Trade Tokens Blade Ball

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Blade Ball
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Pick 5x Any Mods

Anti-armor: +50% Armor Penetration

Aristocrat's: [Armor] Grants up to +20 Energy Resistance and Damage Resistance, the higher Your Caps. Currently <+MAG> [Weapon] Up to +50% Damage based on Caps you have. Currently <+MAG>%

Assassin's: [Armor] -15% Damage From Humans [Weapon] +50% Damage to Humans

Auto Stim: Automatically use a Stimpak When Hit While Health is 25% or less, once every 60 seconds

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Berserker's: Damage Increases up to +50% as Damage Resistance Decreases. Currently <+MAG>%

Bloodied: Damage Increases up to +95% as Health Decreases. Currently <+MAG>%

Bolstering: Grants up to +35 Energy Resistance and Damage Resistance, the Lower Your Health. Currently <+MAG>

Chameleon: Become Invisible While Sneaking and Not Moving

Cloaking: Being Hit in Melee causes the Player to become Invisible Once Every 30 Seconds

Executioner's: +50% More Damage when Your Target is Below 40% Health

Exterminator's: [Armor] -15% Damage From Mirelurks and Insects [Weapon] +50% Damage to Mirelurks and Insects

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Furious: +5% Damage after Each Consecutive Hit on the Same Target, up to +45%

Ghoul Slayer's: [Armor] -15% Damage From Ghouls [Weapon] +50% Damage to Ghouls

Gourmand's: Damage Increases up to 24% as you Fill Your Hunger and Thirst Meters. Currently +24%

Hunter's: [Armor] -15% Damage From Animals [Weapon] +50% Damage to Animals

Instigating: +100% Damage Against Targets with Full Health

Juggernaut's: Damage Increases up to +25% as Health Increases. Currently <+MAG>%

Junkie's: Damage Increases per Addiction up to +50% Currently <+MAG>%

Life Saving: When Incapacitated, Gain a 50% Chance to Revive Yourself with a Stimpak, Once Every 60 seconds

Medic's: Attacks will Heal Friendly Targets by 5% Health

Mutant Slayer's: [Armor] -15% Damage From Super Mutants [Weapon] +50% Damage to Super Mutants

Mutant's: [Armor] +10 Damage Resistance and Energy Resistance While Mutated [Weapon] Damage Increases up to 25% as you gain Mutations. Currently <+MAG>%

Nocturnal: [Armor] +40 Damage Resistance and Energy Resistance at Night [Weapon] +50% Damage at Night

Overeater's: Increases Damage Reduction up to 6% as you Fill Your Hunger and Thirst Meters. Currently <+MAG>%

Quad: +300% Ammo Capacity

Regenerating: +0.5% Heal Rate

Stalker's: If Not In Combat, +100% V.A.T.S. Accuracy at +50% Action Points Cost

Suppressor's: Reduce Your Target's Damage Output by 25% for 5 seconds

Troubleshooter's: [Armor] -15% Damage From Robots [Weapon] +50% Damage to Robots

Two Shot: +1 Projectiles +25% Damage -150% Hip-Fire Accuracy +100% Recoil

Unyielding: Gain up to +3 to All S.P.E.C.I.A.L. Stats (except END) when Health is Low. Currently <+MAG>

Vampire's: Restore 2% Health over 2 seconds when you Hit a Target

Vanguard's: Grants up to +35 Energy Resistance and Damage Resistance, the higher Your Health. Currently <+MAG>

Weightless: -90% Weight

Zealot's: [Armor] -15% Damage From Scorched [Weapon] +50% Damage to Scorched

Agility: +2 Agility

Antiseptic: +25% Reduced Disease Chance From Environmental Hazards

Basher's: +50% Bash Damage

Charisma: +2 Charisma

Crippling: +50% Limb Damage

Endurance: +2 Endurance

Explosive: Projectiles explode for +20% weapon damage

Fireproof: +25 Fire Resistance

Glutton: Hunger and Thirst Grow 10% Slower

Hardy: Receive 7% Less Explosion Damage

HazMat: +25 Radiation Resistance

Heavy Hitter's: +40% Power Attack Damage

Hitman's: +25% Damage While Aiming

Inertial: Replenish 15 Action Points with Each Kill

Intelligence: +2 Intelligence

Last Shot: The last round in a magazine has a 25% chance to Deal +100% Damage

Luck: +2 Luck

Perception: +2 Perception

Poisoner's: +25 Poison Resistance

Powered: +5% Action Point Regen

Rapid: [Ranged] +25% Weapon Speed [Melee] +40% Weapon Speed

Riposting: +50% Melee Damage Reflection While Blocking

Steady: +25% Melee Damage While Not Moving

Strength: +2 Strength

V.A.T.S. Enhanced: +50% Chance to Hit a Target in V.A.T.S.

Vital: +50% Critical Damage

Warming: +25 Cryo Resistance

Acrobat's -50% Fall Damage

Adamantium Receive 15% less Limb Damage

Agility +3 Agility

Arms Keeper's Weapon Weights Reduced by 20%

Belted Ammo Weight Reduced by 20%

Burning 5% chance to deal 12 Fire damage per second for 3 to Melee Attackers.

Cavalier's [Armor] 75% Chance to Reduce Damage by 15% While Sprinting [Weapon Melee] -15% Damage Taken While Blocking

Charisma +3 Charisma

Defender's [Armor] -15% Damage Taken While Blocking [Weapon Melee] -40% Damage Taken While Power Attacking

Dissipating +0.25% Radiation Damage Recovery

Diver's Breathe Underwater

Doctor's +5% Effectiveness of Stimpaks, RadAway, and Rad-X

Durability Breaks 50% slower

Electrified 5% chance to deal 12 Energy damage per second for 3 to Melee Attackers.

Endurance +3 Endurance

Frozen 5% chance to deal 12 Cryo damage per second for 4 to Melee Attackers.

Ghost's 10% Chance to cause the Player to be Invisible for 2 seconds when Hitting a Target

Intelligence +3 Intelligence

Lightweight -90% weight

Luck +3 Luck

Lucky +15 Bonus V.A.T.S. Critical Charge

Nimble +100% Faster Movement Speed While Aiming

Pack Rat's Junk Item Weights Reduced by 20%

Perception +3 Perception

Resilient +250 Damage Resistance While Reloading

Safecracker's Increases Size of Sweet-Spot While Picking Locks by 2

Secret Agent's +25% Less Noise While Sneaking +25% Reduce Detection Chance

Sentinel's 75% Chance to Reduce Damage by 15% While Not Moving

Steadfast +50 Damage Resistance While Aiming

Strength +3 Strength

Swift +15% Reload Speed

Thru-hiker's Food, Drink, and Chem Weights Reduced by 20%

Toxic 5% chance to deal 12 Poison damage per second for 7 to Melee Attackers.

V.A.T.S. Optimized -25% Action Point Cost

Aegis: reduces incoming damage for all teammates within 50m radius by -5% (up to -25% on full stack

Battle-Loaders: 15% chance to instantly reload when bashing enemies (up to 75% chance on full stack)

Bruiser’s: melee weapons deal +5% bonus damage (up to +25% on full stack)

Bully’s: when attacking outside of VATS, deal +50& bonus weak point damage

Choo-Choo’s: 10% chance for 500 damage & "Bloody Mess" when sprinting into targets (up to 50% chance on full stacks)

Combo-Breakers: when dealing damage, 50% chance to not use AP (10% chance for auto melee weapons)

Conductor's: critical hits fully restore AP & Health

Electrician’s: When Reloading, Emit a Shock Wave That Stuns Nearby Targets for 3s

Encircler’s: the greater the number of combat targets around you, the greater your damage output

Fencer’s: +10% melee damage when 1 or more teammates are nearby (up to 40% on full team)

Fracturer’s: when crippling limbs, they explode and deal up to 150 explosion damage to nearby targets

Icemen’s: applies cryo on hit that slow targets when dealing damage in VATS

Limit-Breaking: each worn armor piece reduces cost of critical hits by -10% (up to -50% on full stack)

Miasma’s: when hit, poisonous DoT cloud harms nearby targets for 10s (DoT damage increases per equipped piece)

Pin-Pointer’s: +50% Damage When Targeting Enemy Appendages (i.e. Arms, Legs)

Polished: the greater the equipped items condition (100%), the greater the weapon damage (up to 60%)

Pounder’s: +10% damage after each consecutive melee hit on the same combat target (up to +100%)

Propelling: movement and sprint speed increased by +5% (up to +25% on full stacks)

Pyromaniac’s: when a target is burning, deal +50% bonus damage

Radioactive-Powered: gain +2 AP at the cost of RADS (up to +10 ap on full stack)

Ranger’s: ranged weapons deal +5 bonus damage (up to +25% on full stack)

Reflective: return 10% of damage received from an enemy target back towards them (up to 50% on full stacks)

Rejuvenator’s: gradually restore wearers & teammates health & AP within a 50m radius

Runner’s: ap sprinting cost reduced by -20% whilst outdoors (up to 100% on full stack)

Sawbone’s: Health Regenerates Slowly (+1 Health per second) (up to +5 Health per second of Full Stack)

Scanner’s: AP cost of VATS attacks reduced by -10% (up to -50% on full stacks)

Stabilizer's: Improves Weapon Recoil & Stability by +50%

Stalwart’s: +50 dmg& eng resist to user & all teammates withing a 50m radius (up to +250 on full stack)

Tanky’s: standing still nullifies ballistic damage by -15% for 10s (20s cooldown) (up to -75% on full stack)

Viper’s: when a combat target is poisoned, deal +50% bonus damage

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