ally's attack by fifteen pct for 180 seconds.
- LV iii: INT 112. Increase an ally's assail past xx percent for 180 seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV iii: SP 65
Armor Class Shot | Support
- Temporarily allows yous to fire a bullet that boosts an ally'southward defense.
- Usable past: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 30 seconds
Requirements:
- LV1: INT 9. Increase an marry's defense by ten percent for 180 seconds.
- LV two: INT 52. Increase an ally'due south defence force by 15 per centum for 180 seconds.
- LV three: INT 112. Increase an ally'south defense by xx percentage for 180 seconds.
Cost:
- LV1: SP fifteen
- LV 2: SP 35
- LV 3: SP 65
Power Field Shot | Support
- Fire a bullet that creates a booster field where it lands that raises allies' set on power for a time.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: 60 seconds
Requirements:
- LV1: INT 19. Creates a field that increases an ally's set on by 10 percent for 180 seconds.
- LV 2: INT 62. Creates a field that increases an ally'due south attack by 15 percent for 180 seconds.
- LV three: INT 121. Creates a field that increases an ally'south attack past xx percent for 180 seconds.
Price:
- LV1: SP twenty
- LV ii: SP twoscore
- LV 3: SP lxx
Baby-sit Field Shot | Support
- Fire a bullet that creates a booster field where it lands that raises allies' defense for a fourth dimension.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 60 seconds
Requirements:
- LV1: INT 30. Creates a field that increases an ally's defence by 10 per centum for 180 seconds.
- LV 2: INT 73. Creates a field that increases an ally's defense by 15 percent for 180 seconds.
- LV 3: INT 131. Creates a field that increases an ally'due south defence force by 20 percent for 180 seconds.
Toll:
- LV1: SP 25
- LV 2: SP 45
- LV three: SP 75
Critical Form Shot | Support
- Temporarily allows you to fire a bullet that raises an marry's critical rate.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base of operations cooldown: 30 seconds
Requirements:
- LV1: VIT 12 / INT thirty. Increases an ally'southward critical attack charge per unit by x percent for 180 seconds.
- LV ii: VIT 29 / INT sixty / LUK 16. Increases an ally's disquisitional attack charge per unit by xx percent for 180 seconds.
- LV 3: VIT 55 / INT 107 / LUK 31. Increases an ally'southward critical attack rate by 30 percent for 180 seconds.
Toll:
- LV1: SP 25
- LV 2: SP 45
- LV three: SP 75
Nanotech Boost Shot | Back up
- Fire a bullet at an marry that temporarily boosts their stats.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 60 seconds
Requirements:
- LV1: INT xl. Increases all of an ally'south stats by 10 pct for 120 seconds.
- LV 2: INT 82. Increases all of an ally's stats past xx percentage for 120 seconds.
- LV iii: INT 140. Increases all of an marry's stats past xxx percent for 120 seconds.
Cost:
- LV1: SP xxx
- LV 2: SP 50
- LV iii: SP lxxx
Ability Break Shot | Engineer
- Temporarily allows y'all to fire a bullet that lowers an enemy'southward attack power.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: fifteen seconds
Requirements:
- LV1: INT 11. Reduce an enemy'southward attack power by 10 pct for 30 seconds.
- LV two: INT 54. Reduce an enemy's assault power by 15 percent for 30 seconds.
- LV iii: INT 103 / DEX 45. Reduce an enemy's attack power past 20 pct for thirty seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Armor Interruption Shot | Engineer
- Temporarily allows you to fire a bullet that lowers an enemy'south defence.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 15 seconds
Requirements:
- LV1: INT 11. Reduce an enemy'south defense by 10 pct for thirty seconds.
- LV 2: INT 54. Reduce an enemy'southward defense by xv percent for xxx seconds.
- LV 3: INT 103 / DEX 45. Reduce an enemy's defence force by 20 percentage for 30 seconds.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Toxic Gas Nail | Engineer
- Burn down a bullet that creates a toxic field where it lands that inflicts enemies with toxicant build-up.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Gatling Gun, Gun and Sword.
- Base of operations cooldown: 18 seconds
Requirements:
- LV1: INT 19. Inflicts small poison damage for half dozen seconds. Also inflicts blast harm of 0.5 to 0.25 base power.
- LV 2: INT 55 / DEX 22. Inflicts medium poisonous substance damage for 9 seconds. Also inflicts smash damage of 0.55 to 0.275 base of operations ability.
- LV three: INT 109 / DEX 49. Inflicts big poisonous substance harm for 12 seconds. Also inflicts blast impairment of 0.vi to 0.3 base power.
Price:
- LV1: SP 20
- LV 2: SP 40
- LV 3: SP 70
Blazing Boom | Engineer
- Fire a bullet that creates an inferno where it lands that inflicts bonfire build-upwardly.
- Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
- Base cooldown: 18 seconds
Requirements:
- LV1: DEX 19. Inflicts bonfire damage for 6 seconds. Besides inflicts optical damage of 0.5 to 0.25 base power.
- LV 2: DEX 55 / INT 22. Inflicts blaze harm for 9 seconds. Also inflicts optical damage of 0.55 to 0.275 base of operations power.
- LV 3: DEX 109 / INT 49. Inflicts blaze impairment for 12 seconds. Also inflicts optical damage of 0.half-dozen to 0.3 base ability.
Cost:
- LV1: SP 20
- LV ii: SP 40
- LV 3: SP 70
Electrodynamic Stunner | Engineer
- Burn down a bullet that creates a debilitating field where it lands that inflicts enemies with stun build-up.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gun and Sword.
- Base of operations cooldown: 24 seconds
Requirements:
- LV1: INT 30. Inflicts small stun buildup inside an expanse. Also inflicts optical and nail impairment with 0.7 base ability.
- LV ii: INT 65 / DEX 27. Inflicts medium stun buildup within an expanse. Likewise inflicts optical and blast impairment with one.0 base power.
- LV 3: INT 118 / DEX 53. Inflicts large stun buildup within an area. Too inflicts optical and boom harm with 1.25 base power.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV iii: SP 75
Explosive Shot | Destroyer
- Allows you to burn a bullet that creates an explosion that amercement enemies who affect it.
- Usable by: Handgun, Shotgun, Sniper Rifle, Gun and Sword.
- Base cooldown: xv seconds
Requirements:
- LV1: DEX 15. Inflict physical and boom damage with 2.0 base power.
- LV 2: STR 21 / DEX 52. Inflict physical and smash damage with ii.25 base ability.
- LV iii: STR 47 / DEX 106. Inflict concrete and boom damage with 2.v base ability.
Cost:
- LV1: SP 15
- LV ii: SP 35
- LV three: SP 65
Estrus Detonator | Destroyer
- Fire a bullet that takes estrus from the Gatling gun and uses it to inflict blaze build-up. Cools the Gatling gun upon use.
- Usable past: Gatling Gun.
- Base cooldown: 18 seconds
Requirements:
- LV1: DEX 5. Reduce Gatling Gun'due south estrus gauge while inflicting optical damage with 3.75 base power and small blaze build-upwardly.
- LV 2: STR 21 / DEX 52. Reduce Gatling Gun's heat approximate while inflicting optical damage with 4.125 base of operations power and medium blaze build-upwardly.
- LV 3: STR 47 / DEX 106. Reduce Gatling Gun'due south heat gauge while inflicting optical damage with 4.5375 base power and big blaze build-up.
Cost:
- LV1: SP x
- LV 2: SP thirty
- LV 3: SP 60
Plasma Blast | Destroyer
- Fires a bullet that creates an explosive plasma field where it lands.
- Usable by: Launcher.
- Base cooldown: 15 seconds
Requirements:
- LV1: DEX 30. Inflict optical and blast damage with two.0 base of operations power and trigger an explosion in a set up area.
- LV 2: STR 27 / DEX 65. Inflict optical and blast harm with 2.25 base power and trigger an explosion in a set area.
- LV 3: STR 53 / DEX 118. Inflict optical and blast damage with 2.5 base power and trigger an explosion in a set area.
Toll:
- LV1: SP 25
- LV 2: SP 45
- LV 3: SP 75
Nemesis Burst | Destroyer
- Fire an explosive round that does more than damage the lower your remaining HP is.
- Usable past: Launcher.
- Base cooldown: 18 seconds
Requirements:
- LV1: DEX 36. Inflict harm on foes with a base power of 1.25 while factoring in your remaining HP.
- LV 2: STR 30 / DEX 70. Inflict damage on foes with a base of operations ability of one.375 while factoring in your remaining HP.
- LV 3: STR 56 / DEX 108 / LUK 32. Inflict impairment on foes with a base ability of 1.5 while factoring in your remaining HP.
Toll:
- LV1: SP 25
- LV ii: SP 45
- LV 3: SP 75
Tranquilizer Shot | Engineer
- Fire a bullet at an enemy that makes it less likely to target you.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
- Base cooldown: 10 seconds
Requirements:
- LV1: INT 15. Reduce caused hate past 750 when hitting an enemy.
- LV 2: INT 58. Reduce acquired hate by 1125 when hit an enemy.
- LV three: INT 106 / DEX 47. Reduce acquired hate by 1500 when hitting an enemy.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV three: SP 65
Eagle-Eye Buoy | Sniper
- Fire a bullet that temporarily adds the office it hits as a lock-on target to the Circle Frame.
- Usable by: Sniper Rifle.
- Base cooldown: xviii seconds
Requirements:
- LV1: STR nine. Identify a lock-on target circle on an enemy for fifteen seconds.
- LV two: STR 40 / AGI 10 / DEX xviii. Place a lock-on target circle on an enemy for 22.5 seconds.
- LV three: STR 89 / AGI 25 / DEX 44. Place a lock-on target circumvolve on an enemy for xxx seconds.
Toll:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Graviton Shot | Destroyer
- Fires a bullet that creates an attraction field where information technology lands, cartoon enemies to it.
- Usable by: Gatling Gun, Launcher.
- Base cooldown: 63 seconds
Requirements:
- LV1: DEX twoscore. Attraction field has a base power of 0.1 explosive harm, covers vii.5 meters and lasts vii.v seconds.
- LV 2: STR 31 / DEX 74. Allure field has a base of operations ability of 0.125 explosive impairment, covers 10 meters and lasts 10 seconds.
- LV 3: STR 57 / DEX 126. Attraction field has a base power of 0.15 explosive damage, covers 12 meters and lasts 12.v seconds.
Cost:
- LV1: SP 30
- LV two: SP 50
- LV 3: SP 80
Nuance Attack | Destroyer
- Unleash a body blow in front end of you lot. Deals more than impairment at closer range.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher.
- Base cooldown: 12 seconds
Requirements:
- LV1: None. Inflict shut-range concrete harm of 500, 300 or 100 depending on distance from foe.
- LV 2: STR 38 / DEX fifteen. Inflict close-range physical damage of 550, 330 or 110 depending on distance from foe.
- LV 3: STR 82 / DEX 41 / LUK 23. Inflict close-range physical impairment of 600, 360 or 120 depending on altitude from foe.
Cost:
- LV1: SP 0
- LV two: SP 30
- LV iii: SP threescore
Quick Shot | Assail
- Burn down a volley of bullets at a nearby enemy.
- Usable by: Handgun.
- Base cooldown: 12 seconds
Requirements:
- LV1: AGI ix. Fire a regular volley of bullets at an enemy.
- LV 2: AGI 46 / DEX xix. Burn down a big volley of bullets at an enemy.
- LV 3: AGI 101 / DEX 44. Fire a significantly large volley of bullets at an enemy.
Toll:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Acrobatic Fire | Tank
- Fire while dodging left and right.
- Usable by: Handgun, Submachine Gun.
- Base cooldown: 14 seconds
Requirements:
- LV1: VIT 3 / AGI 8. Burn down one volley at enemies while dodging left and right.
- LV 2: VIT 18 / AGI 46. Fire two consecutive volleys at enemies while dodging left and right.
- LV 3: VIT 44 / AGI 101. Burn down 3 consecutive volleys at enemies while dodging left and correct.
Toll:
- LV1: SP xv
- LV ii: SP 35
- LV three: SP 65
Sliding Shot | Assault
- Shoot while sliding forrard.
- Usable past: Submachine Gun, Assault Rifle.
- Base of operations cooldown: 12 seconds
Requirements:
- LV1: AGI xi. Inflict close-range physical damage in front of yous with a base ability of 350.
- LV two: STR xix / AGI 48. Inflict close-range concrete harm in front end of you with a base power of 385 and longer slide range.
- LV 3: STR 45 / AGI 103. Inflict close-range physical damage in front of yous with a base power of 420 and fifty-fifty longer slide range.
Cost:
- LV1: SP 15
- LV two: SP 35
- LV three: SP 65
Scatter Bike | Set on
- Fire a shot while jumping.
- Usable past: Submachine Gun, Assail Rifle.
- Base cooldown: 8 seconds
Requirements:
- LV1: AGI 17. Inflicts base physical, close-range impairment of 100, 200 based on body part hit and distance to foe.
- LV 2: AGI 53 / LUK 22. Inflicts base concrete, close-range damage of 100, 200 based on body part hit and distance to foe. Can do 2 levels of airborne jump.
- LV 3: AGI 108 / LUK 48. Inflicts base physical, close-range impairment of 100, 200 based on body part hitting and distance to foe. Tin practise three levels of airborne jump.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV 3: SP 65
Gunstinger | Assault
- Accuse towards the target at high speed and unleash a shot if you connect.
- Usable by: Shotgun, Assault Burglarize.
- Base cooldown: 18 seconds
Requirements:
- LV1: AGI thirty. Finisher does base physical close-range harm of 200, 350.
- LV 2: STR 27 / AGI 65. Finisher does base of operations physical close-range damage of 250, 400.
- LV 3: STR 53 / 118. Finisher does base of operations concrete close-range damage of 300, 450.
Cost:
- LV1: SP 25
- LV 2: SP 45
- LV three: SP 75
Spotter Style | Sniper
- Crouch to raise attack power, strength, defense, and reload speed. The effect persists while crouching.
- Usable by: Handgun, Shotgun, Submachine Gun, Attack Burglarize, Sniper Rifle, Launcher, Gun and Sword.
- Base cooldown: 18 seconds
Requirements:
- LV1: STR v. Attack up 20 pct, defense up 20 pct, reload speed upward 25 percent and recovery up 25 percent while crouched.
Cost:
- LV1: SP 10
Tactical Coil | Class
- Reload your bullets while dodging with a forwards ringlet.
- Usable by: Handgun, Shotgun, Submachine Gun, Assail Burglarize, Sniper Rifle, Launcher, Gun and Sword.
- Base cooldown: 12 seconds
Requirements:
- LV1: None.
- LV 2: VIT xv / AGI 38. Also attracts enemy attention.
- LV 3: STR 14 / VIT 23 / AGI 82. Attracts even more than enemy attention.
Cost:
- LV1: SP 0
- LV 2: SP 30
- LV iii: SP 60
Taunting Yell | Tank
- Provoke the enemy into focusing on you.
- Usable by: All weapons.
- Base cooldown: xviii seconds
Requirements:
- LV1: VIT 9. Raise acquired enemy hate by 500 within a 20-meter radius.
- LV 2: VIT 52. Raise acquired enemy hate by 625 within a 20-meter radius.
- LV 3: STR 44 / VIT 101. Raise acquired enemy hate by 750 within a twenty-meter radius.
Price:
- LV1: SP fifteen
- LV two: SP 35
- LV 3: SP 65
Shield Matrix | Tank
- Become unable to move and impervious to impairment. Hold the button to extend the elapsing.
- Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Burglarize, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: xviii seconds
Requirements:
- LV1: VIT 19.
- LV two: VIT 62. Besides recovers HP when extending duration by property button.
- LV 3: STR 49 / VIT 109. Also recovers HP and triggers big explosion after extending elapsing.
Cost:
- LV1: SP 20
- LV 2: SP 40
- LV 3: SP 65
Omnia Vanitas | Assail
- Perform a high-speed footstep. Can be performed twice in succession.
- Usable by: Handgun, Shotgun, Submachine Gun, Assail Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base cooldown: six seconds
Requirements:
- LV1: AGI 19. Can practise two consecutive steps.
- LV 2: AGI 62. Tin can do three consecutive steps.
- LV three: AGI 121. Can do two consecutive steps. You also become difficult to target afterward.
Toll:
- LV1: SP 20
- LV ii: SP 40
- LV iii: SP 70
Replenish Gadget | Engineer
- Replenish a small corporeality of your gadget's recharge fourth dimension.
- Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Sword, Gun and Sword.
- Base of operations cooldown: 21 seconds
Requirements:
- LV1: DEX forty. Gadget recharge time reduced past fifty percent.
- LV 2: INT 31 / DEX 74. Gadget recharge fourth dimension reduced past 75 percent.
- LV 3: INT 57 / DEX 126. Gadget recharge time reduced past 100 percent.
Cost:
- LV1: SP 30
- LV 2: SP fifty
- LV 3: SP eighty
Sharp Nail | Assault
- Slash in front of you three times in a row.
- Usable by: Sword, Gun and Sword.
- Base of operations cooldown: 8 seconds
Requirements:
- LV1: None. Close-range base power of 1.9, 1.3 and ane.six.
- LV ii: STR 43. Close-range base power of 2.0, 1.35 and 1.65. Tin can be done in mid-air.
- LV 3: STR 94 / AGI 41. Close-range base power of 2.ane, ane.four and ane.seven. Can be done mid-air.
Cost:
- LV1: SP 10
- LV 2: SP 30
- LV 3: SP 60
Vorpal Strike | Assault
- Charge a target at high speed and thrust your sword frontwards.
- Usable by: Sword, Gun and Sword.
- Base of operations cooldown: 12 seconds
Requirements:
- LV1: AGI fifteen. Close-range base power of 2.4 (four.8 with long push button press).
- LV 2: STR 21 / AGI 52. Close-range base ability of ii.6 (5.2 with long button press). Tin be done in mid-air.
- LV three: STR 47 / AGI 93 / DEX 27. Shut-range base of operations power of ii.8 (double attack of 5.half dozen and eight.4 with long push press). Tin exist done in mid-air.
Cost:
- LV1: SP 15
- LV 2: SP 35
- LV three: SP 65
Star Splash | Assail
- Accuse at an enemy and unleash a flurry of sword thrusts.
- Usable past: Sword, Gun and Sword.
- Base cooldown: eighteen seconds
Requirements:
- LV1: AGI 23. Shut-range attack with base power of 0.465xa > ii.05. Press square or R2 to do finisher with base power of i.85.
- LV ii: STR 24 / AGI 52. Shut-range assault with base power of 0.465xa > two.255. Press square or R2 to do finisher with base of operations power of 2.035.
- LV iii: STR 47 / AGI 93 / DEX 27. Close-range attack with base power of 0.465xa > 2.4805. Press foursquare or R2 to practice finisher with base power of 2.2385.
Cost:
- LV1: SP xx
- LV 2: SP 40
- LV 3: SP 70
Horizontal Square | Assault
- Slash the target four times in a row, then unleash a shockwave that sweeps a large area.
- Usable by: Sword, Gun and Sword.
- Base cooldown: 16 seconds
Requirements:
- LV1: AGI 30. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and one.35, followed by one hit with a base power of 2.88 that covers a wide area.
- LV ii: STR 27 / AGI 65. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and 1.35, followed by two hits with a base power of 1.6 and 1.75 that covers a wide surface area.
- LV 3: STR 53 / AGI 118. 4 close-range slashes with base power of 0.9, 0.99, 1.08 and ane.35, followed by three hits with a base of operations power of ane.two, 1.275 and 1.325 that covers a wide expanse.
Cost:
- LV1: SP 25
- LV two: SP 45
- LV 3: SP 75
Dual Orbital | Assail
- Launch a spinning charge at the target and perform a sweeping slash.
- Usable past: Gun and Sword.
- Base cooldown:xviii seconds
Requirements:
- LV1: STR 14 / AGI 35. Base power of four.1.
- LV 2: STR 31 / AGI 74. Base of operations power of 4.4. Can be done mid-air.
- LV 3: STR 57 / AGI 111 / DEX 33. Base power of four.7. Hits twice in mid-air with base ability of ii.35 and 4.vii.
Price:
- LV1: SP 30
- LV 2: SP 50
- LV iii: SP fourscore
Sword Bulwark | Assault
- Allows y'all to utilise your sword to repel bullets in front of you.
- Usable by: Sword, Gun and Sword.
- Base cooldown: 15 seconds
Requirements:
- LV1: None. Lasts for 30 seconds.
- LV 2: STR 20 / AGI fifty. Lasts for 45 seconds.
- LV 3: STR 46 / AGI 104. Lasts for threescore seconds.
Toll:
- LV1: SP 10
- LV 2: SP 30
- LV 3: SP threescore
Phantom Bullet | Sniper
- Inflict suppression status on opponents marked by Bullet Line for 20 seconds.
- Usable by: Sniper Rifle, Gatling Gun.
- Base cooldown: 45 seconds
Requirements:
- LV1: None. Inflict depression suppression condition for 20 seconds.
- LV 2: STR 65 / DEX 27. Inflict medium suppression status for 20 seconds.
- LV 3: STR 118 / DEX 53. Inflict high suppression condition for 20 seconds.
Cost:
- LV1: SP 0
- LV two: SP 45
- LV 3: SP 75
Hyper Sense | Tank
- For one time just, evade a ranged or melee attack.
- Usable by: All weapons.
- Base of operations cooldown: 180 seconds
Requirements:
- LV1: None.
Cost:
- LV1: SP 0
Technobubble covers games, gadgets, technology and all things geek. Follow Technobubble poobah Jason Hidalgo's shenanigans on Twitter @jasonhidalgo or his Tabiasobi Youtube aqueduct.
Source: https://www.rgj.com/story/life/2018/03/08/all-sword-art-online-fatal-bullet-skills-skill-levels-stat-requirements-technobubble/408536002/
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