Global Items in OW2 Stadium Armory
Weapon Item | Ability Item | Survival Item |
---|---|---|
Compensator (1,000) Five percent weapon power. |
Charged Plating (1,000) After you spend your ultimate charge, gain 25 armor and 10 percent ability power for the rest of the round. |
Adrenaline Shot (1,000) 10 health. Health packs grant 20 percent move speed for five seconds and 50 overhealth. |
Plasma Converter (1,000) 10 percent weapon lifesteal. |
Power Playbook (1,000) 10 percent ability power. |
Electrolytes (1,000) At the start of the round, gain 100 unrecoverable overhealth. |
Weapon Grease (1,000) Five percent attack speed. |
Shady Spectacles (1,000) 10 percent ability lifesteal. |
Field Rations (1,000) While on the objective, restore eight life every one second. |
Ammo Reserves (1,500) 20 percent max ammo. |
Winning Attitude (1,500) 25 health. When you die, gain 15 percent ultimate charge. |
Running Shoes (1,000) At the start of the round and when you first respawn, gain 20 percent move speed for 10 seconds while out of combat. |
Frenzy Amplifier (1,500) Eliminations grant 10 percent attack speed and 15 percent move speed for three seconds. |
Custom Stock (3,750) Five percent weapon power, 10 percent ability power. |
Armored Vest (1,500) 25 armor. |
Aftermarket Firing Pin (3,750) 10 percent attack speed, five percent move speed. |
Biolight Overflow (4,000) 25 health, five percent ability power. When you spend your ultimate charge, grant nearby allies 50 overhealth for three seconds. |
First Aid Kit (1,500) 25 shields. Reduce the time before you life begins regenerating by 33 percent. |
Advanced Nanobiotics (4,000) After healing an ally, gain 10 percent attack speed for three seconds. |
Energized Bracers (4,000) 10 percent ability power, 10 percent ability lifesteal. |
Heartbeat Sensor (1,500) Enemies below 30 percent life are revealed to you. |
Shieldbuster (4,000) After dealing damage to shields or armor, gain 15 percent attack speed for one second. |
Junker Whatchamajig (4,000) 25 percent starting ultimate charge. |
Siphon Gloves (1,500) Quick melee damage heals for 25 health. |
Stockpile (4,000) Five percent attack speed, 25 percent max ammo. |
Wrist Wraps (4,000) Five percent ability power, 10 percent attack speed. |
Reinforced Titanium (3,750) While you have shields, take 10 percent reduced ability damage. |
Technoleech (4,500) Five percent weapon power, 10 percent weapon lifesteal. |
Multi-Tool (5,000) Five percent ability power, 10 percent cooldown reduction. |
Cushioned Padding (4,000) 25 shields, -40 percent incoming negative effect duration. When affected by stun, sleep, or hinder, restore 10 percent of your max life over three seconds. |
Icy Coolant (5,000) 10 percent weapon power, five percent cooldown reduction. |
Nano Cola (5,500) 20 percent ability power. |
Ironclad Exhaust Ports (4,000) Five percent cooldown reduction. When you use an ability, gain 25 overhealth for three seconds. |
Talon Modification Module (5,500) 15 percent weapon power. |
Three-Tap Tommygun (9,500) 10 percent ability power, 10 percent attack speed. After using an ability, your next three instances of weapon damage deal additional damage equal to three percent of the target’s life. |
Vishkar Condensor (4,000) 25 shields. Convert 100 health into shields. |
Codebreaker (9,000) 15 percent weapon power. Ignore 50 percent of armor’s damage reduction |
Biotech Maximizer (10,000) 25 health, 10 percent ability power. When you use an ability that heals, reduce its cooldown by five percent for each unique ally it heals. |
Vital-e-tee (4,000) Convert 100 health into armor. |
Salvaged Slugs (9,500) 10 percent attack speed, 25 percent increased damage to barriers. Dealing weapon damage to barriers has a 40 percent chance to restore one ammo. |
Catalytic Crystal (10,000) 15 percent ability power. Ability damage and healing grants 20 percent more ultimate charge. |
Crusader Hydraulics (4,500) 25 armor. While you have armor, take 10 percent reduced weapon damage. |
Volskaya Ordnance (9,500) 10 percent attack speed. Deal three percent increased weapon damage for every 100 max life the target has more than you, up to 15 percent. |
Lumerico Fusion Drive (10,000) 50 armor, 15 percent ability power. When you use an ability, restore 50 armor or shields over two seconds. |
Iron Eyes (4,500) 25 shields. You take 15 percent reduced damage from critical hits. |
Commander’s Clip (10,000) 10 percent attack speed, 40 percent max ammo. When you use an ability, restore 10 percent of your max ammo. |
Superflexor (10,000) 25 health, 10 percent weapon power. When you deal weapon damage or healing, gain five percent ability power for three seconds, stacking up to five times. |
Meka Z-Series (5,000) Eight percent health, armor, shields. |
Weapon Jammer (10,000) 25 armor, 10 percent weapon power. Dealing weapon damage negates 10 percent of the targets bonus attack speed and increases your attack speed by 10 percent for two seconds. |
Cybervenom (10,500) 10 percent ability power, five percent cooldown reduction. Dealing ability damage applies 30 percent healing reduction for two seconds. |
Genetecist’s Vial (9,000) 25 health. The first time you would die reach round, revive instead with 200 life after three seconds. |
Amari’s Antidote (11,000) 25 health, 15 percent weapon power. While healing an ally below 50 percent life with your weapon, deal 15 percent increased weapon healing. |
Iridescent Iris (11,000) 20 percent ability power, 10 percent cooldown reduction. After spending your ultimate charge, gain 100 overhealth for three seconds. |
Bloodbound (9,500) 50 health. The last enemy to deal a final blow to you is revealed when nearby. Deal 10 percent more damage to them and take 10 percent reduced damage from them. |
Booster Jets (11,000) 20 percent attack speed. When you use an ability, gain 20 percent move speed for two seconds. |
Liquid Nitrogen (11,000) 25 health, 10 percent ability power. Dealing ability damage slows the target’s move speed by 20 percent for three seconds. |
Divine Intervention (9,500) 50 shields. When you take more than 100 damage at once, restore 15 percent of damage taken and start regenerating your shields. |
El-Sa’Ka Suppressor (11,000) 10 percent weapon power. Critical hits apply 30 percent healing reduction to the target for two seconds. |
Mark of the Kitsune (11,000) 10 percent ability power. When you use an ability, your next instance of weapon damage or healing deals 25 bonus damage or healing. |
Gloomgauntlet (9,500) 50 armor, 15 percent melee damage. Melee damage grants 10 percent move speed and restores five percent of max life over two seconds. |
Hardlight Accelerator (11,000) 10 percent weapon power, 10 percent cooldown reduction. When you use an ability, gain five percent weapon power for three seconds, stacking up to three times. |
Champion’s Kit (13,500) 40 percent ability power. |
Martian Mender (10,000) 25 health, 10 percent cooldown reduction. Restore three percent of your life every one second. |
The Closer (13,000) 20 percent weapon power, 10 percent critical damage. Critical hits reveal the target for three seconds. |
– | Phantasmic Flux (10,000) 10 percent weapon power, 10 percent ability power, 15 percent weapon lifesteal, 15 percent ability lifesteal. While at full life, lifesteal grants up to 100 overhealth. |
Eye of the Spider (13,500) Deal 10 percent increased damage to enemies below 30 percent life. |
– | Rustung Von Wilhelm (10,000) 15 percent health, armor, shields. While below 30 percent life, gain 10 percent damage reduction. |
– | – | Vanadium Injection (10,000) While at 100 percent ultimate charge, gain 50 health, 10 percent weapon power, 10 percent ability power, 10 percent attack speed, 10 percent cooldown reduction, and 10 percent move speed. |
– | – | Nebula Conduit (11,000) 50 health, 10 percent weapon power. Prevent 15 percent of incoming damage and instead take that prevented damage over three seconds. |
– | – | Ogundimu Reduction Field (11,000) 50 armor. When you take damage, gain 0.5 percent damage reduction for one second, stacking up to 20 times. |