Spin

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Classic Spin

Weapons Specialty (replaces both) Will replace both your secondary and primary guns but not your stand. You are able to remove specialty classes such as spin by talking to the Mud Witch with a Dogbane herb. (only pay another 25k to obtain again).

You can train your spin by repeatedly charging it, reducing consumption and increasing charge speed. -Obtained from Gyro

Controls & Mechanics

  • LMB to throw right ball
  • RMB to throw left ball
  • (these have no cooldown but will consume charge)
  • Z to charge spin bar (passively drains) (1s CD)
  • You gain 15% damage reduction and +15% walk speed whilst in charged state, and spin limb break is dependent on how charged your spin bar is.
  • E and R to cycle throw modes
  • (Straight, Curving, Ricocheting, Drilling, Spiraling, Scan)
  • T to drop both spin balls at the same time (20s CD)
  • (gives them slight homing)
  • F to use “Tonic Guard”
  • (requires a tonic bottle and spin charged)
  • Steel ball damage is also affected by stand ranged damage debuff. (bugged)

Pitch Styles

  • Straight pitch does exactly what it entails. After a reaching a certain distance thrown balls will make a sharp turn towards your character.
  • Curving pitch has shorter range but curves horizontally to enable strategic throws. Steel balls thrown from the right (LMB) will curve to the left, whereas balls thrown from the left (RMB) will curve to the right. Has slight homing on horseback.
  • Ricocheting pitch makes it so wherever you throw a steel ball the ball will rebound towards a random direction for a number of times before returning to your character. After ricocheting 3 times thrown balls will home in towards the nearest opponent.
  • Drilling pitch makes it so steel balls will curve in a helix fashion when thrown, spinning opponents and applying ragdoll on hit.
  • Possessing the Master Practitioner card unlocks Spiral pitches. Spiral pitches makes it so wherever you throw a steel ball the ball will orbit that area in a small vicinity at high speeds, creating a mini-cyclone capable of hitting opponents 10 times.
  • Possessing Ball Breaker unlocks Scan style spin pitches, which applies slight homing to your throws and makes so whenever you throw a steel ball at a surface it will create a scanning zone for ~5 seconds. This zone allows you to see scanned opponents through walls for awhile (~18 seconds).
  • Tonic Guard: Strike a pose and create a high-pressure liquid shield out of the contents of a tonic bottle, damaging nearby opponents whilst deflecting incoming projectiles and reducing incoming damage.

Notes

  • Spin provides passive buffs to base fisticuffs + blocking (when pressing C) if you have your spin bar charged. Spin blocking has increased damage reduction and will deflect bullets.
  • Landing a straight shot headshot will initiate a QTE passive that allows you to throw a second, almost unavoidable steel ball in rapid succession. Similarly, if a charged shot hits the right arm of someone holding a gun it will invert it for a brief period, causing them to damage themself if they attempt to shoot.
  • The effects of spin and certain mechanics are boosted whilst on horseback, and you will passively charge spin while riding at high speeds. All pitch styles will have increased range, projectile speed, and become increasingly potent aswell.
  • Throwing a Straight shot at the ground infront of you whilst mounted on your horse will cause the steel ball to orbit you until caught (golden buzzsaw)
  • Hitting a cactus with Spin makes it explode
  • You deal around 0.75x damage when throwing pitches with minimal spin bar charged. (ie. -5 with Curved)

Damage Index (Max Charge)

Pitch Style Torso Limbs Headshot/Critical
No Charge 13 13 19
w/ Straight Pitch 18 18 27
w/ Curving Pitch 20 20 30
w/ Ricochetting Pitch 16 16 24
w/ Drilling Pitch 26 26 39
w/ Spiraling Pitch 9 Per Hit 9 Per Hit 14 Per Hit
w/ Scan Pitch 4.7 4.7 7

Special Damage & Abilities

  • [T] Drop Balls: Base/No Charge: 26 (13 + 13) | w/ Max Charge: 36 (18 + 18)
  • [F] Tonic Guard: 15 | w/ Boy With Fists: 17
  • Cactus Explosion: 24 | w/ Demolitions Expert: 27
  • [C] Spin Punch: 15|18|21 | w/ Boy With Fists: 17|20|24
  • Limb Damage? : Yes/No (only Yes when charged)
  • Point-blank hitbox? : Yes

Point-blank Damage

Pitch Style Damage
Base/No Charge 5
w/ Straight Pitch 7
w/ Curving Pitch 8
w/ Ricocheting Pitch 6
w/ Drilling Pitch 10
w/ Spiraling Pitch 3.3
w/ Scan Pitch 1.8

Spin: Wrecking Ball

Weapons Rare An evolution of spin in the form of a pair of cards, obtainable from fulfilling Wekapipo’s demand.

  • (Includes: Wrecking BallCards, FAUX: Wrecking BallCards)*

Wrecking Balls will apply a blindless effect (half of screen) for 2 seconds upon direct impact with CHARGED HITS, but have 80% speed of normal spin balls.

FAUX: Wrecking Ball releases 12 satellites upon impact in all directions. These satellites have slight homing and deal 2-3 damage each on indirect hits, but -35% less on direct hits (0.8-1.1). Around 3 satellites land on average with direct hits.

Notes

  • Wrecking ball has a +10 walkspeed buff instead of the +15% that regular spin gets.
  • Wrecking ball damage varies based on the number of satellites that land and whether or not these satellites crit, so these values were based on averages.
  • You deal around 0.75x damage when throwing pitches with minimal spin bar charged. (ie. -3 with Curved)
  • Damage without FAUX variant is same as base spin
  • Satellites are only released upon first impact, so spiraling, ricochetting, etc are kind of underwhelming.
  • Having wrecking ball will change all spin visual effects and UI from green to orange, and also changes that of Ball Breaker’s if you possess it as well (faux not required)
  • SAME AS REGULAR SPIN / PREVIOUS NOTES STILL APPLY

Damage Index (FAUX:WB)

Pitch Style Torso Limbs Headshot/Critical
No Charge 8 8 12
w/ Straight Pitch ~9 (6 + 0.8*3) ~9 (6 + 0.8*3) ~13 (10 + 0.8*3)
w/ Curving Pitch ~16 (13 + 0.8*3) ~16 (13 + 0.8*3) ~22 (19 + 0.8*3)
w/ Ricochetting Pitch ~13 (10 + 0.8*3) ~13 (10 + 0.8*3) ~18 (15 + 0.8*3)
w/ Drilling Pitch ~19 (16 + 0.8*3) ~19 (16 + 0.8*3) ~28 (25 + 0.8*3)
w/ Spiraling Pitch 6 Per Hit + 0.8*3 6 Per Hit + 0.8*3 9 Per Hit + 0.8*3
w/ Scan Pitch ~5 (3 + 0.8*3) ~5 (3 + 0.8*3) ~7 (4.5 + 0.8*3)

Special Damage & Abilities

  • [T] Drop Balls: Base/No Charge: ~22 (7 + 10 + 0.8*6) | w/ Max Charge: ~30 (14 + 11 + 0.8*6)
  • [F] Tonic Guard: 15 | w/ Boy With Fists: 17
  • Cactus Explosion: 24 | w/ Demolitions Expert: 27
  • [C] Spin Punch: 15|18|21 | w/ Boy With Fists: 17|20|24
  • Limb Damage? : Yes/No (only Yes when charged)
  • Point-blank hitbox? : Yes

Point-blank Damage

Pitch Style Damage
Base/No Charge 4.5
w/ Straight Pitch 6
w/ Curving Pitch 7
w/ Ricochetting Pitch 5
w/ Drilling Pitch 9
w/ Spiraling Pitch 3.3
w/ Scan Pitch 1.6