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Character Creation. Top Content. Explore Wikis Community Central. Register Don't have an account? Power Framework. Edit source History Talk 3. Tier 0 Tier 1 Tier 2 Tier 3 Tier 4.

Tier 0. Categories Game Mechanics Frameworks Add category. Cancel Save. Universal Conquest Wiki. Contents 1 Existing Frameworks 2 How they work 2. Electric Bolt. Chain Lightning. Electric Form. Electric Sheath. Electric Shield.

Ionic Reverberation. Lightning Arc. Ball Lightning. Lightning Storm. Energy Storm. Throw Fire. Fire Strike. Fiery Form. Fire Breath. Heat Wave. Thermal Reverberation.

FIre Shield. Fire Snake. Force Bolts. Force Blast. Force Eruption. Force Shield. Personal Force Field. Protection Field. Force Snap. Kinetic Manipulation. Containment Field. Field Surge. Force Geyser. Crushing Wave. Force Cascade. Force Detonation. Inertial Dampening Field.

Ice Shards. Ice Blast. Frost Breath. Ice Cage. Ice Form. Ice Sheath. Ice Shield. Wall of Ice. Ice Barrier. Ice Burst. Snow Storm. Vapor Form. Arctic Beast. Sonic Blaster. Experimental Blaster. Bionic Shielding. Entangling Mesh. Gauntlet Chainsaw. Molecular Self-Assembly.

Vortex - This, on the other hand, makes Whirlwind quite a bit more useful than Snowstorm, as it will draw targets inward while the Vortex is active. The downside is that the Vortex is quite weak, meaning enemies, even with the snare, can stand to resist the pull of it. What's unique about Dust Devil, though, is that it can stack. Depending on how fast your recharges are, you can have upwards of 3 of these little tornados out. This comes at the advantage of also being able to disorient targets.

Triple Threat - Throws in electric and ice damage into the mix, as well as the ability for the Dust Devil to take advantage of Negative Ions and Chill. It literally does nothing more than that. The one benefit it has is that it looks nice. Each typhoon blast also repels the targets, and knocks down any disoriented ones for some extra crowd control. In the case of the knocks, it can also stagger the targets for further debuff. Cost-wise, it's equal to Gigabolt, but lacks the benefit of having a good energy unlock to back it up.

Cold Front - Increases the compatability of Typhoon with ice, granting it the ability to chill. This can be hypothetically followed up with moves such as Shatter or Ice Blast. Ionic Discharge - Gives Typhoon an arcing effect for negative-ioned enemies, very similar to Gigabolt. It should be noted that both of these advantages have only a 1-point cost. If willing to sacrifice a rank, both of these can be activated at once. Not quite as globally useful as the Ice Beast, however, as it only gets the ability to apply Disorient at rank 3.

In a way, though, the Air Elemental does highlight the spirit of the Wind set; it applies debuffs, but doesn't distract itself to use them. Above all, it just aims to rip mobs up.

Whirlpool Click Sphere Unlocked. In essence, it's an alternate version of Implosion Engine, which is another ult mainly used for rounding up large numbers of enemies. Whirlpool benefits from using Chill instead of Snare to slow its targets down which cannot be resisted , and deals higher damage at a lower energy cost.

Its disadvantages include that the chill effect isn't guaranteed per tick, and that its overall sucking power isn't as strong as Implosion Engine is. In either case, both work very well as round-up, and Whirlpool has the added benefits of synergizing with any builds that need a chill-applier.

A viable choice of Ultimate ability. Guns guns guns. Munitions is a straightforward, damaging set, which aims to use a wide variety of different ranged attacks. It gets straight to the point and hits rapidly, using little but some select defense debuffs, and a lot of critical hits. Strengths Mobile Wide variety of attacks - charges vs maintains, long range vs short range. Outside of the energy projector sets, most energy builders don't actually have any special bonuses on first hit.

Trick Shot - Hooray, you can now do really pitiful damage to a second target. For some really weird reason. It can trigger reliably off of the pistol-exclusive Furious buff. Kind of odd, really, because it generates just as much energy as any other energy builder out there. The problem is that the lag before and after the shot makes transitioning to and from this move quite slow. Paint the Target - A useful advantage, so long as you don't crit on your energy builder. Unfortunately, since each shot raises the chance, the possibility of this happening goes up with each shot.

Burst Shot Charged Cylinder Blast A simple attack with moderate energy cost and some good damage output, Burst Shot is primarily made for setup for more powerful munitions attack via its Armor Piercing debuff, making enemies much weaker to piercing and crushing damage. Though its animation seems slow, it puts out damage ticks much faster than one would expect.

For any ranged physical build, this currently is the defense-debuff of choice, as it is fast, requires no charge to apply the debuff, and has great advantages as well! This buff can make for a very nice support function when combining pistols with another crit-based powerset. The buff stacks up to 3 times, but this advantage will only grant one stack at most. It should also be noted - the defense debuff that Burst Shot puts out does not increase with rank.

Killer Instinct Energy Unlock A great energy unlock for munitions characters, Killer Instinct triggers whenever you land a critical with a gun, and the return scales off of Recovery. Much like other energy unlocks, the energy granted comes in via a slow trickle over time, and it cannot stack. For most munitions purposes, Killer Instinct serves nicely.

Bullet Ballet Melee combo Notable for being the longest combo in the game, with 4 stages and hitting the target 9 times, the Bullet Beatdown does very high damage, and has attacks that inflict roots and stuns.

Its biggest disadvantage is a comparatively steep energy cost, as well as the fact it doesn't entirely play along with how the rest of the powerset plays out. More accurately, it gives the move a chance to also generate an AoE sphere around the target with each hit.

The advantage is great, because not only does it cause damage to multiple targets, but the extra pulse also applies its damage to the primary target, sometimes outdamaging the extra rank on some hits.

Composure Offense Passive Composure has the benefit of providing the user with a fair dodge boost, providing decent defenses, alongside resistance to knocks and a bonus to Technology type attacks. The downfall of this passive is that its damage boost is a bit smaller than average slightly above the tier of Quarry and Targeting Computer, discounting their extra bonuses.

The biggest perk of this passive is its energy return on dodge, which can trigger shockingly often and provide big bursts of energy when you least expect it. Overall a well-rounded passive, though not optimal for DPS. Sharp Shooter Toggle Buff Sharp Shooter is Munition's unique twist on the ranged-damage buff form, and stacks whenever the user lands a critical while under the effects of the Furious buff, Or applies furious.

Furious is utilized by a great deal of Munitions abilities both pistols and long arms and buffs critical chances. Its benefits scale off of Dexterity, suiting the high-crit style of this toggle. Unfortunately, its stacking nature is still less reliable than Concentration, but it is a good option for gunslingers that want to get in close.

Holdout Shot Single-target click An unusual attack for basically last-leg combat. Normally, this move does fairly standard damage. However, it gets huge boosts to its severity. In addition to its base severity bonus, it also gets an extra, 2x base damage boost if you use the power while low on energy. If you are low on health, Restoration will also generate a stronger pulse of healing right on onset.

Though somewhat similar to old Stimpack, this is a rather significant debuff, since the effect cannot crit. It has an internal cooldown of 4 seconds. Open Wound - Applies the Open Would debuff to your target, which causes them to have the chance to generate bleed stacks over the next 10 seconds. The debuff is highly chance-based, and can generate anywhere from 0 to a full 5 stacks. Parting Shot Reverse-Lunge click An unusual distancing ability, Parting shot causes you to do a backflip away from your enemy before landing a powerful burst shot on them that knocks them backwards.

Compared to Breakaway shot, it has a much faster activation time and higher damage, but will only land its hit on a single enemy. Predictable - Against your target, you will wipe threat and go into stealth. However this also will extend the recharge period of this ability to 45 seconds. Armor Piercing - Applies the defense debuff of the same name to your target Shotgun Blast Conical charge AoE blast A fun cone blast that's used mainly for crowd control. Shotgun Blast's special effect is that it can knock targets down, and if charged, knock them back.

The chance of the knock happening is higher on the primary target. The attack is usable rapidly, but has a steep energy cost, considering its mediocre damage. Breaching Round - Now guarantees your shotgun shots knock your main target down.

If any other targets are affected by Armor Piercing, they will get knocked always as well. Finally, using Shotgun with this advantage, refreshes all Furious stacks.

Mind the Uniform - Everyone you hit with your Shotgun falls victim to Fear, doing less damage. Armor Piercing - Will cause Shotgun to apply the debuff to its primary target, and have a small chance to do the same for secondary ones. While capable of quickly stacking up Furious for some extra critical hits, its target cap is lower than most AoEs, only regularly capable of hitting 3 targets at once compared to the usual 5.

Combine this with lower than average damage output and this isn't the most impressive attack out there. For utility and support though, SMG has got you covered. Aggression - Gives the attack a chance to apply bleed guaranteed in melee. This actually makes the SMG burst the best attack to apply the bleed effect to a lot of targets quickly, and becomes a great companion to Form of the Swordsman or Aspect of the Bestial.

Wall of Bullets - While maintaining SMG, you will apply a high-durability shield over your current health that will rise in strength over time, similar to Eye of the Storm in the Dual-Blade powerset. Unlike most shields, however, the effect immediately ends as soon as you finish maintaining the ability. The advantage also costs 3 points instead of the standard 2. Assault - Refreshes the duration of Armor Piercing debuffs on your targets.

Extra Bullets - Raises the target cap of the AoE to its usual 5, making the best use of its large cone, as well as doing some extra damage on scared targets. This advantage only costs a single point, and should be considered highly - with its ability to hit 5 targets, it becomes one of the most reliable AoEs in the set.

Execution Shot Melee Click This The caveats of Execution Shot include its high energy cost, its recharge, and its melee scaling. The last point means it can be unusually effective on builds that otherwise would barely use any guns. Is it not just mayhem? This changes Execution Shot to inflict fear on any targets nearby your victim. It does not require your shot to even kill the target to trigger. I pay it gladly - If your shot succeeds in defeating a foe, you will gain 3 full stacks of furious for a quick and effective critical buff.

It can be used when held, but the usefulness of this move becomes way less notable if you fight closer to the target, or the enemy has AI that causes them to move frequently. Escape Artist - Transforms Smoke Grenade into a threat wipe ability, theoretically causing all targets hit by it to break combat with you. Unfortunately, it's bugged at the moment. Lock N Load Active Offense Lock N Load's bonus adds extra critical hit chance and energy efficiency to your abilities, making this one of the most solid active offense choices out there.

Also, if you have a gun out, it has the bonus of playing a custom reloading animation when this is used. Two Smoking Barrels - Likely meant to play into the use of Bullet Beatdown, this advantage causes each melee strike you land to reduce the recharge time of this move.

The downside is that it no longer applies bonus damage to melee attacks - however, reduced energy costs and increased critical chance still apply! Breakaway shot's movement causes it to cover a very large area, and it comes with the defensive bonus of applying a stack of Defiance which is more useful if you use Constituion , and also forces you to move backwards. Its a very defensive move, but unfortunately cannot be done that fast, on account of its long animation, and its high energy cost.

Microfilanment Wire - the primary target is pulled towards you if you start out next to them, provided they're not resistant to pull effects. Not that useful, considering how most bosses operate. Trip Wire Charged Ranged Pull Sends out a surprisingly damaging tripwire to reel a target in and disorient them.

The longer you charge, the higher this chance becomes. The wire has a surprisingly low energy cost, but is rebuffed by its long recharge period. Still, this is a strong contender for an effective pull-in due to its long range. Stim Pack - This is a recovery advantage, and will apply a self-heal.

Open Wound - Will apply a timed debuff that can possibly apply up to 5 stacks of bleed. Flamethrower Ranged Maintain Cylinder While low-tier, Flamethrower is a surprisingly powerful attack that obviously benefits fire builds more than Munitions.

Similar to fire breath, it has a good chance to apply clinging flames to its targets, but does more damage than fire breath in exchange for a narrower area hit. Panic - When hitting targets, it has a chance to stun them for a short time. If the targets are feared, they always will fall victim to this stun. Spitfire - Doubles the chance per tick that clinging flames can apply, as well as guaranteeing an application if you are affected by Furious.

Gatling Gun Cylinder AoE maintain Do not let the low numbers of this move fool you - Gatling gun hits 8 times per second, and that damage can rack up fast. The Gatling Gun also has the chance to apply Armor Piercing - with a guaranteed application on full maintain.

Its thin cylinder belies its total area covered - feet range means that, if you line up well, Gatling Gun can take down a lot of enemies all at once.

Its disadvantages include that it requires aforementioned lineup, you cannot move while using it, and the fact that enemies with flat-damage subtraction anyone with invulnerability will shrug off your bullets; hitting 4 times every 0. Listen to Reason - Applies the fear effect, which has a very high chance of applying, thanks to all the ticks it's putting out.

That aside, the fear debuff will enable you to limit enemy damage output, and also can be utilized by Darkness of all things to do more damage. Full maintains will also refresh all Furious stacks on you, but this condition can be difficult to reach unless you have a lot of energy. Sheer Force - Causes your Gatling Gun to repel enemies, and knock down enemies in melee distance. The repel only occurs when targets are within 60 feet of you. The explosion deals pretty good crushing damage, and will knock the targets back.

Unfortunately, the knock from this ability doesn't seem to generate a stack of Enrage if you use that passive, but its best bet of use still will tend to be on a Melee-oriented crushing build.

Has a rather high energy cost. Wall of Fire - Produces three mine clusters. Is only really useful for wide-area crowd control with knocks, but this is still kind of a dubious bonus to have. Stim Pack - The self-heal restoration advantage. Over time?

Yeah I don't get it. On the plus side, the damage dealt from the grenade isn't bad. Of all the grenade options, Frag Grenade is capable of the absolute most damage. Its drawbacks includes its recharge period, and its high energy cost. Cuts and Scrapes - Applies the Armor Piercing defense debuff to the targets it hits, making them susceptible to your follow-up with guns!

Open Wound - Applies up to 5 bleeds over time, in case your build mixes in some blades or stuff. Of the grenades, it does middle-of-the-road damage. Chemical Burn - Your grenade applies the No Quarter debuff originally from Heavy Weapons , which renders your targets more susceptible to Crushing and Fire damage. Optimal for builds that utilize explosives. Or flaming megaswords. Scorched Ground - The blast of the grenade makes a patch of fire on the ground, perfect for Fire builds!

Concussion Grenade Click sphere AoE The last grenade option does the least damage in Crushing form, but pairs it with a powerful knock. Mechanically, this grenade is the most similar to old Frag grenade, and has the same energy cost it had as well.

Of the grenades, it's most optimally used for crowd control. Stun Grenade - As the name would imply, Stun Grenade will stun the targets hit. Rocket's DPS isn't bad, but the move has a recharge, meaning that it won't be anywhere near a mainstay mid-combat attack. The base energy cost is very high, but the long charge has the bonus of not increasing it any further.

Concussive Rocket - throws a knock into the mix, allowing rocket to perform some simple crowd control. Scorched Ground - Similar to Incendiary Grenade, but requires a full-charge. Compounding this with an attack that doesn't do pure fire damage, and it isn't really the most useful option available for laying down fire patches for a Fire-hybrid build.

Assault Rifle Single-target maintain A reliable and strong long-ranged attack, which deals a strong first-shot followed by consistent damage throughout its maintain.

Due to taps taking a longer time to process damage than maintains, it generally still is preferable to maintain fire instead of tapping. Its biggest disadvantage is its unique slow effect while firing, making it difficult but not impossible to avoid attacks while firing. Mow 'Em Down - Changes the Assault Rifle into a cylindrical attack, which does reduced damage for each extra target it hits up to 3 max.

The nature of this advantage will favor using Assault Rifle at a closer range 50 feet and alongside many AoEs, due to the abilities that grant Furious. Rank 3 is slightly weaker, but much more flexible, especially for extreme-range pulling.

Sniper Rifle Charge Single-Target Devastatingly powerful burst damage construes this attack's nature. In addition to the damage, Sniper Rifle also stuns the target, and it is also only one of two moves in the game with a range of feet.

The disadvantages define the Rifle's true purpose - high energy cost aside, it must be fully charged, and gets interrupted if you take any damage. Unless you've got a reliable way to apply a forcefield or damage-absorption, there's no real way to use Sniper Rifle in the middle of battle.

Tungsten Rounds - Spreads the effect of Sniper Rifle over 3 targets in a line - full damage and stun dealt to 3 targets. The cylinder is thin, but since it's likely you wont be in battle at the time of using Sniper Rifle, you likely will have ample time to line up the targets correctly. On the flipside, the AoE effect does sort of go against the very definition of a snipe, and might draw unwanted attention from further or closer targets.

Lead Tempest eschews damage for its extremely large radius. It also eschews some chance to hit targets that are further away, but for the purposes of grabbing enemy attention, no move really does better than this. It also has the benefit of having a very low energy cost, and is one of the better options for placing Challenging Strikes. Tread Softly - While maintained, Lead Tempest drastically boosts your dodge stats, ensuring that the fire you take in retaliation is mitigated, with an added bonus if you are affected by the Furious buff.

Especially if you're fragile and plan to go gung-ho with this move, take this advantage to give yourself a better chance. Maybe I'm just Better - Incidentally, this advantage can be used to apply Furious to yourself while using this ability!

Pistol Whip Melee Click Stun A funky and quick utility move, Pistol Whip is a stun ability that has no cooldown and a modest energy cost. While not that impressive on its own, its lack of recharge makes it unique and could possibly be put to use in some funny, rapid-target-switching builds that just like slapping people with pistols.

They Never Go Easy - Applies the Trauma debuff to your target, making it much harder for them to heal. Only really has applications in PvP content, as most standard enemies do not use healing abilities.

Also has no cooldown for stunlocking weirdness. Two Gun Mojo Single-target maintain A powerful short-ranged assault, Two Gun Mojo benefits from great mobility and can quickly apply the Furious buff without any extra advantages. It requires some stat commitment for energy, but Two Gun Mojo is still very capable of tearing up enemies, and serves as an impressive critical and heal buffer as well. Ok if you plan to shoot things point blank or mixing it in with Melee.

The damage dealt from this advantage will scale down the more targets it's hitting. Showdown Cone Maintain Ultimate Unlocked. Fitting its cowboy style, it unleashes some western dual-pistol mayhem upon the area before you. After a short, quick charge, Showdown deals devastating damage and roots all targets in place.

Pair this with a huge degree cone with a 50 foot range, and a target cap of 10, and this ability can clear out large mobs within seconds. Its drawback - the energy cost on this baby is massive, and being an ultimate, you'll need to wait a full 90 seconds before you can get another shot at using this attack.

Killer Instinct is basically a necessity. You Clean, We'll Sweep - Any targets you hit will be dealt a taunt debuff that will build up threat against you over time, making a lot of enemies understandably very angry at you.

The massive coverage of this maintain makes this advantage ideal for tanks. The only issue is, again, offsetting that huge energy cost in a role hit with an energy penalty. Semi-similar to Munitions, Archery eschews pure damage in favor of flexibility - namely, its incredible range, large hit areas, mobility, and debuff potential. The components for a well-balanced character are contained in this set. Strengths Mobile and long ranged - almost none of its attacks root the user in place, and all of them have a range of feet.

Aversion - Each hit has a chance to provide a fair boost to your dodge stats, based on your intelligence. As a general note, a lot of Archery's tactics are based off of the Int stat. Though the damage output is initially low, Straight Shot places a debuff on its hit foe that reduces their defense against the next two archery attacks used on them.

In general, this makes Straight Shot the strongest and most reliable single-target attack in the set. Split the Arrow - Increases the shot's defense-down effect, making it more suitable as a support attack for other archery shots.

All in all, Straight Shot has some very powerful synergy with the Avenger specialization tree and its Preemptive Strike option. The primary target also takes extra piercing damage from the arrow itself. In general, the sonic arrow is best used for debuff and crowd control purposes, thanks to its stun effect, and isn't that bad at DPS either. Deadly Dissonance - Increases the sonic damage of the arrow thereby increasing the proportion of damage done to the non-primary target and stuns everyone involved in the shot.

This is an excellent option for quick crowd-control if you want to deal damage at the same time, and a very reliable Manipulator stacker. After this, you gain a boost to your dodge chance. This is simultaneously useful for both ranged fighters who want to quickly increase distance between themselves and the enemy, as well as dodge tanks who want to maximize their dodge chances.

Unfortunately, the ratio of the buff's length to the cooldown of the ability means it isn't as great as it once was for maintaining dodge survivability. Sleight of Mind - This advantage tweaks Evasive Maneuvers into a Threat Drop ability, increasing its recharge time threefold. While useful for mass-group escape, it stymies EM's usability as a dodge buff even semi-consistently, and is often excessive for most single-target fights.

This advantage makes EM much more useful for non-dodge oriented characters. Aside from what attacks trigger it, it's completely identical. This brings up some problems, because this energy unlock is based on Ego, while the majority of Archery bases itself around Int, and you need Dex to start with to trigger those critical hits.

This quirk is offset by the move itself having a heinously high energy cost, and doing fairly bad damage. It also drains energy from the foe, but this only becomes a factor if the target is either a nemesis, or another player.

That said, Taser Arrow is a popular choice for cosmic control builds, especially for applying its paralyze to a singular focus target, and benefits from being one of the only paralyze moves without a recharge meaning it can apply its hold to multiple targets in quick succession.

Taser Arrow can help immensely at re-balancing stacks of hold resistance. Aftershock - Adds a DoT effect to the move following its usage, as well as further energy drain. Said buff is a bit weaker than average, and angled a bit towards physical damage, but is also offset by the fact that Quarry boosts the user's Ego and Intelligence scores as they land hits based off of Intelligence, so having high Int is recommended. To top it all off, Quarry offers a small boost to the user's dodge chance.

It does lack a bit in avoidance, but can stack it by fighting. Fair Game - Kills you score will restore health to you, based on your constitution score. The heal is instantaneous, but weak, and comes at a tradeoff of extra dodge and damage output.

I recommend skipping over it, unless there is no other way to heal yourself. Storm of Arrows might not impress at first glance, but it makes up for its moderate numbers with its extreme range, huge hit area, ability to hit 7 targets, and 2 chances each tick to do extra damage.

Storm of Arrows does come with a recharge, but that's just to slightly curb its magnificence. Besides, the recharge is so minute 3 seconds that it hardly makes a difference. As an aside, it's for set features such as extremely-short recharges on some attacks, on top of Quarry's INT scaling, that Gadgeteer's Molecular Self-Assembly ends up working better for an Archery build than the set's own dang Energy Unlock!

Achilles' Heel - For the duration of this attack, enemies hit by your storm are rooted in place. Form of the Tiger. Dragon's Claws. Tiger's Bite. Reaper's Touch. Reaper's Caress. Scything Blade. Form of the Swordsman. Dragon's Bite. Reaper's Embrace. Righteous Fists. Thundering Kicks.

Crashing Wave Kick. Form of the Master. Dragon Kick. Burning Chi Fist. Kinetic Darts. Ego Weaponry. Ego Blade. Ego Blade Frenzy. Ego Form. Telekinetic Shield. Ego Choke. Ego Hold. Ego Surge. Telekinetic Eruption. Telekinetic Wave. Ego Blade Annihilation. Ego Blade Breach. Telekinetic Maelstrom.

Mind Link. Psi Lash. Ego Blast. Ego Placate. Ego Sleep. Ego Sprites. Empathic Healing. Telepathic Reverberation. Mind Lock. Psionic Healing. Psychic Vortex. Summon Nightmare. Collective Will. Ego Storm. Mindful Reinforcement. Defensive Combo.

Iron Chain. Iron Cyclone. Iron Lariat. Mighty Leap. Havoc Stomp. Unleashed Rage. Brute Strike. Arc of Ruin. Earth Splitter. Vicious Descent. Eldritch Bolts. Eldritch Blast. Binding of Aratron. Eldritch Shield. Sigils of Ebon Weakness. Pillar of Poz.

Aura of Ebon Destruction. Circle of Ebon Wrath. March of the Dead. Ritual of Ebon Summoning. Skarn's Bane. Tyrannon's Familiar. Urthona's Charm. Hex of Suffering. Vala's Light. Planar Fracture. Bestial Fury. Supernatural Power. Venomous Breath. Soul Mesmerism. Aspect of the Bestial. Command Animals. So I suppose a follow up question would be how do I do this. I tried retconning my character and it still only let me choose from the elctricity powers.

Is there a bit Im missing. Again thank you for the response. You're probably running an archtype. They have a mostly predetermined list of powers and such. What gladon explained is only available to freeform character slots. Originally posted by Marquice :. Last edited by galadon3 ; 23 Nov, pm. Per page: 15 30



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