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Quick facts:Special Abilities
Special Abilities are unique, high-impact combat skills tied to each Weapon in 33 Immortals. Unlike basic or Charge Attacks, Special Abilities provide tactical utility, area control, damage bursts, or team support. They consume a portion (or all) of the weapon’s designated Ability Meter and often define the identity and strength of each build.
Overview[edit | edit source]
Every weapon in the game features one Special Ability. These are manually triggered actions that serve as the centerpiece of that weapon’s kit. Some provide invulnerability frames, others apply Status Effects, and many influence battlefield positioning or create openings for Co-op Powers.
General Traits[edit | edit source]
- Activated by pressing the Special Ability button
- Consumes energy from the weapon’s unique Ability Meter
- May have a short cooldown or animation delay
- Effectiveness can scale with specific Stats like Empathy or Attack
- Enhanced further by Weapon Mastery traits and certain Relics
Weapon-Specific Examples[edit | edit source]
Sword of Justice – Guard[edit | edit source]
- Consumes Justice per second
- Grants full damage immunity while held
- Counterattacks with Gavel Bash if struck while guarding
- Excellent for tanks and frontline disruptors
Daggers of Greed – Takedown[edit | edit source]
- Performs a lunging slash
- Consumes all Greed on hit
- Increases damage and Stagger Buildup based on Greed consumed
- Grants invulnerability during the dash
Bow of Hope – Guiding Light[edit | edit source]
- Recalls all lingering arrows and damages enemies in their path
- Heavy arrows do not apply stun on return
- Movement is slowed while channeling the ability
- Scales well with arrow count and AoE builds
Staff of Sloth – Torpor[edit | edit source]
- Slows enemies within a large area
- Consumes all Sloth energy
- Area increases when ability is charged
- Supports control builds and synergizes with Super Slow Co-op Powers
Strategy[edit | edit source]
- Time Special Abilities to interrupt enemy phases or clear elite mobs
- Combine with Relics that enhance ability effects or reduce energy cost
- Save Special Abilities for boss vulnerability windows or team revive setups
- Pair abilities with your role — support, damage, or control
Cooldowns & Limitations[edit | edit source]
- Most Special Abilities enter a 2-second cooldown after activation
- Improper use can leave players vulnerable during cast animations
- Requires management of energy via the weapon’s Ability Meter
Summary[edit | edit source]
Special Abilities are the signature moves of every weapon in *33 Immortals*. They turn moments of danger into opportunity, offering divine-scale power when used with timing and strategy. Master yours — because in a world ruled by gods, your ability is your answer.