War loadout: the specializations
In a war everyone brings 3 items: only weapons, or two weapons and one support tool (Ballistic Shield, Field Med Kit or Flashbang), never two. The Widow has its own rule: only blades and fists fit next to it, no other firearm and no tool. With nothing in hand you attack unarmed. The tool (The Widow, or the weapons-only loadout) is what sets your specialization, and its icon shows up next to your name on both lists: the enemy knows your role, and you know everyone's on their side. War attacks don't follow the level rule or the 2 h same-target interval.
Under the kit sits the row of the two skills you equipped: 2 uses of each per war, and each use spends an attack (see Training). Pick both skills before the war starts: once the war is active and you're in it, you can't swap skills.
🛡 Tank
Needs: Ballistic Shield + two weapons.
Takes the heat. The next 3 hits that land on you only deal 50% of the damage, crit included; on an ally, the shield holds 2 hits. Each person has one shield up at a time. A hit that misses doesn't use up the shield, and the enemy's chance to hit doesn't change. 2 times per war, for whoever raises it. A shotgun that lands breaks the whole shield.
✚ Healer
Needs: Field Med Kit + two weapons.
Keeps the crew on its feet. Heals 30 HP on you or on an ally who's still in the war, 2 times per war. Each heal uses up your action (same interval and same energy as an attack): it's one attack less.
💥 Support
Needs: Flashbang + two weapons.
Targets one enemy. They're stunned for 45 s, can't attack or use a tool, and then they're immune to another Flashbang for 180 s. 2 times per war. Because of the immunity, the second one only catches the same enemy once the immunity is over; on a different enemy, it works right away.
🎯 Sniper
Needs: The Widow + two blades or fists.
The Widow hits ×1.8 and adds +25% crit chance to her shots (with the BIS, 60% of the shots that land are crits). It has 6 shots per war; with the BIS a shot does 80 and a crit 120. It takes no tool.
🔫 Shooter
Needs: three weapons, no tool.
Whoever carries The Widow is the sniper.
Which weapon to bring
The game asks for just 3 items; the math compares a firearm, a melee weapon and the tool (the calculation's choice, not a game rule). First place is the same across the three roles with a tool, and in the cases measured (10, 20 and 30 attacks; 400 and 600 HP targets) the kit doesn't change. Since not everyone has the reds, there are two examples, the BIS one and the no-Godfather-item one:
- With the BIS: My Little Friend (5 shots × 1.90) + The Enforcer's Hands or The Commission Rings (no limit × 1.35) + the tool.
- No Godfather item, The Widow aside: AK-47 (5 shots × 1.80) + The Bodyguard's Gloves or Titanium War-Knuckles (no limit × 1.25) + the tool.
- Sniper: The Widow (6 shots × 1.80) + The Enforcer's Hands or The Commission Rings (×1.35) or, without them, The Bodyguard's Gloves or Titanium War-Knuckles (×1.25).
In the math, shots go first, the highest factor first, then the best melee weapon, and a missed shot also spends ammo. What the tool is worth (hits absorbed, HP healed, enemy frozen) isn't counted there, and the Calculator doesn't measure it either: it simulates the 1v1 Corner duel, without a tool. The 5 best firearms are within 5% of each other (50.8 to 48.1 over 30 attacks); The Widow with Gloves or Titanium comes out 5.4% below The Widow with Hands or Rings (49.3 against 52.1).
Loadout weapons
In a war each action (attack, heal, skill) takes 20 s; the pistol draws in 13 s in war. Firearms run out; melee never does.
| Weapon | Damage | Shots per war | Rule |
|---|---|---|---|
| My Little Friend | 1.90× | 5 | Burst |
| AK-47 | 1.80× | 5 | Burst |
| The Widow | 1.80× | 6 | +25% crit |
| Sawed-Off Shotgun | 1.70× | 4 | Shotgun |
| .50 Desert Eagle | 1.50× | 8 | Pistol |
| Golden Glock | 1.40× | 8 | Pistol |
| .38 Pistol (Trezoitao) | 1.30× | 8 | Pistol |
| Silenced Pistol | 1.30× | 8 | Pistol |
Burst: 2 rolls, each with half the hit; 1 miss = half counter, 2 misses = full counter.
Melee: ×1.35 (The Enforcer's Hands, The Commission Rings), ×1.25 (Titanium War-Knuckles, The Bodyguard's Gloves), ×1.20 (Karambit Claw) and ×1.10 to ×1.15 for the rest.
The Serrated Machete (×1.10) wounds: whoever takes the hit can't be healed by the Field Med Kit for 180 s. The effect only matters against someone carrying a Field Med Kit.