Freedom Wars Wiki
Freedom Wars Wiki

Note: With the release of "Freedom Wars Remaster", this article will be updated to the Remaster.

Introduction[]

This page explains about the several weaknesses for each Abductor.
Abductors are vulnerable towards two types of damages: Elemental and the Damage-Type of the weapon.
Using this knowledge sufficently in battle will deal extreme damage to Abductors, enabling a player with a lower strenght weapon to complete each Operation in the Contributions Directory more easily, gaining better materials to upgrade a weapon either by Level or Modules.

This page will also help picking the right modules for weapons or refining the playstyle.
For example: Adding a Leg-Component-Damage (XL)-Module to a Projectile-Damage weapon is considered a way to deal with legs, but adding this module to a Cutting-Damage or Impact-Damage Weapon instead will increase the damage expotentially (considering elemental weakness), breaking legs more easily.
Using a Head-Component-Damage (XL) on a Projectile-Damage Weapon will increase the damage when shooting the head of each Abductor or using Arm-Component-Damage (XL) to sever Upper Arms of Bipeds/Quadrupeds/Red Rage with a Cutting-Damage weapon.

Elements[]

Weapons can have elements on them. With "Freedom Wars Remaster", a player can cause status effects, when enough elemental damage was accumulated to a "damage pool". The Accessory will tell about that status regularly, when attacking.


Abductor Hitboxes[]

Each Abductor is comprised by several hitboxes, scattered along it's body. Most of the hitboxes are automatically targeted using the Lock-on Feature, to allow easy usage of the Thorn. Everytime a hitbox is locked on, the color of the targeting ring changes.

  • Red means this component can be severed with a Light Melee or Flare Knife.
  • Yellow means the ABD can be pulled down with the thorn more easily.
  • Blue means Pod or "Gauge Break" using a light melee.

But there are also hitboxes which cannot be targeted, making it hard to distinct at first unless it is destroyed.

Abductor Tables[]

  • High refers to maximum damage, stylized with a red slash (melee) or splash (ranged) when the enemy is hit. This is also notable while attacking the Head of Human-Type Enemies and Accessories (PvP, Bots)
  • Moderate refers to moderate damage, stylized with a yellow slash (melee) or splash (ranged) when the enemy is hit.
  • Weak means very low damage, with no splash, except only the elemental effect on the weapon.
  • TBD means this combination is not yet tested.

Tests can be done with weapons bought with Entitlement Points from Zakka, as most of those don't have elements.

Note: Element weakness is as follows: Elec > Will'o > Fire > Ice



Abductor: All-Purpose Biped[]

  • Default Element: Unknown, possibly neutral.
  • Element Weakness: TBD
ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable Dismantle
Head Moderate High High High Yes Yes
Neck Shield TBD TBD TBD Weak No Yes?
Pod TBD High High Moderate Yes Breakable
Shoulder Blades Moderate High High High No ?
Upper Arm High? Moderate Moderate Moderate? Yes Yes
Lower Arm High? Moderate Moderate Weak? Yes Yes
Hand High? Moderate Moderate Weak? Yes Yes
Hip Moderate? Moderate? Moderate Weak No No
Upper Leg Moderate Moderate Moderate Weak No No
Lower Leg Moderate Moderate Moderate Weak Yes No
Foot Moderate Moderate Moderate Weak No No
Attachments High Moderate Moderate Moderate Yes Yes

Notes:

The shoulder blades are located on the back side of the ABD and count as Head.

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Abductor: Carrier Biped[]

ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable
Head TBD High High High No
Antenna TBD TBD TBD TBD No
Pod (All) TBD High High TBD Yes
Front Shield TBD TBD TBD TBD No
Back Blades TBD TBD TBD TBD No
Blade Carrier TBD TBD TBD TBD No
Hip TBD TBD Moderate TBD No
Upper Leg TBD TBD Moderate TBD No
Lower Leg TBD TBD Moderate TBD Yes
Foot Moderate? Moderate Moderate Weak No
Attachments TBD Low Moderate Moderate Yes

Attachment:
Homing Missile

High TBD TBD TBD Yes

Pod Carrier Appendix = Counts as Pod. Removed from table.

NOTE: The Weakpoint on Attachments seem to differ, depending on it's Type.

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Abductor: Artillery Biped[]

ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable
Cannon High? Low Moderate Moderate Yes
Pod TBD High High TBD Yes
Rim TBD TBD High High No
Ribcage TBD High? Moderate? High No
Ribcage Appendix TBD TBD TBD Moderate No
Hip TBD TBD TBD TBD No
Upper Leg TBD Moderate? Moderate? Moderate? No
Lower Leg TBD Moderate Moderate Moderate Yes
Foot TBD Moderate Moderate Moderate No
Attachments TBD TBD TBD TBD Yes

Help text

Weird phenomena: The whole torso seem to be the Pod, the ribcage bones protect the pod as a second layer?
Also, the back of the torso is weak to projectile, which is usually "HEAD".

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Abductor: All-Purpose Quadruped[]

  • Default Element: Unknown, possibly neutral.
  • Element Weakness: TBD
ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable Dismantle
Head TBD TBD TBD TBD Yes Yes
Neck Shield TBD TBD TBD TBD No Breakable
Pod TBD TBD TBD TBD Yes Breakable
Shoulder Blades TBD TBD TBD TBD No Breakable
Upper Arm TBD TBD TBD TBD Yes Yes
Lower Arm TBD TBD TBD TBD Yes Yes
Hand TBD TBD TBD TBD Yes Yes
Hip TBD TBD TBD TBD No No
Legs Moderate Moderate TBD TBD No Breakable
Tail High Moderate TBD TBD No Breakable?
Attachments High Moderate Moderate Moderate Yes Yes

Notes:

(none yet)

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Abductor: Ramosa / Type-T[]

  • Default Element: Electro?
  • Element Weakness: Ice?
ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable
Head TBD TBD TBD High No
Pod TBD High? TBD Moderate Yes
Arm TBD TBD TBD Weak Yes
Exhaust Pipes TBD High TBD Weak No
Claw TBD TBD TBD Weak No
Outer Wings TBD TBD TBD High Yes
Inner Wing TBD TBD TBD High Yes
Legs TBD TBD TBD Weak Yes
Tail TBD TBD TBD Weak No

Tactic Advice: A Wingdamage + or Head-Component-Damage + Module on Projectile-Weapons may be a good idea.

Notes:

- The back (upside) of the Ramosa / T-Type counts as Pod.

- After severing the Tail, the remains of it on the Body can still be attacked.

- "Outer Wings" refers to the part of the wing from the joint to the tip, this can be cut off. After removal, the remains are the "Inner Wing".

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Abductor: Paradoxa / Type-S[]

ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable
Head TBD TBD TBD TBD Yes
Neck (break Head first) TBD TBD TBD TBD No
Center-Core High TBD TBD TBD No
Pod TBD TBD TBD TBD Yes
Leg (Armor) TBD TBD TBD Weak Yes
Claw of Leg TBD TBD TBD TBD No?
Leg (Bare) TBD TBD TBD TBD Yes
Missile-Launching Unit TBD TBD TBD TBD No
Web-Generators TBD TBD TBD TBD Yes

Help Text

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Abductor: Peltatum / Type-C[]

ABD: Part Damage:
Cutting
Damage:
Impact
Damage:
Piercing
Damage:
Projectile
Targetable
Shield TBD High TBD High Yes
Sphere aka "Eye" TBD TBD TBD Moderate No
Statue - Head High TBD TBD TBD No
Statue - "Hair" (Thorns) Moderate TBD TBD Moderate No
Statue - Body High TBD TBD High No
Box Connectors TBD TBD TBD Moderate No
Box Moderate Moderate TBD Weak Yes
Chain on Box TBD TBD TBD TBD Yes
Tail of Chain (detached) TBD TBD TBD Moderate No
Head of Chain (detached) TBD High TBD High Yes

Tactic Advice: Pull down a chain, switch weapons and shoot the head unit asap.
Add a Firerate+ and Magazine+ Module to the weapon to finish a chain more quickly.

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Pictures[]

Trivia[]

  • During a loading screen, the game will notice the player about this, but doesn't go much into detail.
  • The most Projectile Weapons deal very little damage to legs, so legs are usually considered having ridicioulous high HP.