Shotguns are Ranged Weapon in which are under the Mechanical Artillery type.


General Edit

Shotgun are generally heavy and takes quite some time to reload. Their latency is short-average while range is medium. Shotguns can be used in melee combat effectively. Unlike other Mechanical Artillery weapons, to switch between Ranged mode and Melee mode with Shotguns are almost seamless, one could even Counterattack with it with proper timing.

Special MoveEdit

Using Shotguns, one can perform various special moves with great extend and versatility. Shotguns have moves like:

Percussive ShotsEdit

Shoots 8 bullets consecutively three times. Low handling, lower handling with consecutiveness.

Disperse ShotsEdit

Shoots 8 bullets in a spray-like fashion. Decreased range, yet varied by the type of bullets used.

Fan ShotsEdit

Swing and shoot horizontally to deal multiple blast at the shotgun's muzzle. Melee range, knock back foes.

Recoil ShotEdit

Charge shotgun, shoots and then dodge roll/cartwheel/sommersault away from target.

Ricochet ShotEdit

Shoots a ricocheting bullet that ricochets at any hard surfaces. Using the Artillery RC, the ricocheting bullet always finds a foe to hit.

Permeability Shot(s)Edit

Shoots one or multiple bullets that penetrates a living object. Aether, Spatial or Blood property.

Elemental ShotsEdit

Shoots a elemental bullet. Available elemental shots for shotguns are:

  • Searing Stone (Fire)
  • Cold Icicle (Ice)
  • Charged Marble (Lightning)
  • Hard Rock (Earth)
  • Cascade Peeble (Water)
  • Silver Bullet (Holy)
  • Sanguined Shell (Blood)

Shortbows can be drawn out without interruptions, it has considerably shorter Latency but have the shortest attack range due to the low maximum force that can be put into it. Shortbows use Short Arrows for ammunition for their lightweight and compatibility with them. Due to that, using Shortbows during battles can be heavily affected by wind-pattern factor. Shortbows have the second shortest Latency of 1.2 second, only to be bested by Crossguns and Handguns.

Shortbow's attack power is calculated based solely on it's base Attack Power and Bolts's Attack Power. The damage goes against the target's Defense. It's final damage is then heavily affected by wind-patterns. If the the wind patterns works for the velocity for the arrows, and/or vice versa.

Dmg = (Atk * Foc - Def) * (1 + Atk * [Lv+SArrowAtk]/331) * Def


Wands have three sub-types. They are Constant, Charge and Loader.


Constant-Wands will always releases the same amount of damage. They are relatively weaker than the other two. All Constants uses the general Wands damage calculation. Their specialty is that, the Focus calculation is ignored by 3 grades. The minimum Focus while using Constant-Wands is B, and cannot be any lower as long as the user equip Constant-type Wands. Constant-Wands has the best homing capability amongst the three types. Their attacks always chase the target, that is, until the magickal projectile runs out of energy.

Name Image Attack Effect LP Additional Info
Wand 2 50

Star projectiles

Lotus Scepter 4 65

'Dust' projectiles

Novae-elemental damage

Fairy Wand 8 5% Confuse on hit 65

Star projectiles

Celestial-elemental damage

Magician's Wand 8 75

Flare projectiles

Fire-elemental damage

Balance Rod 11 80

Star-Orb projectiles

Increase Spatial, Dimensional and Temporal-elemental damage dealt by 20% on equip

Empyrean Wand 15 Lower the target's Resilience 90

Star projectiles

Holy-elemental damage

Wing Flex 16 Lower the target's Dexterity 95

Feathery-tornado projectiles

Wind-elemental damage

Deals 20% additional damage against Flying units 

Emperor's Scepter 17 20% Stagger on hit 100 

'Dust' projectiles

Deals full damage against Melee units

Spirit Warder 20

55% Flinch on hit

(80% on Blood and Aether-type enemies)


Orb-ghastly projectiles

Aether-elemental damage

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.

Name Image Attack Effect LP Additional Info
Shocker 3 50 Plasma-bolt projectiles
Vinus Wrap 4 15% Flinch on hit 35 Amazon-elemental damage
Cable Wiyr 5 50
Ivy Whip 7 10% Irritation on hit 55 Amazon-elemental damage
Chained Whip 8 55
Stinger Coil 11 10% Poison on hit 70
Fernroll 12 Lower the target's Focus 70 Amazon-elemental damage
Silvertongue 15 80

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.

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