Ultimate Weapon

Ultimate Weapon was Perfect World’s take on the MOBA formula, built around straightforward team deathmatch action rather than long lane-pushing matches. Players were set to battle in either small 3v3 skirmishes or larger 8v8 fights, picking from a roster of 28+ heroes with distinct kits and visual styles.

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Publisher: Perfect World
Type: MOBA
Release Date: Canceled
Pros: +Big roster with lots of playstyle options. +Cosmetic skins purchasable via currency or cash. +Passive-boost card loadouts add extra build variety.
Cons: -Not much public information due to cancellation.

Overview

Ultimate Weapon Overview

Ultimate Weapon centers on fast, objective-leaning deathmatches in two team sizes, 3v3 for tighter coordination and 8v8 for larger brawls. Matches take place on sizable, multi-layered maps where teams clash around shrine-like points, encouraging rotations and group fights rather than static lanes. The game’s verticality and segmented planes were designed to create more angles of attack and more varied engagements than a flat arena.

Character choice was meant to be the main hook. With more than twenty eight playable heroes available, each one came with a unique ability set and a distinct look, giving players plenty of options to match a preferred role or combat style. On top of that, customization leaned into cosmetics, letting you buy skins either through earned in-game currency or by spending real money.

Progression also tied into a passive build layer. After raising your account to level 20, you could access the card system and slot up to three cards per character, granting passive bonuses during matches. For players who like tinkering with builds, this system was positioned as a way to subtly shape how a hero performs without changing their core kit. During combat, the interface also emphasized transparency, tracking performance stats so you could quickly identify who was dealing the most damage and which opponents were becoming the biggest threats.

Ultimate Weapon Key Features:

  • Large Maps – jump into hectic 3v3 and 8v8 battles on multi-tier battlegrounds.
  • Variety of Characters – pick from a roster of 28+ heroes with different abilities.
  • Customize Characters – unlock and buy skins using in-game earnings or real-money purchases.
  • Card System – equip three passive-effect cards per character once the system is unlocked.
  • Combat Stats follow team and enemy performance stats to spot priority targets and key threats.

Ultimate Weapon Screenshots

Ultimate Weapon Featured Video

Ultimate Weapon (CN) - Non-wipe beta first look (8 vs 8 AI bots)

Full Review

Ultimate Weapon Review

Because Ultimate Weapon was canceled before an official full release, it is difficult to give a complete, final assessment of long-term balance, content cadence, and the health of its competitive ecosystem. What is clear from the available material is the game’s intended identity, a hero-based MOBA that prioritizes match-to-match fighting and readable combat over the slower macro layers seen in more traditional lane-focused titles.

The two match sizes suggested two very different experiences. 3v3 would likely have leaned on tighter coordination, clean ability usage, and smart positioning, since every pick and every death matters more when teams are small. 8v8, by contrast, reads like it was designed for constant action, larger team fights, and a more chaotic pace where individual outplays and group ultimates could swing fights quickly.

The strongest concept on paper is the combination of a large hero pool and the card-based passive layer. A roster of 28+ characters gives players room to specialize, while still having counters and alternatives. The card system, unlocked at account level 20, adds a simple form of buildcrafting, which can help the game feel less repetitive over time by letting the same character be tuned toward different strengths. The risk with any passive modifier system is balance complexity, especially when stacked across many heroes, but it is also a proven way to add replay value for players who enjoy experimenting.

Cosmetic skins and stat visibility are straightforward features, but they matter in a competitive game. Skins support personalization, while in-match stat tracking helps decision-making, for example, focusing the enemy dealing the most damage or identifying which teammate is carrying fights. Taken together, Ultimate Weapon appeared to be aiming for accessible, match-focused MOBA action with a few customization layers to keep players engaged, even though the cancellation ultimately left many of its systems and content plans untested in a full release environment.

Links

Ultimate Weapon Links

Ultimate Weapon Official Site [Chinese]

System Requirements

Ultimate Weapon System Requirements

Minimum Requirements:

Operating System: Windows 7 64 bit
CPU: Core 2 Duo E6550 2.33GHz or Athlon 64 X2 Dual Core 5600+
Video Card: GeForce 8800 GTS or Radeon HD 5670 1GB DDR3
RAM: 4 GB
Hard Disk Space: TBA

Music

Ultimate Weapon Music & Soundtrack

Coming soon!

Additional Info

Ultimate Weapon Additional Information

Developer(s): Perfect World
Publisher(s): Perfect World

Game Engine: Ark Engine

Platform(s): PC, Xbox One, PS4

Closed Beta Release Date: December 22, 2015 (China only)
Full Release Date:
TBA

Development History / Background:

Developed and published by Perfect World, Ultimate Weapon was created using the Ark Engine and represented the company’s first internally developed MOBA project. It was planned for release on PC as well as console platforms (Xbox One and PS4). Despite these intentions and a closed beta period in China, the project was ultimately canceled prior to an official launch.