Hand Bombs are Ranged Weapons under the Thrown sub-category.
Hand Bombs are, as the name implies, are incendiary weapons meant to be thrown from a distance to inflict damage through the detonation and explosion they create upon impact. Hand Bombs only explodes upon contact with the ground or a unit. Each Hand Bombs thrown cause similar radius of explosion. Enemies that are closer towards the center of the explosion is prone to higher damage as well as further Knockback.
When used to deal explosion by hitting them directly upon a unit, the radius of the explosion differs with differing parts of the unit. For example, hitting a Hand Bomb on a Singoleon's head(which is its weak part), will cause a larger explosion from normal. A larger explosion may also inflicts more damage upon an enemy as they hit multiple parts of their body. Hand Bombs are, thrown in a lobbed fashion, thus elevations affects its range significantly. Hand Bombs typically have shorter Base Range than other Thrown Weapons due to their weight.
Hands Bombs are powerful, useful and tactical weapons, but has very limited number of use. Hands Bombs are only auxiliary weapons, meant to accompany other weapons, mainly firearms. All Hand Bombs have a wide damage radius and are thrown in a lobbed fashion. They have rather poor range, as elevation may greatly affect it.
Hand Bombs have many types, like Burst, Napalm, Nail, Smokes, Stun and even EMP.
Hand Bombs can also be use as shells for Hand-Cannons, with this Hand Bombs can reach farther areas and even higher grounds.
|Fairy Wand||8||5% Confuse on hit||65||
Increase Spatial, Dimensional and Temporal-elemental damage dealt by 20% on equip
|Empyrean Wand||15||Lower the target's Resilience||90||
|Wing Flex||16||Lower the target's Dexterity||95||
Deals 20% additional damage against Flying units
|Emperor's Scepter||17||20% Stagger on hit||100||
Deals full damage against Melee units
55% Flinch on hit
(80% on Blood and Aether-type enemies)
Guarantees Drop when used to kill a Blood-type enemy
Charge-Wands are generally the strongest Wand-type there is. They does not release any energy when swung. The must be charged so that the energy can be emitted. Upon stopping on the charge-up, the energy will be shoot. The velocity and power of the energy is greater based on how long the charge-up is. Charge-Wands homing capability is based on how great the projectile's velocity is. The greater the velocity, the weaker would its homing capability would be.
|Vinus Wrap||4||15% Flinch on hit||35||Amazon-elemental damage|
|Ivy Whip||7||10% Irritation on hit||55||Amazon-elemental damage|
|Stinger Coil||11||10% Poison on hit||70|
|Fernroll||12||Lower the target's Focus||70||Amazon-elemental damage|
Increases 10% chance to obtain loot
Increases Gil obtain by 50% while increasing their minimum amount by 50% average
|Ahriman's Tongue||17||20% Flinch on hit||75||Increases 15 Dexterity on equip|
|Executioneer's Whip||19||50% Downed on hit (No effect on Undeads)||80||Dark-elemental damage|
|Chimera Tail||23||30% Venom on hit||90||Increases 10 Dexterity on equip|
|Orochi Heads||20||40% Venom on hit (No effect on Yamis)||100||Barage Damage|
Loaders are capable of releasing out energy in either a machinegun-like shots or simultaneous spew of projectiles like shotguns. When aiming, the player can either push the attack button repetitively for the machinegun shooting, or charge-up the Wand for shotgun shooting. All Loader-Wands have different numbers of orbs. Each orbs takes approximately 2.5 seconds to reload its energy. Loader-Wands have the weakest homing capability amongst the three types.