"There is no one "correct" set of skills, even for a particular position. The right mix of skills should suit your playstyle, and can even change based on the game situation! Me? I just use the ones that make me sound cool, like Well Hung, Rocky Balboa, and Cut that Hooker."
There are a variety of skills available in Smashball, but in a given situation, a player may only have one skill from each Tier active at any given time. It is important to pick skills that compliment your position, playing style, and the current game situation.
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Player is 30% more likely to cause a hook drop with their weapon attack.
Player does an additional 20% shock and force when they Charge someone from behind.
Player does an additional 10% shock and force when they are using a gun against someone in the air.
Player is 10% more likely to cause a fumble with their charge attack.
Player is 20% less likely to suffer from a hook drop.
Player suffers 10% less shock and force damage when they are touching the ground.
Enemies knocked out by player are knocked out for 30% more time.
Player's chance of fumble is reduced by 20%.
Player suffers 30% less force from all attacks.
Player's weapon and charge attacks do an additional 30% force.
Player recovers 20% more turbo per tick.
Player's pickup radius is increased by 10%.
Player heals an additional 20% every tick that they normally autoheal.
Player suffers 20% less shock damage when they are using their hook.
Player is 20% less likely to be knocked out.
Player's autoheal starts in half the time and heals twice as fast.
Player is 50% more likely to cause a fumble at any time, and their pickup radius is increased by 20%.
Player is 50% less likely to be killed when they are knocked out, and they get up from knockouts in half the time.