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Sword Art Online Fatal Bullet How to Get Skill Points

Sword Art Online: Fatal Bullet for PC, PS4 and Xbox One.

Got skills? Let's just say information technology's something yous definitely need in Sword Art Online: Fatal Bullet.

On that note, hither'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 cost. SAO:

For skills that tin can be leveled upwardly, I accept also included the effects that you get by upgrading them.

With more than 50 options bachelor, Fatal Bullet'south skills are certainly every bit plentiful as a blackness-clad warrior's harem, er, posse, and then there's a lot to digest here for certain. Check them out and see which ones fit your evil build designs.

If y'all build it:Sword Fine art Online Fatal Bullet Builds, Stats and Ally Guide

For folks who are unsure about which skills to aim for, pun so totally intended, don't forget to cheque our list of the 9 Best Skills in Sword Art Online: Fatal Bullet.

Now onward to the SAO: Fatal Bullet skill list.

Power Class | Assault

  • Temporarily increment your attack power.
  • Usable by: All weapons
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: STR 10. Raises attack ability by 10 percentage. Lasts for 60 seconds.
  • LV 2: STR 52. Raises attack power by xv pct. Lasts for lx seconds.
  • LV 3: STR 101 / AGI 44. Raises attack ability by 20 percent. Lasts for 60 seconds.

Price:

  • LV1: SP 15
  • LV 2: SP 35
  • LV three: SP 65

Armor Class | Tank

  • Temporarily increment your defence force.
  • Usable by: All weapons
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: VIT five. Raises defense force by x pct. Lasts for 60 seconds.
  • LV two: VIT 47. Raises defense past 15 percent. Lasts for lx seconds.
  • LV three: STR 43 / VIT 97. Raises defense by 20 percent. Lasts for sixty seconds.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV three: SP 60

Speed Form | Assault

  • Temporarily increment your movement speed.
  • Usable past: All weapons
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: AGI iii. Raises speed by 10 pct. Lasts for 60 seconds.
  • LV 2: AGI 45. Raises speed by 15 per centum. Lasts for 60 seconds.
  • LV 3: AGI 106. Raises speed by xx percent. Lasts for sixty seconds.

Price:

  • LV1: SP 10
  • LV two: SP 30
  • LV 3: SP lx

Concentration | Sniper

  • Temporarily enhance Bullet Circle accuracy, helping you hit your target.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: None. Bullet Circle diameter shrinks by 10 pct. Contraction speed increases past 10 percent. Outcome lasts threescore seconds.
  • LV 2: STR 32 / AGI 8 / DEX 15. Bullet Circle diameter shrinks by 15 per centum. Contraction speed increases by fifteen percent. Result lasts threescore seconds.
  • LV 3: STR 82 / AGI 23 / DEX 41. Bullet Circumvolve bore shrinks by 20 percent. Contraction speed increases by 20 percentage. Upshot lasts 60 seconds.

Toll:

  • LV1: SP x
  • LV ii: SP 30
  • LV 3: SP 60

Attending Seeker | Tank

  • For a gear up time, enemies are more likely to target you.
  • Usable past: All weapons
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: None. While attacking, increase detest acquired from enemy by fifteen percent. Lasts for 60 seconds.
  • LV 2: VIT 43. While attacking, increase hate acquired from enemy past xx per centum. Lasts for 60 seconds.
  • LV 3: VIT 94 / STR 41. While attacking, increase hate acquired from enemy past 25 per centum. Lasts for sixty seconds.

Cost:

  • LV1: SP x
  • LV 2: SP 30
  • LV 3: SP threescore

Hawk Eye| Engineer

  • Temporarily boost your detection, revealing hidden and camouflaged enemies.
  • Usable by: All weapons
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: INT 2 / DEX 4. Your detection range increases by 50 percent. Lasts for 60 seconds.
  • LV 2: INT 17 / DEX 42. Your detection range increases by 100 percent. Lasts for sixty seconds.
  • LV 3: INT 43 / DEX 97. Your detection range increases by 150 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP ten
  • LV ii: SP xxx
  • LV 3: SP sixty

Muffle | Assault

  • Enemies temporarily find information technology difficult to notice and target you.
  • Usable by: All weapons.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: INT 10 / AGI iv. Enemy detection range reduced by 25 percent and hate caused from enemies is reduced by fifteen percent. Lasts for threescore seconds.
  • LV 2: INT 48 / AGI 19. Enemy detection range reduced by fifty percent and detest acquired from enemies is reduced by xx per centum. Lasts for 60 seconds.
  • LV three: INT 103 / AGI 45. Enemy detection range reduced by 75 percent and hate acquired from enemies is reduced past 25 percent. Lasts for 60 seconds.

Cost:

  • LV1: SP 15
  • LV ii: SP 35
  • LV three: SP 65

Enhance Gadget | Engineer

  • Temporarily heave a gadget'southward effectiveness. Does not affect some gadgets.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assail Burglarize, Sniper Burglarize, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: DEX 9. Gadget effects are improved past ten per centum for threescore seconds.
  • LV 2: DEX 52. Gadget furnishings are improved past 20 pct for 60 seconds.
  • LV 3: DEX 112. Gadget effects are improved by thirty percent for 60 seconds.

Price:

  • LV1: SP fifteen
  • LV ii: SP 35
  • LV 3: SP 65

Trigger Happy | Tank

  • Temporarily reduce reload time.
  • Usable past: Handgun, Shotgun, Submachine Gun, Set on Burglarize, Sniper Rifle, Gatling Gun, Gun and Sword.
  • Base of operations cooldown: 75 seconds

Requirements:

  • LV1: VIT 9 / AGI 24. Reload speed is reduced past 25 percentage for 60 seconds.
  • LV two: VIT 26 / AGI 63. Reload speed is reduced past 37.v percent for sixty seconds.
  • LV three: STR thirty / VIT 52 / AGI 102. Reload speed is reduced past l pct for sixty seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP 40
  • LV 3: SP seventy

Bullet Line Eraser | Sniper

  • Temporarily causes a brusque delay in the time it takes for your Bullet Line to exist displayed and makes it harder for enemies to target you.
  • Usable past: Set on Rifle, Sniper Rifle, Gatling Gun.
  • Base cooldown: 75 seconds

Requirements:

  • LV1: STR 20 / DEX 8. Reduces the time when your bullet line is initially shown by 25 pct. Hate received from enemies is reduced by 15 seconds. Lasts for threescore seconds.
  • LV two: STR 51 / INT seven / AGI 13 / DEX 24. Reduces the fourth dimension when your bullet line is initially shown by 50 percentage. Detest received from enemies is reduced by twenty seconds. Lasts for 60 seconds.
  • LV 3: STR 99 / INT sixteen / AGI 29 / DEX l. Reduces the time when your bullet line is initially shown by 100 percent. Hate received from enemies is reduced past 25 seconds. Lasts for 60 seconds.

Cost:

  • LV1: SP 20
  • LV 2: SP xl
  • LV three: SP 70

Human Fortress | Tank

  • For a short time, y'all volition not 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 2: VIT 52. Prevent flinching for 30 seconds when taking damage. Likewise reduces damage received by 7.5 percentage.
  • LV 3: STR 53, VIT 118. Forestall flinching for 30 seconds when taking damage. Also reduces impairment received past 15 percent.

Cost:

  • LV1: SP 25
  • LV two: SP 45
  • LV 3: SP 75

Healing Bullet | Support

  • Burn a bullet that restores an ally's HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations 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 ally for 1200 HP.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV three: SP threescore

HP Recovery Shot | Back up

  • Fire a bullet that restores an ally'southward HP over a gear up flow of time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base of operations cooldown: 30 seconds

Requirements:

  • LV1: VIT 2 / INT 6. For 120 seconds, restore xc percentage of an marry'southward HP.
  • LV 2: VIT 17 / INT 38 / LUK 9. For 120 seconds, restore 135 percent of an marry's HP.
  • LV 3: VIT 44 / INT 87 / LUK 24. For 120 seconds, restore xc percent of an ally's HP.

Cost:

  • LV1: SP 10
  • LV 2: SP 30
  • LV 3: SP sixty

Curing Field Shot | Support

  • 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 Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: xiv seconds

Requirements:

  • LV1: VIT 5 / INT 13 / LUK 3.

Cost:

  • LV1: SP 15

Healing Field Shot | Support

  • Fire a bullet that creates a curative field where it lands that restores allies' HP.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: 24 seconds

Requirements:

  • LV1: VIT 9 / INT 24. Restore 700 HP to allies who enter health chimera.
  • LV two: VIT 26 / INT 55 / LUK xiv. Restore 1050 HP to allies who enter health bubble.
  • LV three: VIT 26 / INT 55 / LUK 14. Restore 1400 HP to allies who enter health bubble.

Cost:

  • LV1: SP xx
  • LV two: SP 40
  • LV three: SP 70

AED Shot | Support

  • Burn a bullet that revives a fallen marry.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 90 seconds

Requirements:

  • LV1: VIT 31 / INT 65 / LUK 17. Revive ally with 50 percentage wellness.

Cost:

  • LV1: SP l

Power Form Shot | Back up

  • Temporarily allows y'all to fire a bullet that boosts an ally'due south attack ability.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assail Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT ix. Increase an ally'due south set on by 10 pct for 180 seconds.
  • LV 2: INT 52. Increment an marry'due south attack by xv percent for 180 seconds.
  • LV 3: INT 112. Increment an ally'due south attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Class Shot | Support

  • Temporarily allows you to burn down a bullet that boosts an ally'southward defence force.
  • Usable past: Handgun, Shotgun, Submachine Gun, Assail Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: INT ix. Increase an ally's defense past 10 pct for 180 seconds.
  • LV ii: INT 52. Increase an ally's defense by fifteen percent for 180 seconds.
  • LV 3: INT 112. Increase an ally's defense past twenty pct for 180 seconds.

Cost:

  • LV1: SP 15
  • LV ii: SP 35
  • LV three: SP 65

Power Field Shot | Back up

  • Fire a bullet that creates a booster field where it lands that raises allies' attack power for a time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Set on Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: 60 seconds

Requirements:

  • LV1: INT xix. Creates a field that increases an ally's attack past 10 percent for 180 seconds.
  • LV two: INT 62. Creates a field that increases an ally's assault by 15 percent for 180 seconds.
  • LV three: INT 121. Creates a field that increases an ally'due south attack by 20 percent for 180 seconds.

Cost:

  • LV1: SP 20
  • LV two: SP 40
  • LV iii: SP lxx

Guard Field Shot | Support

  • Burn a bullet that creates a booster field where it lands that raises allies' defence for a fourth dimension.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault 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 ten percent for 180 seconds.
  • LV 2: INT 73. Creates a field that increases an ally'due south defense past fifteen percent for 180 seconds.
  • LV iii: INT 131. Creates a field that increases an marry'south defense past xx percentage for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Critical Form Shot | Support

  • Temporarily allows you to fire a bullet that raises an ally'southward critical rate.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 30 seconds

Requirements:

  • LV1: VIT 12 / INT 30. Increases an ally's disquisitional attack rate by ten per centum for 180 seconds.
  • LV ii: VIT 29 / INT sixty / LUK 16. Increases an ally's critical attack rate by 20 percent for 180 seconds.
  • LV 3: VIT 55 / INT 107 / LUK 31. Increases an marry'south critical attack rate by 30 percent for 180 seconds.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Nanotech Boost Shot | Support

  • Fire a bullet at an ally that temporarily boosts their stats.
  • Usable past: Handgun, Shotgun, Submachine Gun, Set on Burglarize, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: 60 seconds

Requirements:

  • LV1: INT 40. Increases all of an ally's stats by 10 percent for 120 seconds.
  • LV ii: INT 82. Increases all of an marry'south stats by 20 percent for 120 seconds.
  • LV 3: INT 140. Increases all of an marry'due south stats by 30 percent for 120 seconds.

Toll:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP eighty

Power Suspension Shot | Engineer

  • Temporarily allows you to fire a bullet that lowers an enemy's attack ability.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT eleven. Reduce an enemy's attack power by 10 percent for 30 seconds.
  • LV 2: INT 54. Reduce an enemy's set on power past 15 percent for xxx seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy'southward assault power by 20 percent for 30 seconds.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Armor Break Shot | Engineer

  • Temporarily allows you to fire a bullet that lowers an enemy's defense force.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Burglarize, Gatling Gun, Launcher, Gun and Sword.
  • Base cooldown: 15 seconds

Requirements:

  • LV1: INT 11. Reduce an enemy's defense by 10 percent for 30 seconds.
  • LV two: INT 54. Reduce an enemy's defense past 15 percent for 30 seconds.
  • LV 3: INT 103 / DEX 45. Reduce an enemy'due south defense by 20 percentage for 30 seconds.

Toll:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Toxic Gas Blast | Engineer

  • Fire a bullet that creates a toxic field where it lands that inflicts enemies with toxicant build-up.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: INT 19. Inflicts small poison harm for 6 seconds. Also inflicts blast harm of 0.5 to 0.25 base power.
  • LV 2: INT 55 / DEX 22. Inflicts medium poison damage for ix seconds. Also inflicts blast harm of 0.55 to 0.275 base power.
  • LV 3: INT 109 / DEX 49. Inflicts large toxicant impairment for 12 seconds. Also inflicts smash harm of 0.6 to 0.3 base of operations power.

Cost:

  • LV1: SP 20
  • LV 2: SP twoscore
  • LV three: SP seventy

Blazing Nail | Engineer

  • Fire a bullet that creates an inferno where it lands that inflicts blaze build-up.
  • Usable past: Handgun, Shotgun, Submachine Gun, Set on Burglarize, Gatling Gun, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 19. Inflicts blaze damage for 6 seconds. Likewise inflicts optical damage of 0.5 to 0.25 base ability.
  • LV 2: DEX 55 / INT 22. Inflicts blaze impairment for 9 seconds. Besides inflicts optical impairment of 0.55 to 0.275 base of operations power.
  • LV iii: DEX 109 / INT 49. Inflicts bonfire damage for 12 seconds. As well inflicts optical damage of 0.6 to 0.3 base ability.

Cost:

  • LV1: SP 20
  • LV 2: SP forty
  • LV three: SP 70

Electrodynamic Stunner | Engineer

  • Fire a bullet that creates a debilitating field where it lands that inflicts enemies with stun build-upwards.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gun and Sword.
  • Base cooldown: 24 seconds

Requirements:

  • LV1: INT 30. Inflicts small stun buildup inside an surface area. Too inflicts optical and nail damage with 0.7 base of operations power.
  • LV 2: INT 65 / DEX 27. Inflicts medium stun buildup within an area. Also inflicts optical and blast damage with 1.0 base of operations ability.
  • LV three: INT 118 / DEX 53. Inflicts large stun buildup within an area. Also inflicts optical and blast damage with 1.25 base power.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Explosive Shot | Destroyer

  • Allows yous to fire a bullet that creates an explosion that damages enemies who touch it.
  • Usable by: Handgun, Shotgun, Sniper Rifle, Gun and Sword.
  • Base of operations cooldown: fifteen seconds

Requirements:

  • LV1: DEX 15. Inflict physical and boom harm with 2.0 base power.
  • LV 2: STR 21 / DEX 52. Inflict concrete and blast impairment with 2.25 base power.
  • LV three: STR 47 / DEX 106. Inflict concrete and blast harm with 2.5 base of operations power.

Price:

  • LV1: SP 15
  • LV ii: SP 35
  • LV three: SP 65

Rut Detonator | Destroyer

  • Burn a bullet that takes heat from the Gatling gun and uses it to inflict blaze build-upwards. Cools the Gatling gun upon use.
  • Usable by: Gatling Gun.
  • Base cooldown: xviii seconds

Requirements:

  • LV1: DEX 5. Reduce Gatling Gun's heat gauge while inflicting optical impairment with three.75 base ability and pocket-size bonfire build-upwardly.
  • LV ii: STR 21 / DEX 52. Reduce Gatling Gun's heat gauge while inflicting optical damage with iv.125 base of operations ability and medium blaze build-upwards.
  • LV iii: STR 47 / DEX 106. Reduce Gatling Gun's heat gauge while inflicting optical damage with 4.5375 base of operations power and large bonfire build-up.

Cost:

  • LV1: SP 10
  • LV two: SP 30
  • LV 3: SP 60

Plasma Smash | 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 ii.0 base power and trigger an explosion in a set surface area.
  • LV ii: STR 27 / DEX 65. Inflict optical and nail harm with 2.25 base ability and trigger an explosion in a prepare area.
  • LV 3: STR 53 / DEX 118. Inflict optical and blast harm with 2.5 base ability and trigger an explosion in a set surface area.

Cost:

  • LV1: SP 25
  • LV ii: SP 45
  • LV three: SP 75

Nemesis Burst | Destroyer

  • Fire an explosive circular that does more impairment the lower your remaining HP is.
  • Usable by: Launcher.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: DEX 36. Inflict damage on foes with a base power of i.25 while factoring in your remaining HP.
  • LV 2: STR 30 / DEX lxx. Inflict damage on foes with a base power of 1.375 while factoring in your remaining HP.
  • LV iii: STR 56 / DEX 108 / LUK 32. Inflict damage on foes with a base power of 1.5 while factoring in your remaining HP.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV three: SP 75

Tranquilizer Shot | Engineer

  • Fire a bullet at an enemy that makes information technology less probable to target you.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Gun and Sword.
  • Base of operations cooldown: x seconds

Requirements:

  • LV1: INT 15. Reduce acquired hate by 750 when hit an enemy.
  • LV 2: INT 58. Reduce caused hate by 1125 when hitting an enemy.
  • LV 3: INT 106 / DEX 47. Reduce caused detest by 1500 when hitting an enemy.

Cost:

  • LV1: SP 15
  • LV 2: SP 35
  • LV 3: SP 65

Eagle-Centre Beacon | Sniper

  • Fire a bullet that temporarily adds the function information technology hits as a lock-on target to the Circle Frame.
  • Usable by: Sniper Rifle.
  • Base cooldown: eighteen seconds

Requirements:

  • LV1: STR 9. Identify a lock-on target circle on an enemy for 15 seconds.
  • LV two: STR 40 / AGI 10 / DEX 18. Place a lock-on target circle on an enemy for 22.5 seconds.
  • LV 3: STR 89 / AGI 25 / DEX 44. Place a lock-on target circle on an enemy for 30 seconds.

Cost:

  • LV1: SP fifteen
  • LV ii: SP 35
  • LV 3: SP 65

Graviton Shot | Destroyer

  • Fires a bullet that creates an attraction field where it lands, drawing enemies to it.
  • Usable by: Gatling Gun, Launcher.
  • Base cooldown: 63 seconds

Requirements:

  • LV1: DEX 40. Attraction field has a base power of 0.1 explosive harm, covers 7.5 meters and lasts 7.five seconds.
  • LV 2: STR 31 / DEX 74. Attraction field has a base power of 0.125 explosive damage, covers 10 meters and lasts 10 seconds.
  • LV 3: STR 57 / DEX 126. Attraction field has a base ability of 0.xv explosive damage, covers 12 meters and lasts 12.5 seconds.

Cost:

  • LV1: SP 30
  • LV two: SP fifty
  • LV 3: SP lxxx

Dash Set on | Destroyer

  • Unleash a body blow in front end of you. Deals more harm at closer range.
  • Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher.
  • Base of operations cooldown: 12 seconds

Requirements:

  • LV1: None. Inflict close-range physical damage of 500, 300 or 100 depending on altitude from foe.
  • LV 2: STR 38 / DEX 15. Inflict close-range concrete damage of 550, 330 or 110 depending on distance from foe.
  • LV three: STR 82 / DEX 41 / LUK 23. Inflict close-range physical impairment of 600, 360 or 120 depending on distance from foe.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Quick Shot | Attack

  • Fire a volley of bullets at a nearby enemy.
  • Usable by: Handgun.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 9. Burn a regular volley of bullets at an enemy.
  • LV two: AGI 46 / DEX 19. Fire a large volley of bullets at an enemy.
  • LV 3: AGI 101 / DEX 44. Fire a significantly large volley of bullets at an enemy.

Price:

  • LV1: SP 15
  • LV two: SP 35
  • LV three: SP 65

Acrobatic Fire | Tank

  • Burn down while dodging left and right.
  • Usable by: Handgun, Submachine Gun.
  • Base of operations cooldown: fourteen seconds

Requirements:

  • LV1: VIT iii / AGI 8. Burn one volley at enemies while dodging left and right.
  • LV 2: VIT xviii / AGI 46. Burn 2 consecutive volleys at enemies while dodging left and correct.
  • LV iii: VIT 44 / AGI 101. Fire three consecutive volleys at enemies while dodging left and right.

Cost:

  • LV1: SP 15
  • LV two: SP 35
  • LV 3: SP 65

Sliding Shot | Assault

  • Shoot while sliding forwards.
  • Usable by: Submachine Gun, Assault Burglarize.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI xi. Inflict close-range concrete damage in front of you with a base power of 350.
  • LV 2:  STR nineteen / AGI 48. Inflict shut-range physical damage in forepart of yous with a base power of 385 and longer slide range.
  • LV 3: STR 45 / AGI 103. Inflict shut-range concrete damage in forepart of you with a base ability of 420 and even longer slide range.

Toll:

  • LV1: SP xv
  • LV ii: SP 35
  • LV three: SP 65

Scatter Bicycle | Attack

  • Fire a shot while jumping.
  • Usable past: Submachine Gun, Assault Rifle.
  • Base cooldown: viii seconds

Requirements:

  • LV1: AGI 17. Inflicts base of operations physical, close-range damage of 100, 200 based on body role hitting and distance to foe.
  • LV ii: AGI 53 / LUK 22. Inflicts base physical, close-range harm of 100, 200 based on torso part hitting and distance to foe. Tin can practice two levels of airborne jump.
  • LV 3: AGI 108 / LUK 48. Inflicts base of operations concrete, close-range damage of 100, 200 based on body function striking and distance to foe. Can do three levels of airborne jump.

Toll:

  • LV1: SP 15
  • LV two: SP 35
  • LV 3: SP 65

Gunstinger | Attack

  • Charge towards the target at loftier speed and unleash a shot if you lot connect.
  • Usable by: Shotgun, Assault Rifle.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: AGI thirty. Finisher does base concrete close-range damage of 200, 350.
  • LV two: STR 27 / AGI 65. Finisher does base physical shut-range harm of 250, 400.
  • LV iii: STR 53 / 118. Finisher does base of operations physical close-range damage of 300, 450.

Cost:

  • LV1: SP 25
  • LV two: SP 45
  • LV 3: SP 75

Picket Manner | Sniper

  • Crouch to heighten attack power, strength, defense, and reload speed. The issue persists while crouching.
  • Usable past: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Launcher, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: STR 5. Attack up xx percent, defense upwards twenty percent, reload speed upwards 25 per centum and recovery up 25 percent while crouched.

Cost:

  • LV1: SP x

Tactical Gyre | Class

  • Reload your bullets while dodging with a forward roll.
  • Usable by: Handgun, Shotgun, Submachine Gun, Attack Rifle, Sniper Burglarize, Launcher, Gun and Sword.
  • Base of operations cooldown: 12 seconds

Requirements:

  • LV1: None.
  • LV two: VIT fifteen / AGI 38. Also attracts enemy attending.
  • LV iii: STR 14 / VIT 23 / AGI 82. Attracts fifty-fifty more enemy attention.

Cost:

  • LV1: SP 0
  • LV 2: SP 30
  • LV 3: SP 60

Taunting Yell | Tank

  • Provoke the enemy into focusing on y'all.
  • Usable by: All weapons.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT 9. Raise caused enemy hate by 500 within a 20-meter radius.
  • LV 2: VIT 52. Raise acquired enemy detest by 625 inside a twenty-meter radius.
  • LV iii: STR 44 / VIT 101. Raise acquired enemy detest by 750 inside a twenty-meter radius.

Toll:

  • LV1: SP 15
  • LV 2: SP 35
  • LV three: SP 65

Shield Matrix | Tank

  • Become unable to motility and impervious to damage. Agree the button to extend the elapsing.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assail Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 18 seconds

Requirements:

  • LV1: VIT nineteen.
  • LV 2: VIT 62. Too recovers HP when extending elapsing by holding button.
  • LV 3: STR 49 / VIT 109. Also recovers HP and triggers big explosion after extending duration.

Cost:

  • LV1: SP twenty
  • LV 2: SP 40
  • LV 3: SP 65

Omnia Vanitas | Assault

  • Perform a high-speed step. Tin can be performed twice in succession.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base of operations cooldown: 6 seconds

Requirements:

  • LV1: AGI 19. Can do ii consecutive steps.
  • LV 2: AGI 62. Tin can do three consecutive steps.
  • LV 3: AGI 121. Can do two consecutive steps. You also go difficult to target afterwards.

Cost:

  • LV1: SP xx
  • LV two: SP xl
  • LV iii: SP 70

Replenish Gadget | Engineer

  • Replenish a minor amount of your gadget's recharge time.
  • Usable by: Handgun, Shotgun, Submachine Gun, Assault Rifle, Sniper Rifle, Gatling Gun, Launcher, Sword, Gun and Sword.
  • Base cooldown: 21 seconds

Requirements:

  • LV1: DEX forty. Gadget recharge time reduced by 50 per centum.
  • LV 2: INT 31 / DEX 74. Gadget recharge time reduced by 75 pct.
  • LV 3: INT 57 / DEX 126. Gadget recharge time reduced by 100 pct.

Cost:

  • LV1: SP 30
  • LV 2: SP 50
  • LV 3: SP fourscore

Sharp Nail | Assail

  • Slash in forepart of you three times in a row.
  • Usable by: Sword, Gun and Sword.
  • Base of operations cooldown: eight seconds

Requirements:

  • LV1: None. Close-range base ability of ane.9, one.3 and 1.vi.
  • LV ii: STR 43. Close-range base power of ii.0, 1.35 and 1.65. Tin be done in mid-air.
  • LV 3: STR 94 / AGI 41. Close-range base of operations power of ii.1, 1.4 and 1.7. Can exist washed mid-air.

Cost:

  • LV1: SP 10
  • LV two: SP xxx
  • LV 3: SP threescore

Vorpal Strike | Assault

  • Charge a target at high speed and thrust your sword forward.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: 12 seconds

Requirements:

  • LV1: AGI 15. Shut-range base power of two.iv (iv.8 with long button press).
  • LV ii: STR 21 / AGI 52. Close-range base of operations power of ii.6 (5.ii with long push button press). Can be done in mid-air.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range base of operations power of two.8 (double attack of 5.six and 8.iv with long push press). Tin can be done in mid-air.

Cost:

  • LV1: SP xv
  • LV 2: SP 35
  • LV 3: SP 65

Star Splash | Assault

  • Charge at an enemy and unleash a flurry of sword thrusts.
  • Usable by: Sword, Gun and Sword.
  • Base cooldown: xviii seconds

Requirements:

  • LV1: AGI 23. Close-range set on with base power of 0.465xa > 2.05. Press square or R2 to do finisher with base of operations power of ane.85.
  • LV 2: STR 24 / AGI 52. Close-range assail with base ability of 0.465xa > 2.255. Press square or R2 to do finisher with base ability of 2.035.
  • LV 3: STR 47 / AGI 93 / DEX 27. Close-range attack with base ability of 0.465xa > 2.4805. Press square or R2 to do finisher with base power of 2.2385.

Cost:

  • LV1: SP xx
  • LV 2: SP xl
  • LV iii: SP seventy

Horizontal Square | Set on

  • Slash the target four times in a row, and so unleash a shockwave that sweeps a big expanse.
  • Usable past: Sword, Gun and Sword.
  • Base cooldown: 16 seconds

Requirements:

  • LV1: AGI 30. 4 shut-range slashes with base power of 0.9, 0.99, ane.08 and ane.35, followed by one hitting with a base power of ii.88 that covers a broad area.
  • LV 2: STR 27 / AGI 65. 4 close-range slashes with base power of 0.ix, 0.99, 1.08 and one.35, followed past ii hits with a base ability of 1.vi and 1.75 that covers a wide area.
  • LV 3: STR 53 / AGI 118. 4 close-range slashes with base power of 0.nine, 0.99, one.08 and 1.35, followed by three hits with a base power of 1.2, 1.275 and 1.325 that covers a wide expanse.

Cost:

  • LV1: SP 25
  • LV 2: SP 45
  • LV 3: SP 75

Dual Orbital | Assault

  • Launch a spinning charge at the target and perform a sweeping slash.
  • Usable past: Gun and Sword.
  • Base of operations cooldown:xviii seconds

Requirements:

  • LV1: STR fourteen / AGI 35. Base power of 4.i.
  • LV ii: STR 31 / AGI 74. Base ability of 4.iv. Tin be done mid-air.
  • LV three: STR 57 / AGI 111 / DEX 33. Base ability of 4.seven. Hits twice in mid-air with base power of ii.35 and four.7.

Cost:

  • LV1: SP 30
  • LV two: SP 50
  • LV 3: SP 80

Sword Barrier | Assault

  • Allows you lot to utilise your sword to repel bullets in front end of yous.
  • Usable by: Sword, Gun and Sword.
  • Base of operations cooldown: 15 seconds

Requirements:

  • LV1: None. Lasts for 30 seconds.
  • LV 2: STR 20 / AGI 50. Lasts for 45 seconds.
  • LV iii: STR 46 / AGI 104. Lasts for 60 seconds.

Price:

  • LV1: SP 10
  • LV 2: SP xxx
  • LV 3: SP 60

Phantom Bullet | Sniper

  • Inflict suppression status on opponents marked by Bullet Line for 20 seconds.
  • Usable by: Sniper Burglarize, Gatling Gun.
  • Base cooldown: 45 seconds

Requirements:

  • LV1: None. Inflict low suppression status for 20 seconds.
  • LV 2: STR 65 / DEX 27. Inflict medium suppression status for 20 seconds.
  • LV 3: STR 118 / DEX 53. Inflict loftier suppression status 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 assail.
  • Usable by: All weapons.
  • Base 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 channel.

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Source: https://www.rgj.com/story/life/2018/03/08/all-sword-art-online-fatal-bullet-skills-skill-levels-stat-requirements-technobubble/408536002/