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; each use costs an attack's energy, and your next action comes in 5 s, not the 20 s of an attack. Second Chance works on its own: armed from the start of the war, it holds up to 2 hits that would take you down (see Skills). Pick both skills before the war starts: once the war is active and you're in it, you can't swap skills.
During the war, the Boss and the Capos can mark the attack order (1, 2, 3…) and who gets the Flashbang; marked targets show up at the top of the list for whoever attacks. After the end, the detailed log (Gang → Wars) shows each skill used, the HP each poison took and who went down to poison.
🛡 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 45 HP on you or on an ally who's still in the war, 3 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 83 and a crit 124. 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 attack and each heal takes 20 s, and a skill, 5 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.
