I will be posting several ideas for different weapons in pieces (all if I got the time). These will be new lines, extension to old lines, and creation of different weapon classes (or something like that).
Notes: 1. Im going to be a bit vague on speed and damage values since I just want to get the general idea across. Damage value will be relative to other weapons in the same star level. Med damage would be about average calibur/blaster damage. High would be about a sealed sword/alchemer.
2. If there are ideas very similar to mine, please post the link.
Weapon Count: 38
Some Sword Ideas
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Condor Sword Line
Condor Blade (2 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Med
4. Normal attack: Three swings (calibur)
5. Charge Attack:
Conjures a bird (no damage) that flies a short distance in the direction the user was facing. The camera is focused on the bird as it flies. The bird shows the all spawn locations of monsters on the screen, indicating the spot with white mist. This is useful to scout areas.
Notes: 1. user is immobilized as it flies 2. bird disappears if user is attacked 3. it cannot travel through barriers or walls.
6. Charge Speed: Low
A sword often carried by lone swordsman.
Cathartid (3 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Med
4. Normal Attack: Three swings (calibur)
5. Charge Attack: Same as 2 star except bird travels a bit farther and faster.
6. Charge Speed: Low
A clear path always seems to be found when carrying this sword.
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4 star versions
Sun Blade
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Slightly less than med
4. Normal Attack: Three swings . You do not move forward as you swing. 1st swing is the same as calibur. 2nd and 3rd swings are wide slashes (about 3 times wider than calibur). The swings are as long as calibur swings Embers fall from the sword as you swing.
5. Charge Attack: You perform one slash thats as wide as a normal 2nd swing and three times as long as a normal swing. The arc looks light red as the blade passes. It slightly knocks back opponents.
6. Charge Effects: Has a fair chance of causing a moderate fire.
7. Charge Power: Med
8. Charge Speed: med
This blade is said to contain the power of the sun. Make sure not to stare at it directly.
Wanderer
1. Damage Type: Normal
2. Power: Med-High
3. Speed: low
4. Normal Attack: Three swings. You move forward as you swing (as far as spur). All three swings have slightly less knockback than the first swing of sealed sword. All three swings are performed like calibur swings. Swings are as wide and long as first swing of sealed sword. Only the third swing stops attacks.
5. Charge Attack: Same as 3 star version except it travels slightly farther.
6. Charge Speed: Med
A large and surprisingly light sword, allowing for efficient travels.
Scavenger
1. Damage Type: Shadow/Piercing
2. Power: Med
3. speed: Slightly less than high
4. Normal Attack: Three attacks. All three swings have same knockback as calibur swings. All swings are slightly longer than and slightly less wider than calibur swings. 1st and 2nd attacks are jabs (similar to flourish jabs) but the user does not move forward. 3rd attack is the same as calibur third swing but the user moves slightly farther.
5. Normal Attack Effect: Has a slight chance to heal 25% the damage inflicted.
6. Charge Attack: Performs a flurry of jabs (16). The charge lasts a bit longer than 4 star cutter. The user is immobile while performing attack. Each attack has a slight knockback.
7. Charge Effect: Has a good chance of healing the user for 25% of damage inflicted.
8. Charge Power: Very Very Low (1/5 of normal swing). Total damage being 3 1/5 swings if they all hit.
9. Charge Speed: Med
A dark sword that seems to devour its enemies.
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5 Star Versions
Phoenix Blade (previous: Sun Blade)
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Slightly less than med
4. Normal Attack: Same as 4 star. Additionally, the swings have crimson red arcs.
5. Charge Attack: Same as 4 star. The only difference is that the whole swing looks like the wing of a phoenix.
6. Charge Effects: Has a fair chance of causing a moderate fire.
7. Charge Power: Med
8. Charge Speed: Med
A destructive blade that is believed to have been used by gods.
Faucon (previous: Wanderer)
1. Damage Type: Normal
2. Power: Slightly less than high
3. Speed: Low
4. Normal Attack: Same as 4 star. The only difference is that when each hit makes contact golden streaks appear (like a falcon striking with talons).
5. Charge Attack: Same as 4 star version but the direction of the bird can now be controlled.
6. Charge Speed: Med
The ancient spirit resonating within this sword helps the wielder survive perilous journeys.
Vautour (previous: Scavenger)
1. Damage Type: shadow/piercing
2. Power: Med
3. speed: Slightly less than high
4. Normal Attack: Same as 4 star. Each attack now has a dark aura around them.
5. Normal Attack Effect: Has a slight chance to heal 25% the damage inflicted.
6. Charge Attack: Same as 4 star. Each attack has the image of a vulture's beak.
7. Charge Effect: Has a good chance of healing the user for 25% of damage inflicted.
8. Charge Power: Very Very Low (1/5 of normal swing). Total damage being 3 1/5 swings if they all hit.
9. Charge Speed: Med
The wielder must make a pact with this unearthly sword to access its dark powers.
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Ancient Sword Line
Ancient Sword (2 Star)
1. Damage Type: Normal
2. Power: Always does 1 damage
3. Speed: High
4. Normal Attack: Continuously does a 2 hit combo, swinging once to the left and then to the right.
5. Charge Attack: the user throws the hilt at the target but it immediately reappears in your hand.
6. Charge Power: Always does 1 damage.
7. Charge Speed: High
A sword deteriorated by time, only the hilt being left. Its useless in battle but you never seem to lose it.
Refined Ancient Sword
1. Damage Type: Normal
2. Power: Always does 10 damage
3. Speed: High
4. Normal Attack: Same as 2 star.
5. Charge Attack: Same as 2 star
6. Charge Power: Always does 10 damage.
7. Charge Speed: High
A restored hilt of an antique sword. Its a valuable collectors item but its not that useful in the battlefield.
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4 Star Versions
Death Sweeper
1. Damage Type: Shadow/Elemental
2. Power: High
3. Speed: Low
4. Normal Attack: two hits. The user slowly swings the scythe to his right side and then swings it to the opposite side, taking a step forward. It has 50% more range than other heavy swords.
5. Sword Side Effect: the users speed is lowered by 2 stages (med penalty).
6. Charge Attack: the user swings his scythe back and then swings it across his path, releasing a slow, weak purple wave that knocks back opponents (drags all targets that make contact with the wave until it stops). The wave is about 1 and a half times the user's size. It takes a bit longer than cutters charge to perform.
7. Charge Power: Med (initial hit). Low (wave)
8. Charge Speed: VLow
A heavy weapon used by the guiders of the dead to carry out their job. It's not as easy as it looks, is it?
Holy Broadsword
1. Damage Type: Elemental
2. Power: Med
3. Speed: Med-Low
4. Normal Attack: 3 hit combo. The first and second swings are the same as calibur's. In the third swing, the user turns around to build momentum and hits the target, knocking it back three times farther than the calibur's third swing.
5. Charge Attack: the user quickly swings and releases a powerful burst of light thats 1 square long. It has high knockback.
6. Charge Power: High
7.Charge Speed: Med-Low
A very resplendent sword once used by divine knights. It has many uses, such as lighting up a dark room or obliterating the undead.
Ghost Dagger
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack. three attacks. All swings have half the range of a calibur. The first attack is a side sweep. The second attack charges the user ahead in a straight line, going through enemies and damaging them (hitting multiple targets if on the same path). The user phases in and out as he charges. The user can still get hit while dashing. In the third attack, the user quickly turns around once he stops and deals a powerful blow (twice the damage of first swing).
5. Charge Attack: the user is seen about to charge but disappears. He then reappears 4 squares ahead and performs 3 sweeps in random directions. The user is vulnerable when he appears. Once hes finished, he disappears and reappears at the starting location.
6. Charge Power: Med
7. Charge Speed: Med
This supernatural dagger allows the user to pass through solid objects. I guess this means no more waiting in lines.
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5 Star Versions
Silueta (Previous: Death Sweeper)
1. Damage Type: Shadow/Elemental
2. Power: High
3. Speed: Low
4. Normal Attack: Same as 4 star
5. Sword Side Effect: the users speed is lowered by 2 stages (med penalty).
6. Charge Attack: The user lifts the scythe then slams it on the ground at his right side (no damage). He then drags the scythe across his path, destroying some of the floor to indicate its weight. The user releases a purple wave thats 3 times larger than the user. Everything else is the same as 4 star.
7. Charge Power: Med (initial hit). Low (wave)
8. Charge Speed: Low
A heavier version used by higher ranks of reapers.
Ragnarok (Previous: Holy Broadsword)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Med-Low
4. Normal Attack: Same as 4 star. Now the swings have a white arc when they pass.
5. Charge Attack: Same as 4 star except the attack is now 1 square long on all sides.
6. Charge Power: High
7.Charge Speed: Med-Low
A legendary sword forged for a primordial battle.
Ethereal Dagger (Previous: Ghost Dagger)
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack: same as 4 star. The user now looks transparent when phasing in and out.
5. Charge Attack: Same as 4 star. The user is now transparent when he appears on the other side, making him invulnerable. The user performs 5 random sweeps instead of 3.
6. Charge Power: Med
7. Charge Speed: Med
The wielder, when holding this dagger, is able to travel among different planes of existence.
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Extension to Flourish Line
Veiled Seed Blade Line
Veiled Seed Blade (3 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack.
5. Charge Attack: standard flourish charge
6. Charge Power: Med
7. Charge Speed: Med
While an adequate blade, there seems to be nothing special about this sword.
Dormant Bud Blade (4 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack. The arcs of the swings are faint red.
5. Charge Attack: standard flourish charge.
6. Charge Power: Med
7. Charge Speed: Med
There seems to be buds developing around the sword. The pulses coming from the sword make it seem almost alive.
Blooming Rose Blade (5 Star)
1. Damage Type: Normal
2. Power: Med (as strong as Rigadoon and Flameberg lines)
3. Speed: High
4. Normal Attack: standard flourish attack. The arcs of the swings are red. Several pedals are released with each swing (just a special effect).
5. Charge Attack: standard flourish charge.
6. Charge Power: Med
7. Charge Speed: Med
A blade that continuously grows roses. The sturdy roots around the blade make the weapon's hits lethal.
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Extension to Spur Line
4 Star Versions
Scalder
1. Damage Type: Normal/Elemental
2. Power: Med-Low
3. Speed: Med
4. Normal Attack: Three hit combo. All three swings are as long as calibur line. The blade is wider but this extra reach spreads around the top left the user; the user can hit anything on his top left corner that comes in range. The user first moves his blade across his path and then on the opposite direction, slightly moving on second swing. In the third attack, the user swings the blade across again but moves 2 squares forward.
5. Normal Attack Effect: Good chance of causing minor fire.
6. Charge Attack: The user stabs the ground with the edge of his blade, sending several thin red lines outwards in random directions, the lines travel till they hit a wall. While the attack does no damage, it always burns the target it hits (unless they're completely resistant). If the red line passes through an enemy, it lights them on fire while slightly knocking them back.
7. Charge Power: N/A
8. Charge Speed: Med
An engineer tampered with its power source, accidentally causing it to heat up. This disfigured blade is still usable but stay away from the edges.
Stone Cold Basher
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Med-Low
4. Normal Attack: Three hits. First swing is the same as spur. The second and third swings are sweeps (same range as spur), each moving the user half a square ahead. The attacks have slightly more knockback than calibur.
5. Charge Attack: the user swings the sword and releases a small, slow moving chunk of ice, dealing high damage if it hits.
6. Charge Attack Effect: the ice impact has a high chance to freeze.
7. Charge Power: High
8: Charge Speed: Low
A cooling system has been attached to the power source, causing the sword to freeze. It looks like a large ice pop.
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5 Star Versions
Disintegrater (Previous: Scalder)
1. Damage Type: Normal/Elemental
2. Power: Med-Low
3. Speed: Med
4. Normal Attack: Same as 4 star. Blade now covers the whole left side of the user. Sparks are released as it attacks.
5. Normal Attack Effect: Good chance of causing minor fire.
6. Charge Attack: Same as 4 star. The user's surroundings now look disfigured as it stabs the ground, indicating extreme heat. The lines are slightly wider and now hit enemies that are a half square from it.
7. Charge Power: N/A
8. Charge Speed: Med
This weapon's malfunction has been pushed to the limit, reaching scorching temperatures. Luckily, engineers decided to equip it with new safety features including a fancy new hilt.
Stone Cold Crusher (Previous: Stone Cold Basher)
1. Damage Type: Normal/Elemental
2. Power: Med-High
3. Speed: Med-Low
4. Normal Attack: Same as 4 star.
5. Charge Attack: Same as 4 star. The sword now releases a larger chunk of ice.
6. Charge Attack Effect: the ice impact has a high chance to freeze.
7. Charge Power: High
8: Charge Speed: Low
The cooling system has been made more efficient. The ice on the blade is now harder than steel.
Wintrillion (Previous: Winmillion)
1. Damage Type: Normal
2. Power: Med
3. Speed: High
4. Normal Attack: Three swings. All swings are performed like the spur swings. Each attack releases 3 thin energy bursts that resemble needles. These bursts travel very fast. On an average sized target, all 3 bursts will hit. Each burst does 25% damage of a regular swing.
5. Charge Attack: the user swings his sword and creates a funnel of energy that can hit opponents multiple times in an area. The funnel travels slightly farther, hits more times as it travels, and has slightly bigger knockback. It does, however, travel slightly slower. The hits are weaker than winmillion's energy disk.
6. Charge Power: Med (initial hit). Low (individual funnel hits).
7. Charge Speed: Med
The power source for this sword has been replaced with a new high tech one, allowing it to release larger amounts of energy.
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Im just including this line with swords.
Whip Line (no proper name yet)
Whip (2 star)
1. Damage Type: Piercing
2. Power: Med
3. Speed: High
4. Normal Attack: Three hit combo. The attacks are a bit longer than heavy swords. The attacks have minor knockback. The attacks can only damage the opponent if they are located at the front edge of the attack. The user quickly moves his hand to the left, hitting the opponent straight ahead. He then moves it to the right, again hitting the target straight ahead. The user brings his hand back and then quickly forward, delivering a stronger blow.
5. Charge Attack: The user spins the whip (wind mill) in front of him, hitting opponents multiple times if caught within the attack. The attack is wide but is very short. It has moderate knockback. It is possible to keep opponents at bay if all the targets are in front of the user. The attack lasts as long as cutter charge.
6. Charge Power: Low
7. Charge Speed: Med
No description yet.
More versions of this "sword" coming soon.
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Some Gun Ideas
Jelly Gun Line
Jelly Gun (2 Star)
1. Damage Type: Normal
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots out a disfigured ball of jelly. It travels a very short distance.
5. Charge Attack: shoots out a bigger ball of jelly. Travels same distance.
6. Charge Power: Med
7. Charge Speed: Med
A simple gun that shoots out balls of jelly. It was a bit hard to collect all this jelly.
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3 Star Versions
Glossy Jelly Gun (accidentally helped to make it, Luguiro)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly but now creates a puddle on the ground on contact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. The puddle slightly slows down opponents.
5. Charge Attack: shoots the ball of jelly a longer distance.
6. Charge Power: Med
7.Charge Speed: Med
Due to the cohesiveness of this transparent jelly, it manages to stay intact for a while after it's released. It turns any battle into a sticky situation.
Dense Jelly Gun
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a smoother ball of jelly, creating a smaller disfigured ball once it makes contact. This ball is noticeably larger than regular alchemer projectiles as well as the smaller one. The smaller ball bounces the opposite direction of the impact. The small ball travels one square. All balls have increased AoE due to larger size. All the projectiles travel a bit farther than the jelly gun projectiles.
5. Charge Attack: shoots a bigger ball, splitting into two smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med
This gun has been improved to further condense jelly into balls.
Oil Gun
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 3 puddles of oil on the field at a time.
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low
Possible Descriptions:
1. A jelly gun modified to carry tanks full of oil. A downgraded firo driver has been attached on top.
2. " ". Store at low temperatures.
Frosty
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage.
4. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
5. Charge Speed: Med
6. Charge Power: Med
A pressure control system has been built into this gun. Ice Cube jelly can now retain its liquid form.
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4 Star Versions
Electro Gel Gun (Previous: Glossy Jelly Gun)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly but now creates a puddle on the ground on contact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. The puddle now also shocks opponents.
5. Normal Attack Effect: good chance of moderate shock
6. Charge Attack: shoots the ball of jelly a longer distance.
7. Charge Power: Med
8.Charge Speed: Med
It turns out that this sticky jelly is able to efficiently conduct electricity. The gel can maintain a strong charge, toasting enemies that happen to come across it.
Polished Jelly Gun (Previous: Dense Jelly Gun)
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a smooth ball of jelly that lightly sparkles, splitting into 2 smaller disfigured ball once it makes contact. This ball noticeably larger than regular alchemer projectiles as well as the smaller one. The smaller balls bounce the opposite direction of the impact. The small balls travels one square. All balls have increased AoE due to larger size. All the projectiles travel a bit farther than the jelly gun projectiles.
5. Charge Attack: shoots a bigger ball, splitting into three smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med
The balls shot out of this gun are now more refined, being polished to allow for cleaner deliveries. If stared into it, your able to see your own reflection.
Unstable Oil Gun (Previous: Oil Gun)
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 5 puddles of oil on the field at a time.
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low
The compartments within this gun have been expanded by force to hold larger quantities. It might not have been a good idea considering it occasionally sprays you with oil.
Frigid Spearer (Previous: Frosty)
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage. The spike is slightly larger than previous version
4. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
5. Charge Speed: Med
6. Charge Power: Med
The gun is now able to release larger amounts of jelly without being in danger of freezing the nozzle.
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5 Star Versions
Lightning Gel Gun (Previous: Electro Gel Gun)
1. Damage Type: Elemental
2. Power: Med
3. Speed: Low
4. Normal Attack: 2 shots. Shoots a disfigured ball of jelly and now releases an additional ball on contact, creating another puddle. The ball bounces the opposite direction of the impact. If the ball doesn't hit anything, a puddle is created on the ground once the ball drops. Each ball has larger sparks coming from it.
5. Normal Attack Effect: good chance of moderate shock
6. Charge Attack: shoots the ball of jelly a longer distance.
7. Charge Power: Med
8.Charge Speed: Med
What do you get when you super charge a large mass of jelly? Lightning.
Solid Jelly Gun (Previous: Polished Jelly Gun)
1. Damage Type: Normal
2. Power: High
3. Speed: Low
4. Normal Attack: Same as 4 star. The balls look darker pink. Now each ball has moderate knockback.
5. Charge Attack: shoots a bigger ball, splitting into three smaller balls on impact.
6. Charge Power: Med
7. Charge Speed: Med
Possible descriptions:
1. What's blue, pink, and flat as a pancake? Your enemy after being hit by these extremely condensed balls of goo.
2. New technology has been developed to pack several hundred pounds of jelly into a single ball. It's curious how your still able to hold the gun.
Advanced Oil Gun (Previous: Unstable Oil Gun)
1. Damage Type: Elemental
2. Speed: Med
3. Normal Attack: The gun shoots out a burst of oil (similar to oilers) that drops in front of the user. The user can only have 5 puddles of oil on the field at a time. The puddles now last 50% longer on the field (both unlit and lit)
4. Charge Attack: Shoots out a ball of fire that lights up oil if it crosses its path. The oil cannot burn allies or be lit by them.
5. Charge Power: Med
6. Charge Speed: Low
This whole gun has been reworked to fire higher quality oil (and to avoid being potential killed by the leaks).
Artic Impaler (Previous: Frigid Spearer)
1. Damage Type: Elemental/Piercing
2. Power: Very high (high damage is about at current alchemers)
3. Speed: Low
3. Normal Attack: 2 shots. Drops a ball of jelly in front of the user. The ball hardens a few seconds later and creates a spike, doing high damage. The spike is slightly larger than previous version. A light mist now surrounds the spike.
4. Normal Attack Effect: fair chance of moderate freeze
5. Charge Attack: shoots a ball of jelly that travels a short distance. It drops on the ground when it hits an enemy, hits a wall, or simply stops moving.
6. Charge Speed: Med
7. Charge Power: Med
So much jelly is now shot out of the gun that it wouldn't be surprising if an Ice Cube reformed from it.
Still working on some of the descriptions of the visual aspects of the weapons.
More weapons coming soon (or really soon or much later).
Damage and speed rates are set to a scale of ten bars, ten being the maximum. When referring to charge attacks use seconds in real time as a charge rate base; Calibur series is approximately base five seconds if I remember correctly. Feel free to attribute damage and speed bars by "# bars {damage type}, # bars speed" to be compared to existing weapons.
Let the game begin.
Condor (2*)
This weapon seems to behave similarly to Calibur line, except the charge attack. Instead of delivering a spin it creates a scouting hologram which activates spawns which normally require the user to move to in order to activate the spawn. This defeats the purpose of a melee weapon.
Loner (3*)
See the above notes. A scouting projectile for a sword charge attack defeats the purpose of melee combat.
Sun Blade (4*)
No movement from the combo? What sorcery be this? Why does it have triple the Calibur swing width? Is it a heavy sword? Why does it have no combo movement with a three hit combo with heavy mechanic swing range? Why are its normal and charge attacks just giant sweeping slices? I have too many questions to address this. It seems to have the swing range of heavy swords with the speed of standard, making it far overpowered regardless of its charge attack; see Gran Faust.
Wanderer (4*)
It has almost the knockback of a heavy sword yet has the combo pattern of standard swords with the swing range of heavy swords with the scouting charge attack which is irrelevant to a melee weapon. There is a reason heavy and standard mechanics are kept on different swords.
Scavenger (4*)
"7. Charge Effect: heals the user for 100% of damage inflicted"
Nope. Next.
Phoenix Blade (5*, branched from Sun Blade)
The same high damage, three hit combo with no lunge and enormous hit range and does fire? Definitely overpowered.
Faucon (5*, branched from Wanderer)
Manually controlled scouting projectile? Nope. Next.
Vautour (5*, branched from Scavenger)
Maybe there will be no healing in thi-
"7. Charge Effect: heals the user for 100% of damage inflicted"
Nope. Delete this whole healing line.
The scouting line would only be useful as a gunner sidearm to trigger areas so they can stay in a safe area without activating the skirmish first, making it overpowered for gunners.
The Sun Blade line has the advantages of the heavy and standard sword mechanics, making it absurdly overpowered in offensive combat. It also does split damage. Imagine Divine Avenger where the charge attack is the normal attack; that is what this weapon line is, but with fire added on.
The Wanderer line has all the swing range of heavy swords but still has the three hit combo of standard and Spur mechanics. This is not allowed. The Seerus hammers are an exception because they are not technically the same mechanic.
Overall, all three of the lines are overpowered; one for making gunners unnecessarily overpowered, while the other two are trying to take the benefits of two opposite mechanics and combine them into two overpowered mechanics which would make Divine Avenger the new Big Angry Bomb. I appreciate you are trying to make new sword mechanics but keep balance in mind. See this post for mechanic references while considering balance; not that balance is optional, but while you are thinking about it.