Abilities: Difference between revisions

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== Ability points ==
== Ability points ==
[[File:Maximum Charges on Ability Upgrades.png|thumb|{{HeroIcon|infernus}} {{AbilityIcon|Napalm}} showing the 3 levels of upgrades an ability can have, at 1, 2 and 5 points. (Upgrades may be outdated)]]
[[File:Maximum Charges on Ability Upgrades.png|thumb|{{HeroIcon|Infernus}} {{AbilityIcon|Napalm}} showing the 3 levels of upgrades an ability can have, at 1, 2 and 5 points. (Upgrades may be outdated)]]
{{Ap}} '''Ability Points''' are earned at every [[boon]] that does not give an ability unlock. These are used to upgrade the power of unlocked abilities, granting additional bonuses and better stats. All abilities have 3 tiers for upgrades, costing 1, 2, and 5 points to unlock. Unspent points are shown under the player's ability icons.
{{Ap}} '''Ability Points''' are earned at every [[boon]] that does not give an ability unlock. These are used to upgrade the power of unlocked abilities, granting additional bonuses and better stats. All abilities have 3 tiers for upgrades, costing 1, 2, and 5 points to unlock. Unspent points are shown under the player's ability icons.


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<sup>** The ability needs to be upgraded to T2 before it is considered a charged ability</sup>
<sup>** The ability needs to be upgraded to T2 before it is considered a charged ability</sup>
=== Passive ===
=== Passive ===
A passive ability is an ability that is not directly activatable by the player, but by some condition of the game. Passive abilities can not be turned off or deactivated in any way after they have been unlocked. A passive ability can affect either the hero itself, such as {{AbilityIcon|Abrams}}'s {{AbilityIcon|Infernal resilience}} or an enemy hero such as {{AbilityIcon|Infernus}}'s {{AbilityIcon|Afterburn}}, and heroes with a passive ability will often have this ability as a defining trait signifying how they are played and built.  
A passive ability is an ability that is not directly activatable by the player, but by some condition of the game. Passive abilities can not be turned off or deactivated in any way after they have been unlocked. A passive ability can affect either the hero itself, such as {{AbilityIcon|Abrams}}'s {{AbilityIcon|Infernal Resilience}} or an enemy hero such as {{AbilityIcon|Infernus}}'s {{AbilityIcon|Afterburn}}, and heroes with a passive ability will often have this ability as a defining trait signifying how they are played and built.  


The passive abilities in Deadlock are:
The passive abilities in Deadlock are:
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=== Melee Damage ===
=== Melee Damage ===
[[File:Melee damage light.png|frameless|20x20px]] '''[[Melee Damage|Melee damage]]''' means that the ability will deal a percentage of the hero's current [[File:Melee damage light.png|frameless|20x20px]] melee damage on contact. This will also apply any effect currently attributed to the melee of the hero, such as {{ItemIcon|spirit strike|size=30px}} or {{ItemIcon|melee lifesteal|size=30px}}. Conversely, this also means the damage is reduced by a hero's [[Damage Resistance#Melee Resist|melee damage resist]] from items like {{ItemIcon|close quarters|size=30px}}. Some heroes can upgrade their abilities to instead apply heavy [[File:Melee damage light.png|frameless|20x20px]] melee damage, and this will apply item effects that benefit from this such as {{ItemIcon|melee charge|size=30px}}. This will not, however, work with mechanics needing heavy melee attacks such as a [[Sinner's Sacrifice|sinner's sacrifice]], [[powerup]] or a [[rejuvenator]].
[[File:Melee damage light.png|frameless|20x20px]] '''[[Melee Damage|Melee damage]]''' means that the ability will deal a percentage of the hero's current [[File:Melee damage light.png|frameless|20x20px]] melee damage on contact. This will also apply any effect currently attributed to the melee of the hero, such as {{ItemIcon|Spirit Strike|size=30px}} or {{ItemIcon|Melee Lifesteal|size=30px}}. Conversely, this also means the damage is reduced by a hero's [[Damage Resistance#Melee Resist|melee damage resist]] from items like {{ItemIcon|Close Quarters|size=30px}}. Some heroes can upgrade their abilities to instead apply heavy [[File:Melee damage light.png|frameless|20x20px]] melee damage, and this will apply item effects that benefit from this such as {{ItemIcon|Melee Charge|size=30px}}. This will not, however, work with mechanics needing heavy melee attacks such as a [[Sinner's Sacrifice|sinner's sacrifice]], [[powerup]] or a [[rejuvenator]].


Abilities dealing [[File:Melee damage light.png|frameless|20x20px]] melee damage:
Abilities dealing [[File:Melee damage light.png|frameless|20x20px]] melee damage:
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|-
|-
|{{HeroIcon|Billy|size=30px}}
|{{HeroIcon|Billy|size=30px}}
|{{AbilityIcon|bashdown}}
|{{AbilityIcon|Bashdown}}
|Upgrades to '''Heavy Melee Damage''' after 5  {{Ap}} '''Ability Points'''
|Upgrades to '''Heavy Melee Damage''' after 5  {{Ap}} '''Ability Points'''
|-
|-
|{{HeroIcon|Calico|size=30px}}
|{{HeroIcon|Calico|size=30px}}
|{{AbilityIcon|leaping slash}}
|{{AbilityIcon|Leaping Slash}}
| -
| -
|-
|-
|{{HeroIcon|Silver|size=30px}}
|{{HeroIcon|Silver|size=30px}}
|{{AbilityIcon|boot kick}}
|{{AbilityIcon|Boot Kick}}
| -
| -
|-
|-
|{{HeroIcon|Silver (transformed)|size=30px}}
|{{HeroIcon|Silver (Transformed)|size=30px}}
|{{AbilityIcon|go for the throat}}
|{{AbilityIcon|Go For The Throat}}
| -
| -
|-
|-
|{{HeroIcon|Silver (transformed)|size=30px}}
|{{HeroIcon|Silver (Transformed)|size=30px}}
|{{AbilityIcon|mauling leap}}
|{{AbilityIcon|Mauling Leap}}
| -
| -
|-
|-
|{{HeroIcon|Viscous|size=30px}}
|{{HeroIcon|Viscous|size=30px}}
|{{AbilityIcon|puddle punch}}  
|{{AbilityIcon|Puddle Punch}}  
|Upgrades to '''Heavy Melee Damage''' after 5  {{Ap}} '''Ability Points'''
|Upgrades to '''Heavy Melee Damage''' after 5  {{Ap}} '''Ability Points'''
|}
|}


=== 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|Defend and Fight!}} 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 ===
=== 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.
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.
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.
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.


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{{Stat navbox}}