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== Ability unlocks == | == Ability unlocks == | ||
Abilities are unlocked with [[File:Ability_unlock_icon.png|24x24px]] '''Ability Unlocks''' earned at {{Souls|600}}, {{Souls| | Abilities are unlocked with [[File:Ability_unlock_icon.png|24x24px]] '''Ability Unlocks''' earned at {{Souls|600}}, {{Souls|1200}}, {{Souls|2100}} and {{Souls|3600}} soul thresholds ([[Boon]] levels 0, 2, 4 and 6). The first 3 non-ultimate abilities can be unlocked in any order, while the ultimate ability can only be unlocked at level 6. Ability unlocks cannot be refunded. | ||
== Ability points == | == Ability points == | ||
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A '''channeled''' ability is an ability that requires channeling it for a duration, indicated by a filled bar slowly diminishing on the characters HUD. The channel can be stopped before the channel duration is complete, and will go on cooldown after it's first press before the channel duration has completed. Channeled abilities often prohibit the player from [[movement]] but this is not a rule. F. ex. {{AbilityIcon|Kelvin}}'s {{AbilityIcon|Arctic Beam}} allows walking around though at a slowed movement speed and crouching, but not [[Dash|dashing]] and [[jumping]] (the jumping key is default the key to cancel channeling). {{AbilityIcon|Dynamo}}'s {{AbilityIcon|Singularity}} blocks all movement inputs from the player while channeling. Channeled abilities can be stopped preemptively by and opponent by using a [[Status Effects|stun]] or [[Status Effects|interrupt]], but a [[silence]] or [[Status_Effects#Displace|displacement]] will not stop an ongoing channeled ability. This does not affect the cooldown of the ability. | A '''channeled''' ability is an ability that requires channeling it for a duration, indicated by a filled bar slowly diminishing on the characters HUD. The channel can be stopped before the channel duration is complete, and will go on cooldown after it's first press before the channel duration has completed. Channeled abilities often prohibit the player from [[movement]] but this is not a rule. F. ex. {{AbilityIcon|Kelvin}}'s {{AbilityIcon|Arctic Beam}} allows walking around though at a slowed movement speed and crouching, but not [[Dash|dashing]] and [[jumping]] (the jumping key is default the key to cancel channeling). {{AbilityIcon|Dynamo}}'s {{AbilityIcon|Singularity}} blocks all movement inputs from the player while channeling. Channeled abilities can be stopped preemptively by and opponent by using a [[Status Effects|stun]] or [[Status Effects|interrupt]], but a [[silence]] or [[Status_Effects#Displace|displacement]] will not stop an ongoing channeled ability. This does not affect the cooldown of the ability. | ||
[[File:Bonus Ability Charges.png|thumb|An ability with charges, showing 3 ready charges on the left and | [[File:Bonus Ability Charges.png|thumb|An ability with charges, showing 3 ready charges on the left and 4 ready charges on the right.]] | ||
A '''charged''' ability - or, an ability with '''charges''' - is an ability that can be used multiple times in a row, and has a separate cooldown for the time between charges and the time for a charge to be restored. This is indicated by a white bar over the ability icon on the players HUD, and is split by a thin black line for the amount of charges the ability currently possess. A charge that is currently on cooldown is indicated by a gray bar slowly filling up in place of the white bar. Some abilities will also start as instant active, and gain charges with levels. For more info, please see the table of charged abilities: | A '''charged''' ability - or, an ability with '''charges''' - is an ability that can be used multiple times in a row, and has a separate cooldown for the time between charges and the time for a charge to be restored. This is indicated by a white bar over the ability icon on the players HUD, and is split by a thin black line for the amount of charges the ability currently possess. A charge that is currently on cooldown is indicated by a gray bar slowly filling up in place of the white bar. Some abilities will also start as instant active, and gain charges with levels. For more info, please see the table of charged abilities: | ||
{{AbilityTable|charges | {{AbilityTable|charges}} | ||
=== Passive === | === Passive === | ||
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!Ability | !Ability | ||
|- | |- | ||
|{{HeroIcon|Abrams}} | |{{HeroIcon|Abrams|size=30px}} | ||
|{{AbilityIcon|Infernal Resilience}} | |{{AbilityIcon|Infernal Resilience}} | ||
|- | |- | ||
|{{HeroIcon|Graves}} | |{{HeroIcon|Graves|size=30px}} | ||
|{{AbilityIcon|Essence Theft}} | |{{AbilityIcon|Essence Theft}} | ||
|- | |- | ||
|{{HeroIcon|Drifter}} | |{{HeroIcon|Drifter|size=30px}} | ||
|{{AbilityIcon|Bloodscent}} | |{{AbilityIcon|Bloodscent}} | ||
|- | |- | ||
|{{HeroIcon|Haze}} | |{{HeroIcon|Haze|size=30px}} | ||
|{{AbilityIcon|Fixation}} | |{{AbilityIcon|Fixation}} | ||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Infernus|size=30px}} | ||
| | |||
|{{AbilityIcon|Afterburn}} | |{{AbilityIcon|Afterburn}} | ||
|- | |- | ||
|{{HeroIcon|Mina}} | |{{HeroIcon|Mina|size=30px}} | ||
|{{AbilityIcon|Love Bites}} | |{{AbilityIcon|Love Bites}} | ||
|- | |- | ||
|{{HeroIcon|Victor}} | |{{HeroIcon|Victor|size=30px}} | ||
|{{AbilityIcon|Shocking Reanimation}} (Has a cooldown) | |{{AbilityIcon|Shocking Reanimation}} (Has a cooldown) | ||
|- | |- | ||
|{{HeroIcon|Vyper}} | |{{HeroIcon|Vyper|size=30px}} | ||
|{{AbilityIcon|Slither}} | |{{AbilityIcon|Slither}} | ||
|} | |} | ||
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== Ability Scaling and damage == | == Ability Scaling and damage == | ||
Abilities | Abilities have three ways of being useful: dealing [[File:Spirit icon.png|frameless|20x20px]] [[Spirit Damage|spirit damage]], dealing [[File:Melee damage light.png|frameless|20x20px]] [[Melee Damage|melee damage]] or providing utility. | ||
=== Spirit Damage === | === Spirit Damage === | ||
[[File:Spirit icon.png|frameless|20x20px]] | [[File:Spirit icon.png|frameless|20x20px]]Spirit damage is the main form of ability damage there is in [[Deadlock]], and the vast majority of abilities will deal all or some of its damage as [[File:Spirit icon.png|frameless|20x20px]] spirit damage. This damage is generally split into two parts: the '''base damage''' represented by an integer, and the '''spirit scaling''' '''damage''' represented by a percentage of the heros [[Spirit Power|spirit power]]. The base damage is a base value that can only be changed via leveling up the ability using {{Ap}} '''Ability Points''', the spririt scaling damage can be increased by obtaining more [[File:Spirit icon.png|frameless|20x20px]]spirit power via [[Item|items]], [[Golden Statue|golden statues]], [[Powerup|powerups]] or the [[rejuvenator]]. Please see the page on [[File:Spirit scaling.png|frameless|25x25px]][[Spirit Power#Spirit Power Scaling|spirit power scaling]] for more details. | ||
=== Melee Damage === | === Melee Damage === | ||
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Abilities dealing [[File:Melee damage light.png|frameless|20x20px]] melee damage: | Abilities dealing [[File:Melee damage light.png|frameless|20x20px]] melee damage: | ||
{{AbilityTable|melee | {{AbilityTable|melee}} | ||
=== Utility === | === Utility === | ||
Some abilities will have no damage dealt, but will instead provide the hero with some sort of utility to use while playing. This is a wide topic and can be anything from {{AbilityIcon|Calico}}'s {{AbilityIcon|Ava}} providing mobility and eventually [[File:Health regen.png|frameless|20x20px]][[Health Regen|health regeneration]], {{AbilityIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}} providing a [[File:Status Disarm.png|frameless|20x20px]]disarm status effect on enemies, and {{AbilityIcon|Paige}}'s {{AbilityIcon|Plot Armor}} providing a barrier and weapon damage. | Some abilities will have no damage dealt, but will instead provide the hero with some sort of utility to use while playing. This is a wide topic and can be anything from {{AbilityIcon|Calico}}'s {{AbilityIcon|Ava}} providing mobility and eventually [[File:Health regen.png|frameless|20x20px]][[Health Regen|health regeneration]], {{AbilityIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}} providing a [[File:Status Disarm.png|frameless|20x20px]]disarm status effect on enemies, and {{AbilityIcon|Paige}}'s {{AbilityIcon|Plot Armor}} providing a barrier and weapon damage. | ||
== | === Scaling === | ||
While most abilities scale on [[File:Spirit icon.png|frameless|20x20px]][[Spirit Power|spirit power]], there are some that have alternate ways of scaling. These are {{AbilityIcon|McGinnis}}'s {{AbilityIcon|Mini Turret}} whose health scales on her own maximum health, and {{AbilityIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}} which scales on her [[Weapon Damage|weapon damage]]. These are the only two abilities that scale on something other than spirit power. | |||
A few abilities have no scaling at all, only increasing in power when spending {{Ap}} '''Ability Points''' to upgrade them. This includes {{AbilityIcon|Lash}}'s {{AbilityIcon|Grapple}}, {{AbilityIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}} and {{AbilityIcon|Grey Talon}}'s {{AbilityIcon|Rain of Arrows}} & {{AbilityIcon|Spirit Snare}} to name a few. | |||
Some abilities apply their spirit scaling not in increased damage, but in other aspects of how they work. These vary wildly, and include {{AbilityIcon|Lash}}'s {{AbilityIcon|Death Slam}} which increases its throwing range, and {{AbilityIcon|McGinnis}}'s {{AbilityIcon|Medicinal Specter}} which extends its duration. | |||
{{Stat navbox}} | {{Stat navbox}} | ||
{{Gameplay navbox}} | {{Gameplay navbox}} | ||
[[Category:Stats]] | [[Category:Stats]] | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||