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: |
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.