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The abilities

Hexwing has 1,300 base abilities. Every merge of two or three of them is a new ability with its own name, look and numbers: 1,688,700 two-merges and 2,191,932,600 three-merges, all generated deterministically from the ability's key, so both players always see the same thing.

Shape families

Each ability is drawn from one of eighteen families, and a merged ability layers its parts: orb, star, bolt, shard, ring, feather, missile, crescent, rune, spiral, gear, comet from the first wave and eye, skull, shuriken, snowflake, flame, hex from the second. Nothing is ever still: layers spin, breathe, rock or flicker, in the arsenal and in flight, in both renderers.

Flight patterns

PatternWhat it does
straightflies dead straight
sineweaves side to side
zigzagcuts sharp diagonals
homingturns slowly toward the target — it can be outrun sideways
driftslides sideways as it flies
splitbursts into three after a moment
wavea slow, wide wall of a shot
boomerangraces out, swings wide and comes back through your own vessel
helixthe volley corkscrews around its line of flight
stutterlunges, hangs, lunges
lanceleaves slowly and accelerates hard
mortara lob over every mirror, blocker and bar that bursts where it lands on the enemy's row

Clash classes

When two shots meet, their clash class decides it: a fragile shot dies to anything and destroys nothing but hits harder for it; a normal shot trades one for one; a sturdy shot destroys what it meets and flies on, hitting softer. Homing, split, big volleys, bounce, speed and size push an ability toward fragile — strength is paid for.

The budget

Every ability spends the same per-second damage budget for its tier — base, merged or triple — so a fast volley hits softly and a slow heavy shell hits hard. About one base in eight is a heavy (one hard shell every few seconds), and a third of those are siege shells that charge while you hold fire. A slice of abilities carry a debuff instead of full damage: slow, jumpy or skewed aim. Some are beams: a sweeping ray that passes through cover.

Utilities: control, not damage

Thirteen kinds of ability do no damage at all and control the field instead: snare and scramble orbs, a one-way reflector, a gravity well, a decoy, a portal pair, a stasis bubble, a repulsor, a smoke bank your shots hide in, a sentry turret, a mine layer, a one-way shield wall and a shot thief that fires back what it catches.

Shot traits

One shot in seven carries a trait and pays for it in damage: mortar, phasing (through mirrors, blockers and bars), chain (a hit destroys the victim's nearby shots) and leech (heals its owner a third of the damage).

Specials

Every ability also has a special form for the special button, one of twenty-two modes: nova, barrage, wall, rain, beam, orbit, mirror, swarm, mega, scatter, spiral, pincer; and the defensive and weird ones — snare, counter, well, phase, mend, pulse, time stop, cloak, overclock and hex.

Merges, Primes and the Forge

Two different abilities merged in order give a new one; three give a triple; order matters, so every ordered pair and triple is distinct. The Forge rolls the outcome: the first ingredient sets a 60–80 % chance of the expected result, 3 % gives a Prime (about 40 % more damage budget, gold-ringed, a stronger special), and the rest gives another order of the same parts. The Forge shows the odds first and never rolls into a result you already own while another remains.

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