steel storm
steel storm · 钢铁风暴
Legendary
A global system: its stats apply regardless of what you have equipped (like relics), but it's a weapon with its own fittings.
Firepower pours in, tearing apart the enemy formation
3D model
Loading 3D model…
Skill
Every 45s, Iron Storm locks onto the enemy posing the greatest threat to the hero and continuously bombards it, firing a total of 30 missiles. When the hero's current Energy is above 70%, powerful elemental missiles are launched. An enemy hit by all six types of elemental missiles triggers [Elemental Disorder] (dealing damage equal to 3% of Max HP, capped at 100000x the hero's ATK). The hero can absorb the energy generated by [Elemental Disorder] to gain [Elemental Burst] (All Elemental DMG +5%, up to 10 stacks, lasting 5s).
Activation stats
Base ATK
3 000
ATK Bonus
2%
Maximized All DMG Amplify
0.2%
Star ranks
1★
- Base ATK: 3 000
- ATK Bonus: 0.8%
- Maximized All DMG Amplify: 0.4%
Elemental missiles can be triggered when Energy is above 30%. Smoke missiles generate smoke that prevents enemies inside it from firing bullets.
2★
- Base ATK: 6 000
- ATK Bonus: 1.2%
- Maximized All DMG Amplify: 0.6%
At the end of the bombardment, one additional missile is launched, causing a larger explosion that deals damage.
3★
- Base ATK: 9 000
- ATK Bonus: 1.8%
- Maximized All DMG Amplify: 0.8%
For every 300 Energy the hero consumes, store 1 missile for the next missile launch.
4★
- Base ATK: 12 000
- ATK Bonus: 2.4%
- Maximized All DMG Amplify: 1%
The [All Elemental DMG] provided by each stack of [Elemental Burst] is increased by 5%.
5★
- Base ATK: 18 000
- ATK Bonus: 3.5%
- Maximized All DMG Amplify: 1.5%
Each launch has a 15% chance to additionally bombard 5 targets around the hero. Immediately triggers one bombardment when a Boss appears.
Level
1 → 501
Fittings
4 fitting types (muzzle / sight / grip / magazine); each rarity raises the bonus.
Twin artillery group·Storm
CommonUncommonEpicLegendaryAbsolute
Fire control sight·Storm
CommonUncommonEpicLegendaryAbsolute
Stable Base·Storm
CommonUncommonEpicLegendaryAbsolute
Heavy magazine·Storm
CommonUncommonEpicLegendaryAbsolute
Refinement
4 sockets; each upgrades over 5 levels.
Socket 1
- ATK Bonus2%
- Maximized All DMG Amplify0.5%
- Maximized All DMG Amplify0.5%
- Maximized All DMG Amplify0.5%
- Maximized All DMG Amplify0.5%
Socket 2
- ATK Bonus1%
- Bullet DMG Amplify0.5%
- Fire DMG Amplify0.5%
- Maximized Lightning DMG Amplify0.5%
- Maximized Lightning DMG Amplify0.5%
Socket 3
- ATK Bonus1%
- Bullet DMG Amplify0.5%
- Freeze DMG Amplify0.5%
- Maximized Light DMG Amplify0.5%
- Maximized Dark DMG Amplify0.5%
Socket 4
- ATK Bonus1%
- Bullet DMG Amplify0.5%
- Wind DMG Amplify0.5%
- Bullet DMG Amplify0.5%
- Wind DMG Amplify0.5%
Modification pool
Random bonuses rolled into fitting slots, by rarity.
Common · 70
- Bullet damage dealt by this weapon increases to 1000%
- Bullet damage dealt by this weapon increases to 1200%
- This weapon additionally deals 800% Bullet Damage in a larger area when firing
- This weapon additionally deals 1000% Bullet Damage in a larger area when firing
- This weapon additionally deals Bullet Damage equal to 0.2% of target Max HP when firing (capped at 20000% Attack)
- This weapon additionally deals Bullet Damage equal to 0.3% of target Max HP when firing (capped at 20000% Attack)
- Every 20 [Headshots] trigger 6 Lightning Strikes
- Every 17 [Headshots] trigger 8 Lightning Strikes
- Every 20 [Headshots] trigger 1 Fire Meteors
- Every 17 [Headshots] trigger 2 Fire Meteors
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 5 stacks
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 8 stacks
- Every 50 [Headshots], gain +1 Pierce for 5s
- Every 40 [Headshots], gain +1 Pierce for 6s
- Every 50 [Headshots], gain +1 Projectile Count for 5s
- Every 40 [Headshots], gain +1 Projectile Count for 6s
- Upon reaching 100 [Headshots] for the first time this match, gain Bullet Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Fire Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Ice Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Lightning Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Light Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Dark Amplification +5% (this effect cannot stack)
- Upon reaching 100 [Headshots] for the first time this match, gain Wind Amplification +5% (this effect cannot stack)
- Every 30 reloads, gain +10% Bullet Damage for 1s
- Every 30 reloads, gain +10% Fire Damage for 1s
- Every 30 reloads, gain +10% Ice Damage for 1s
- Every 30 reloads, gain +10% Lightning Damage for 1s
- Every 30 reloads, temporarily gain Light Damage +10% for 1s
- Every 30 reloads, temporarily gain Dark Damage +10% for 1s
- Every 30 reloads, temporarily gain Wind Damage +10% for 1s
- Every 25 reloads, gain +10% Bullet Damage for 1.5s
- Every 25 reloads, gain +10% Fire Damage for 1.5s
- Every 25 reloads, gain +10% Ice Damage for 1.5s
- Every 25 reloads, gain +10% Lightning Damage for 1.5s
- Every 25 reloads, temporarily gain Light Damage +10% for 1.5s
- Every 25 reloads, temporarily gain Dark Damage +10% for 1.5s
- Every 25 reloads, temporarily gain Wind Damage +10% for 1.5s
- Every 150 shots fired, temporarily gain Bullet Damage +10% for 1s
- Every 150 shots fired, temporarily gain Fire Damage +10% for 1s
- Every 150 shots fired, temporarily gain Ice Damage +10% for 1s
- Every 150 shots fired, temporarily gain Lightning Damage +10% for 1s
- Every 150 shots fired, temporarily gain Light Damage +10% for 1s
- Every 150 shots fired, temporarily gain Dark Damage +10% for 1s
- Every 150 shots fired, temporarily gain Wind Damage +10% for 1s
- Every 120 shots fired, temporarily gain Bullet Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Fire Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Ice Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Lightning Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Light Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Dark Damage +10% for 1.2s
- Every 120 shots fired, temporarily gain Wind Damage +10% for 1.2s
- Each time you take damage, Critical Damage +10 for 5s. Cannot stack.
- Each time you take damage, Critical Damage +14 for 5s. Cannot stack.
- Each time you take damage, Fatal Damage +40 for 6s. Cannot stack.
- Each time you take damage, Fatal Damage +50 for 6s. Cannot stack.
- Upon reaching 100 [Headshots] for the first time this match, gain Fire Amplification +0.05% (this effect cannot stack)
- DMG boost gained from absorbing souls increased to 3.50% per stack, up to 10 stacks.
- Max HP reduction from reaping souls increased to -7.00%.
- After absorbing 60 soul(s), instantly summon 8 [Lightning] strike(s).
- After absorbing 40 soul(s), instantly summon 16 [Lightning] strike(s).
- After absorbing 50 soul(s), [Curse] nearby enemies with 10x DMG.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Bullet DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Fire DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Freeze DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Lightning DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Light DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Dark DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Wind DMG Amplify +6.00%.
- Reaper's Gift: Each time the Reaper appears, grants the player Extra ATK +6.00% for 8s.
- Reaper's Gift: Each time the Reaper appears, grants the player Maximized All DMG Amplify +5.00% for 8s.
Elite · 66
- Bullet damage dealt by this weapon increases to 1500%
- Bullet damage dealt by this weapon increases to 2000%
- Bullet damage dealt by this weapon increases to 2500%
- This weapon additionally deals 1200% Bullet Damage in a larger area when firing
- This weapon additionally deals 1500% Bullet Damage in a larger area when firing
- This weapon additionally deals 1800% Bullet Damage in a larger area when firing
- This weapon additionally deals Bullet Damage equal to 0.4% of target Max HP when firing (capped at 20000% Attack)
- This weapon additionally deals Bullet Damage equal to 0.4% of target Max HP when firing (capped at 40000% Attack)
- This weapon additionally deals Bullet Damage equal to 0.5% of target Max HP when firing (capped at 40000% Attack)
- Each shot from this weapon applies 6% Bullet Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Fire Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Ice Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Lightning Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Light Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Dark Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% Wind Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 6% All-Type Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Bullet Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Fire Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Ice Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Lightning Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Light Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Dark Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% Wind Vulnerability to the target, up to 3 stacks per target
- Each shot from this weapon applies 8% All-Type Vulnerability to the target, up to 3 stacks per target
- Every 13 [Headshots] trigger 8 Lightning Strikes
- Every 12 [Headshots] trigger 10 Lightning Strikes
- Every 10 [Headshots] trigger 11 Lightning Strikes
- Every 13 [Headshots] trigger 2 Fire Meteors
- Every 12 [Headshots] trigger 2 Fire Meteors
- Every 10 [Headshots] trigger 3 Fire Meteors
- Upon reaching 200 [Headshots] for the first time, permanently gain 2% additional Attack
- Upon reaching 180 [Headshots] for the first time, permanently gain 3% additional Attack
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 10 stacks
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 12 stacks
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 16 stacks
- Every 10 [Headshots], gain +0.1% Critical Rate this match, up to 20 stacks
- Every 38 [Headshots], gain +1 Pierce for 7s
- Every 36 [Headshots], gain +1 Pierce for 8s
- Every 34 [Headshots], gain +1 Pierce for 9s
- Every 32 [Headshots], gain +1 Pierce for 10s
- Every 38 [Headshots], gain +1 Projectile Count for 7s
- Every 36 [Headshots], gain +1 Projectile Count for 8s
- Every 34 [Headshots], gain +1 Projectile Count for 9s
- Every 32 [Headshots], gain +1 Projectile Count for 10s
- Upon reaching 100 [Headshots] for the first time this match, gain All-Type Amplification +5% (this effect cannot stack)
- Every 25 reloads, gain +10% Bullet Damage for 2s
- Every 25 reloads, gain +10% Fire Damage for 2s
- Every 25 reloads, gain +10% Ice Damage for 2s
- Every 25 reloads, gain +10% Lightning Damage for 2s
- Every 25 reloads, temporarily gain Light Damage +10% for 2s
- Every 25 reloads, temporarily gain Dark Damage +10% for 2s
- Every 25 reloads, temporarily gain Wind Damage +10% for 2s
- Every 100 shots fired, temporarily gain Bullet Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Fire Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Ice Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Lightning Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Light Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Dark Damage +10% for 1.5s
- Every 100 shots fired, temporarily gain Wind Damage +10% for 1.5s
- After absorbing 100 soul(s), Lethal Chance +2.00%.
- Cooldown changed to 18s.
- Reaper's Gift: When the Reaper first appears, grants the player Deft Hands +4.00% for 180s.
- Reaper's Gift: When the Reaper first appears, grants the player Combo +4.00% for 180s.
- Reaper's Gift: When the Reaper first appears, grants the player Echo +4.00% for 180s.
- Launch 2 additional missiles during missile launch
Superior · 35
- Bullet damage dealt by this weapon increases to 2800%
- This weapon additionally deals 2000% Bullet Damage in a larger area when firing
- This weapon additionally deals Bullet Damage equal to 0.6% of target Max HP when firing (capped at 40000% Attack)
- Each shot from this weapon applies 10% Bullet Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Fire Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Ice Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Lightning Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Light Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Dark Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% Wind Vulnerability to the target, up to 4 stacks per target
- Each shot from this weapon applies 10% All-Type Vulnerability to the target, up to 4 stacks per target
- Every 9 [Headshots] trigger 12 Lightning Strikes
- Every 7 [Headshots] trigger 13 Lightning Strikes
- Every 9 [Headshots] trigger 3 Fire Meteors
- Every 7 [Headshots] trigger 4 Fire Meteors
- Upon reaching 160 [Headshots] for the first time, permanently gain 4% additional Attack
- Upon reaching 140 [Headshots] for the first time, permanently gain 5% additional Attack
- Upon reaching 140 [Headshots] for the first time, permanently gain 6% additional Attack
- Upon reaching 140 [Headshots] for the first time, permanently gain 8% additional Attack
- Upon reaching 100 [Headshots] for the first time, permanently gain 10% additional Attack
- Every 10 [Headshots], gain +0.2% Critical Rate this match, up to 20 stacks
- Every 30 [Headshots], gain +1 Pierce for 10s
- Every 30 [Headshots], gain +1 Projectile Count for 10s
- Each time you take damage, Critical Damage +18 for 5s. Cannot stack.
- Each time you take damage, Critical Damage +20 for 5s. Cannot stack.
- Each time you take damage, Fatal Damage +60 for 6s. Cannot stack.
- Each time you take damage, Fatal Damage +70 for 6s. Cannot stack.
- Summon 2 Ice Arrows for every 1000 Energy consumed
- Summon 1 Fire Meteors for every 1000 Energy consumed
- Summon 1 Death Cyclones for every 1000 Energy consumed
- Gain 3.00% Crit DMG for 5s for every 300 Energy consumed
- Gain 8.00% Lethal DMG for 5s for every 300 Energy consumed
- Gain 30.00% Bullet DMG for 5s for every 300 Energy consumed
- Gain 6.00% Reload SPD for 3s for every 200 Energy consumed
- Gain 6.00% Fire Rate for 3s for every 200 Energy consumed
Legendary · 20
- Hitting a Boss with this weapon increases its Vulnerability by 0.1%, stackable up to 10 times
- Hitting a Boss with this weapon increases its Vulnerability by 0.12%, stackable up to 10 times
- Every 40 [Headshots] deal 1000% Bullet Damage to enemies in a large area around the Hero
- Every 32 [Headshots] deal 1000% Bullet Damage to enemies in a large area around the Hero
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 2 stacks
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 4 stacks
- Every 30 [Headshots], gain Bullet Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Fire Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Ice Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Lightning Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Light Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Dark Amplification +1% this match, up to 10 stacks
- Every 30 [Headshots], gain Wind Amplification +1% this match, up to 10 stacks
- After the massive explosion ends, launch 2 additional physical missiles in all directions
- After the massive explosion ends, launch 2 additional fire missiles in all directions
- After the massive explosion ends, launch 2 additional frost missiles in all directions
- After the massive explosion ends, launch 2 additional lightning missiles in all directions
- After the massive explosion ends, launch 2 additional light missiles in all directions
- After the massive explosion ends, launch 2 additional smoke missiles in all directions
- After the massive explosion ends, launch 2 additional hurricane missiles in all directions
Epic · 21
- Hitting a Boss with this weapon increases its Vulnerability by 0.15%, stackable up to 10 times
- Hitting a Boss with this weapon increases its Vulnerability by 0.18%, stackable up to 10 times
- Every 28 [Headshots] deal 1200% Bullet Damage to enemies in a large area around the Hero
- Every 20 [Headshots] deal 1200% Bullet Damage to enemies in a large area around the Hero
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 6 stacks
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 8 stacks
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 10 stacks
- Every 10 [Headshots], gain +0.1% Fatal Rate this match, up to 12 stacks
- Every 10 [Headshots], gain +0.15% Fatal Rate this match, up to 12 stacks
- Each time you take damage, Critical Damage +22 for 5s. Cannot stack.
- Each time you take damage, Fatal Damage +80 for 7s. Cannot stack.
- DMG boost gained from absorbing souls increased to 5.00% per stack, up to 10 stacks.
- When the Reaper dashes forward with [Reap the Harvest], become invincible for 2s.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, All DMG Amplify +6.00%.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Crit DMG +30.00%, up to 5 stacks.
- Every 800 time(s) you apply an effect that reduces an enemy's max HP, Lethal DMG +80.00%, up to 5 stacks.
- Gain 6.00% Crit DMG for 5s for every 300 Energy consumed
- Gain 16.00% Lethal DMG for 5s for every 300 Energy consumed
- Gain 60.00% Bullet DMG for 5s for every 300 Energy consumed
- Gain 4.00% Combo for 3s for every 500 Energy consumed
- Gain 4.00% Echo for 3s for every 500 Energy consumed
Mythic · 22
- Bullet damage dealt by this weapon increases to 4000%
- This weapon additionally deals 2000% Bullet Damage in a larger area when firing and inflicts Freeze
- This weapon additionally deals Bullet Damage equal to 1% of target Max HP when firing (capped at 40000% Attack)
- Hitting a Boss with this weapon increases its Vulnerability by 0.2%, stackable up to 10 times
- Hitting a Boss with this weapon increases its Vulnerability by 0.2%, stackable up to 20 times
- Hitting a Boss with this weapon increases its Vulnerability by 0.25%, stackable up to 20 times
- Hitting a Boss with this weapon increases its Vulnerability by 0.3%, stackable up to 20 times
- Every 20 [Headshots] deal 1200% Ice Damage to enemies in a large area around the Hero and inflict Freeze
- Every 20 [Headshots] deal 1500% Ice Damage to enemies in a large area around the Hero and inflict Freeze
- Every 20 [Headshots] deal 2000% Ice Damage to enemies in a large area around the Hero and inflict Freeze
- Every 29 [Headshots], gain +2 Pierce for 10s
- Every 25 [Headshots], gain +2 Pierce for 11s
- Every 29 [Headshots], gain +1 Projectile Count for 10s
- Every 25 [Headshots], gain +2 Projectile Count for 11s
- Every 14 [Headshots], gain +8% Combo for 5s
- Every 14 [Headshots], gain +8% Echo for 5s
- Every 14 [Headshots], gain +8% Deft Hands for 5s
- Every 30 [Headshots], gain All-Type Amplification +1% this match, up to 10 stacks
- Each time you take damage, Critical Damage +25 for 5s. Cannot stack.
- Each time you take damage, Fatal Damage +100 for 7s. Cannot stack.
- Cooldown changed to 12s.
- Launch 8 additional missiles during missile launch
Slots
Slot 1
Slot 2
Slot 3LockedStay Tuned