Sneak Moves

In the shady corners of GangWars, it ain't just about brute force or the shiniest weapon. Nah, it's also about playing it smart and sneaky. Enter: Sneak Moves. These ain't your typical tools. They're special strategies you whip out to catch your enemies off guard.

Now, these Sneak Moves ain't something you can just trade in the back alley like some regular item. They're exclusive. You won't find 'em following any token rules, and the only way to get your hands on them? LootCrates. We made sure they ain't tokens so that you wise guys can switch strategies mid-game, always staying one step ahead of the competition.

But here's the catch: use a Sneak Move, and it's gone. One-time deal. Kaput. Some of these moves are all about the right moment, those "active" ones. Others? They're "passive", quietly working in the background. And whether they last just for a bit or throughout the game, they all got their cooldowns. So use 'em wisely.

Let me paint a picture for ya: Imagine your GangstaBet slipping some poison to an enemy. That poor sap? He's gonna be hurting, losing 7% of his max health. And his shooting? Not so sharp anymore, with his ACC dropping to just 80% for the next three cycles. Now that's playing dirty.


We have listed many of sneak moves here, so you don’t have to wander looking for them

Poison

Type: Active

Effective Period: 3 team turns

Details: Docks off 7% of an enemy's max HP and throws off their aim, slashing their Hit Rate by 20%.

Cooldown: 3

Description: Introducing "Poison", a sly Active move that's all about playing dirty. For 3 intense team turns, make your rival feel the sting, chipping away 7% of their health. As if that ain't enough, watch 'em fumble as their aim gets all shaky, reducing their Hit Rate by a cool 20%. But remember, every move has its price; after serving this dish of revenge, you gotta lay low for a 3-turn cooldown. Serve cold and enjoy the chaos.


Stun

Type: Active

Effective Period: 3 team turns

Details: Drops Speed to a standstill, prevents retaliation or event participation, and amplifies received damage by 1.2x.

Cooldown: 3

Description: Say hello to "Stun", the master of the freeze play. Land this Active move and watch your opponent get hit so hard they're left seeing stars. For 3 dizzying team turns, they'll be stuck in the mud, unable to retaliate or join any events, and to add insult to injury, they'll be feeling punches 1.2 times harder. But keep your guard up; after unleashing this bad boy, you'll need a 3-turn break before going at it again. Perfect for when you really want to show 'em who's boss.


Bleed

Type: Active

Effective Period: 5 team turns

Details: Any motion from the targeted opponent causes a damage equal to 7% of their MAX HP.

Cooldown: 3

Description: Unleash the "Bleed" and watch them suffer. With this Active move, every move they make, every step they take, they'll be losing 7% of their MAX HP. It's a cruel game for 5 turns, but then you gotta wait for a 3-turn cooldown before letting it rip again. Perfect for making sure they feel every move they make.


Quicken

Type: Active

Effective Period: Throughout the game

Details: Wipes out the cooldown of this NFT's ability and extends the effect's duration by 1 turn.

Cooldown: 0

Description: Time to speed things up with "Quicken". This Active move is all about staying ahead. Eliminate your sneak-move's cooldown and add an extra turn to the effects of sneak-moves hitting your rivals. And the best part? No cooldown. Keep the momentum going!


Blind

Type: Active

Effective Period: 3 team turns

Details: Diminishes the opponent NFT's Hit Rate for regular and default attacks by a solid 20% for 3 cycles.

Cooldown: 3

Description: Ever played 'Blind Man's Bluff'? "Blind" is kinda like that, but way meaner. Hit them with this Active move and watch as they stumble, their Hit Rate dropping by 20% for 3 turns. But remember, after dazzling them with that flash, you gotta wait out a 3-turn cooldown before doing it again.


Skip Turn

Type: Active

Effective Period: Throughout the game

Details: Take a break, skip a turn, and restore 5% of your Max HP.

Cooldown: 3

Description: Sometimes, the smartest move is to take a step back. With "Skip Turn", take a breather, skip your go, and use that pause to patch yourself up, regaining 5% of your Max HP. But don't get too comfy; after this tactical retreat, there's a 3-turn wait before you can pull it again.


Belittle

Type: Active

Effective Period: 3 team turns

Details: Opponent NFT's chance for a critical attack is slashed by 20% for 3 cycles.

Cooldown: 3

Description: Show 'em who's boss with "Belittle". This Active move isn't just about physical damage; it's about denting their pride. For 3 turns, their chances to land a critical hit drop by 20%. But remember, you'll need to wait for a 3-turn cooldown before you can belittle them again.


Silence

Type: Active

Effective Period: 3 team turns

Details: The opponent NFT is rendered mute, unable to activate or trigger abilities. If they're queued up to perform an ability, being silenced will cancel that action for 1 team cycle.

Cooldown: 3

Description: Use "Silence" and watch them fumble! This Active move puts a lid on their Sneak Moves, making them ineffective and lost for a whole cycle. But after making them zip it, you have a 3-turn cooldown to strategize your next move.


Efficient

Type: Active

Effective Period: 3 team turns

Details: The ammunition or durability consumed by the NFT for each attack is reduced by a 20% multiplier.

Cooldown: 3

Description: Get thrifty with "Efficient". Conserve your ammo and weapon durability by using this Active move. With every strike, you'll use 20% less of what you normally would for 3 turns. But after being resourceful, there's a 3-turn cooldown to recharge.


Regenerate

Type: Active

Effective Period: 3 team turns

Details: Restore 5% of your maximum HP for one cycle.

Cooldown: 3

Description: Sometimes you just need a little boost. With "Regenerate", heal up and get back in the fight, regaining 5% of your total HP. Use it wisely, because after patching up, you'll have to wait 3 turns before you can rejuvenate again.


Immune

Type: Active

Effective Period: 3 team turns

Details: For the next three instances of attack, you'll be untouchable, taking zero damage.

Cooldown: 3

Description: Feeling invincible? "Immune" makes it real! Activate this move, and for the next 3 times someone tries to take a swing at you, they'll find you impenetrable. But after enjoying this impenetrable shield, there's a 3-turn cooldown before you can go untouchable again.

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