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Gadgets

tpan496 edited this page Oct 11, 2021 · 39 revisions

Gadgets are additional passive/active skills that can be purchased in Horde. While some of them improve the existing abilities of a class, others can completely transform player strategies.

To see the gadgets, you need to enable DARK MODE in github!

Universal Gadgets

Heat Plating

20% increased Fire and Plasma damage resistance.
Note: Purchasing this as Cremator allows you to become immune to Fire damage.

Shock Plating

20% increased Shock and Sonic damage resistance.

Blast Plating

20% increased Blast damage resistance.
Note: Purchasing this as Demolition allows you to become immune to Blast damage.

Detoxifier

20% increased Poison damage resistance.

Diamond Plating

10% increased Physical damage resistance.
Note: Physical damage sources include Ballistic, Melee, and Physics Interactions.

Corporate Mindset

Greatly increases skull tokens drop chance.

Survivor Gadgets

Damage Booster

25% increased damage.

Vitality Booster

25% increased maximum health.

Assault Gadgets

IV Injection

Active Ability: Heals the user for 25 health.
Cooldown: 10 Seconds.
Note: This allows the player to sustain health without using Medkits.

Cortex

Active Ability: Grants the user 1 Adrenaline stack per every enemy nearby.
Grants 2 charges if the enemy is an elite.
Cooldown: 20 Seconds.
Note: With maxed-out Adrenaline stacks using certain perks, Cortex can instantly grant 7 stacks of Adrenaline.

Neuro Amplifier

Adrenaline also provides 6% evasion per stack.
Note: Gives 42% evasion at max stack.

Ouroboros

While you have greater than 50% health, lose 1 health per second.
While you have less than 50% health, gain 2 health per second.
For each 1% health missing, grant 0.8% increase in damage.

Note: At 50 health, your health will remain stable and the gadget provides you 40% increase in damage.

Heavy

Energy Shield

Active Ability: Temporarily gains 25 armor.
Duration: 5 seconds.
Cooldown: 15 Seconds.

Hardening Injection

Active Ability: Movespeed reduced by 50%.
25% increased Global damage resistance.
25% increased Physical damage resistance.
Duration: 5 seconds.
Cooldown: 25 Seconds.
Note: Pairing this with Liquid Armor perk allows you to become completely immune to Physical damage.

Exoskeleton

Active Ability: Provides a short movement boost.
Passive Ability: Disables running.
20% increased Global damage resistance.
Cooldown: 5 Seconds.
Note: Essentially grants permanent damage resistance at the cost of mobility.

T-Virus

Converts your armor to health.
Cannot convert past 250% health.
Note: Conversion occurs once per second. Receiving healing will not allow the player to accumulate extra health. Instead, he can only obtain extra health through sources of armor recovery (e.g. purchasing armor, armor regen).

Medic

Bio Diffuser

Active Ability: Triggers a pulse that heals nearby players.
Heals 20 health.
Cooldown: 8 Seconds.

Projectile Launcher (Heal)

Active Ability: Shoots a chemical projectile.
Projectile deals 75 Poison damage.
Projectile heals 25 health to nearby players.
Cooldown: 10 Seconds.

Healing Beam

Active Ability: Connects a healing beam between the user and target.
If the target is an enemy, leeches health from the target.
If the target is an ally, restores health to the ally.
Cooldown: 2 Seconds.
Note: The beam disconnects if the target is too far away. Heals 1 health every 0.5 seconds.

Demolition

Proximity Defense

Active Ability: Triggers an explosion that Stuns nearby enemies.
Cooldown: 20 Seconds.

Projectile Launcher (Blast)

Active Ability: Shoots an explosive projectile.
Projectile deals 100 Blast damage.
Generates 3 extra explosions after a short delay.
Cooldown: 10 Seconds.
Note: The extra explosions also deal 100 Blast damage. Pair this with the Knockout perk to maximize damage.

Nitrous Propellor

Active Ability: Propels you forward and upward with a chemical explosion.
Cooldown: 8 Seconds.
Note: The explosion does not deal any damage.

IED

Active Ability: Drops an Improvised Explosive Device on the ground.
IED explodes when an enemy comes in range.
You have 5 IED charges.
IED recharges after detonation.
Cooldown: 0.2 Seconds.
Note: Each IED explosion deals 100 damage.

Ghost

Optical Camouflage

Active Ability: Grants Camouflage for 5 seconds.
50% increased evasion during Camouflage.
Duration: 5 Seconds.
Cooldown: 25 Seconds.
Note: The granted Camouflage effect will not be affected by running/attacking.

Projectile Launcher (Ballistic)

Active Ability: Shoots a ballistic projectile.
Projectile deals 150 Ballistic damage.
Stuns enemy on hit.
Cooldown: 10 Seconds.
Note: Allows Ghost to perform takedown combos on stunned enemies.

Death Mark

Active Ability: Places a mark on the targeted enemy.
Marked enemy takes 15% more damage.
Marked enemy explodes on death, dealing damage based on its health. The mark lasts for 10 seconds.
You can only mark 1 enemy at a time.
Cooldown: 3 Seconds.
Note: The mark is visible to all players.

Gunslinger

25% more Pistol damage.
25% more Pistol headshot damage.

Engineer

Displacer

Active Ability: Instantly moves the targeted minion to your side.
Cooldown: 5 Seconds.

Turret Pack

Active Ability: Deploys a temporary turret.
Turret has 50% less health.
Turret is destroyed when duration expires.
Duration: 20 Seconds.
Cooldown: 30 Seconds.
Note: Essentially allows you to bring an extra redeployable turret.

E-Parasite

Active Ability: Projects an E-Parasite capsule that infects enemies on contact.
E-Parasite counts as a minion.
E-Parasite deals continuous damage to enemies.
You leech health from damage dealt by E-Parasite.
Enemies killed while infected by E-Parasite explode on death.
Duration: 10 Seconds.
Cooldown: 20 Seconds.
Note: Since E-Parasite is a minion, all minion perks apply to it.

Berserker

Berserker Armor

Active Ability: 25% increased damage.
25% increased Global damage resistance.
25% increased move speed.
Duration: 8 Seconds.
Cooldown: 30 Seconds.

Flash

Active Ability: Dashes forward, dealing 100 Slashing damage to all enemies on the path.
Provides a short invincibility frame.
Cooldown: 10 Seconds.
Note: Allows Berserker to engage/disengage easily.

Aerial Guard

65% less Physical damage taken while in air.
Note: Allows Berserker to block a significant amount of damage with a timed jump.

Hemocannon

Active Ability: Shoots a projectile at the cost of 10 health.
The projectile travels for a short distance and explodes.
The explosion deals 100 Slashing damage.
Has a maximum of 5 charges.
Cooldown: 0.5 Seconds.
Note: Provides a source of ranged attack at the cost of health. Players can choose to pair this with Bloodlust skill to regain the lost health.

Warden

Solar Array

Active Ability: Drops an armor battery.
Cooldown: 30 Seconds.

Projectile Launcher (Shock)

Active Ability: Shoots a magnetic projectile that pierces enemies.
Generates a shockwave each time the projectile hits an enemy.
Shockwave deals 125 Shock damage.
Cooldown: 10 Seconds.

Watchtower Pack

Active Ability: Deploys an extra Watchtower.
Cooldown: 30 Seconds.

Shock Nova

Active Ability: Warden Aura rapidly generates a series of shockwaves.
Each shockwave deals 50 Shock damage.
Duration: 5 Seconds.
Cooldown: 10 Seconds.
Note: Generates 1 shockwave every 0.25 Seconds. The shockwave range is affected by the range of you Warden's Aura.

Cremator

Butane Can

Active Ability: Drops a Butane Can that explodes on physical impact.
Explosion deals 375 Fire damage.
Only 1 Butane Can can be spawned at a time.
Cooldown: 30 Seconds.

Projectile Launcher (Fire)

Active Ability: Shoots a flaming projectile.
Ignites all enemies caught in the explosion.
Deals 20 base Ignite damage.
Cooldown: 10 Seconds.
Note: Pair this with Ignite-related perks to achieve maximum damage.

Barbeque

Ignited enemies killed by you drop edible gibs.
Each gib restores 5 health.
Note: The number of gibs dropped is related to the victim's maximum health.