Pistol

Whenever you activate most Pistol abilities your chambers roll to a new combination. If the combination’s colors match, your chambers will lock into this combination for 3 seconds and you will deal additional damage when your Pistol abilities hit. At the start of any combat you will always automatically roll a white match. The bonus damage for a blue match is higher than that of a white match, and the bonus damage of red match is higher than that of a blue match. All Pistol damage bonuses are based on your Combat Power.

The bonus damage that you deal while matched is not dependent on the barrels being locked, and the damage bonus granted by the chambers matching applies for the entire duration of an ability cast. This means that if your lock is about to end, you can cast an ability with a noteworthy channel time to continue benefiting from a match’s damage bonus even when the lock is not present.

When combat ends your chambers will reset to a white match.

Thirteen of the 21 Pistol Passive abilities each modify one Pistol active ability, but none modify more than one, and no Pistol active ability is modified by more than one Passive.



=Troubleshooting=

Hair Trigger
Zero energy. Target. "Snap a quick shot at your target with your pistol, dealing 9 physical damage. "

Controlled Shooting
Three energy. Target chain. "Jumps up to 8 metres 5 times, hitting up to 6 enemies. Fire your shot at your target in such a way that it rolls through them and nearby enemies. Affected targets are dealt 10 physical damage. "

Flourish
Zero energy. Self. "Spin your pistols and ready yourself for action, allowing you to recover 4 Pistol Energy and cleanse yourself of 1 detrimental effect. "

Unload
Channelled target. "Every 0.5 seconds for 2.5 seconds. Empty the clips of both of your pistols into your target, dealing 8 physical damage per hit. "

All In
Four energy. Channelled target/area of effect. "Every 0.3 seconds for 3 seconds. Unleash an all-out hail of fire at your target. "
 * First 3 hits: 4 physical damage.
 * Next 3 hits: 5 physical damage.
 * Next 3 hits: 6 physical damage in a 5 metre area around the target.
 * Final hit: 15 physical damage.

=Gunplay=

Full House
Self. "Defy the odds and twist fate into forcing your pistol chambers to a Double Blue set for 3 seconds. "

Clean Slate
Two energy. Self/group. "Channel your energy for restorative purposes, cleansing yourself and all group members of 3 detrimental effects and healing them for 11. The amount healed increases based on your Attack Rating. "

Six Line
Two energy. Self. "Take a chance and set your left pistol chamber to red for 6 seconds. During this time, all of your pistol attacks deal an additional 3 physical damage. "

Kill Blind
Two energy. Self. "Raise the odds of killing your target by stunning and shooting them with each pistol. The shot deals 6 physical damage and extends the duration of any active matched chamber damage bonus by 1.5 seconds. Applies Exposed. Applies Debilitated. "

Trick Shot
Four energy. Target area of effect. "Affects up to 6 enemies in a 5 metre radius around the target. Fire a pair of swirling bullets at your target. The bullets explode on impact dealing 41 physical damage to the target and nearby enemies. Applies Exposed. Applies Debilitated. "

=Bullet Hell=

Dual Shot
Three energy. Target. "Charge up and simultaneously fire both of your pistols at your target dealing 19 physical damage. "

Seeking Bullet
Zero energy. Target chain. "Jumps up to 8 metres 5 times, hitting up to 6 enemies.Fire shots from your pistols that seek out and damage enemies for 5 physical damage. "

Charged Blast
Five energy. Target area of effect. "Affects up to 5 enemies in a 6 metre radius around the target. Send a wave of volatile energy through the ground towards your target. The energy detonates upon arrival dealing 13 physical damage to the target and nearby enemies. "

Ricochet
Two energy. Self. "Your mastery of angles and trajectories allows you to ricochet your bullets from one target to another for 6 seconds. Your target and nearby enemies are dealt an additional 2 physical damage whenever you deal damage with Pistol abilities. This ability does not trigger and is not affected by global recharge time. "

Bullet Ballet
Four energy. Channelled point blank area of effect. "Every 0.2 seconds for 2 seconds. Affects up to 6 enemies in a 10 metre radius around you. In an exquisite display of gunmanship, fire a rapid succession of shots at all nearby targets dealing 6 physical damage per hit and slowing their movement. You are unable to move while channeling this ability. " = Passive =

Second Wind
When your chambers land on a matching set you are energized, restoring 3.5% of your maximum health.

High Roller
Your Controlled Shooting rolls through enemies and becomes even stronger for each enemy it hits, increasing the base damage by 10% on each successive enemy.

Lethal Aim
Your Flourish allows you focus your aim to deadly effect. For the next 6 seconds after use, your Pistol abilites deal 15% more damage and cannot be evaded or glance.

Holdout
You hold out as long as you can when you finish using Unload," granting you a 33% chance to not spin your chambers if you already have a matched set.

Royal Flush
"You know the best time to go All In causing this ability to have additional effects if you have a set of matching chambers.
 * Double White: The target and nearby enemies are dealt an additional 2 physical damage. Applies Exposed. Applies Debilitated.
 * Double Blue: The target and nearby enemies are dealt an additional 2 physical damage.
 * Double Red: The target and nearby enemies are dealt an additional 4 physical damage."

Stacked Deck
Stack the odds even further in your favor, increasing the duration of "Full House" to 5 seconds.

Rehabilitation
Your Clean Slate helps your allies recover more efficiently. If "Clean Slate" cleanses an ally of a detrimental effect, the healing output is increased to 12.

Mulligan
If you don't get a Double Red set during Six Line you get a second chance, resetting the cooldown.

Focused Fire
When you use Kill Blind you prepare for your next move. If you do not have a locked set of matching chambers, you gain a Double White set. Additionally, the damage of "Kill Blind" is increased to 15 physical damage.

Bamboozle
"Your Trick Shot disables and confuses the enemies it damages causing them to become stunned, rooted, or snared. Stunned enemies take an additional 2 physical damage when they are damaged by you or your allies. Rooted enemies are dealt 11 physical damage when the root effect expires. Snared enemies and other enemies near them are dealt 2 physical damage every second."

Fatal Shot
Your critical hits with Dual Shot are more potent, dealing an additional 4 physical damage.

Blast Crater
Your Charged Blast detonation is so powerful it cause enemies who remain in the blast radius to take 1 physical damage every second they remain in the area. Enemies damaged by this effect have their movement speed slowed.

Bullet Echo
When your Ricochet expires you retain traces of the bounding energy for 4 seconds, causing your Pistol attacks to chain to nearby enemies dealing 2 physical damage.

Deadly Dance
As you execute your Bullet Ballet your bullets follow your lead and dance from target to target, dealing an additional 2 physical damage.

Beginner's Luck
You instinctively know the best first approach to a target, causing your Pistol abilities to deal an additional 1 - 1 physical damage. The damage dealt is at its highest when the target is at maximum health.

Flechette Rounds
When you have a matching set of chambers, your bullets from your Pistol attacks splinter off and inflict 1 physical damage to nearby enemies.

Heavy Caliber Rounds
"Your bullets pack an additional punch. Whenever you have a matching set of chambers, the bonus damage dealt is increased.
 * Double White: Damage increased by 28%.
 * Double Blue: Damage increased by 14.5%.
 * Double Red: Damage increased by 9%."

Double Down
You double down on your Pistol Power Abilities with great intensity. After using a Pistol Power Ability on a target you mark them, causing subsequent Pistol abilities to deal an additional 1 - 2 physical damage. The amount of damage increases the longer the target has been marked. Each mark lasts 8 seconds and only one target can be marked at a time.

Jackpot
Lady luck smiles on you. Whenever you land on a matching set of chambers, you gain a beneficial effect which causes your Pistol attacks to deal an additional 2 physical damage for 3 seconds.

Win Streak
When you win, you keep on winning. Whenever you deal bonus damage from a matched set of chambers, you deal an additional 1 - 2 physical damage. The damage dealt increases with each consecutive bonus damage hit.

Fully Loaded
When your Pistol Energy reaches its maximum, you ready yourself for a fight. Whenever your Pistol Energy reaches 15 you are automatically given a Double White match if you do not already have a match.

Fixed Game
You take the time to rig the game in your favor. If you haven't used a Pistol Ability in the last 4 seconds, your right chamber is set to match your left chamber.

= Links =
 * Actives and costs
 * Actives and Passives