Unless otherwise stated elsewhere the below skills last 20 seconds with a cool down of one mission/story post.
This ammo does extra damage against armor and against unprotected enemies. Bring down heavy-armor units. Shoot through light cover to hit enemies. More weapon damage. More damage to armor. Penetrates 1 Meter of material.
When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds. Against biotic barriers, the effectiveness of Concussive Shot is 3.5 times that of the normal effect.
When activated, the user's weapon is empowered and has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill. It is also worth noting that husks are instantly killed once frozen. In addition to having a chance to freeze enemies, Cryo Ammo weakens armor and decreases movement speed.
When activated, the player's weapon is empowered by an electric field that causes additional damage to shields. The ammo also deals increased damage to synthetic enemies and adds a chance to temporarily disable them. In addition, the ammo has a chance to overheat enemy weapons thereby disabling them.
When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire. This stops health regeneration, and can cause unprotected sentient organic enemies to panic. Synthetic enemies are resistant to fire damage. The anti-regeneration quality is quite helpful against charging krogan and vorcha.
It allows for firing of the rifle for long periods, with seriously reduced overheating and extra accuracy. Last 15 seconds and recharges at 45 seconds.
This ammo tears through soft targets, inflicting more damage to unprotected organic enemies.
Warp Ammo is effective against biotic barriers, armor and health. The damage bonus is doubled against enemies who are being affected by biotic powers. Warp Ammo does no bonus damage versus shields.
Ammo Cool Down
Available at Level 5. Ammo cool down allows the character to use their ammo skill an additional time during a post.
Multi Hit Ammo
Available at Level 5. Multi Hit Ammo allows the character's ammo skill to hit more then one target in this case two targets during a post.
Advance Ammo Cool Down
Available at Level 10. Must have Ammo Cool Down before selecting this. Advance Ammo cool down allows the character to use their ammo skill an additional time during a post.
Advance Multi Hit Ammo
Available at Level 10. Must have Multi Hit Ammo before selecting this. Advance Multi Hit Ammo allows the character's ammo skill to hit more then one target in this case four targets during a post.