Abilities: Difference between revisions

Old Blood New Gods charged abilities
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An '''instant''' ability is an ability that can be used only once immediately before being put on cooldown. It is seen as the most basic and straightforward type of abilities. An example of an instant active ability is {{AbilityIcon|Bebop}}'s {{AbilityIcon|Sticky Bomb}}. Some active abilities can be recast during a specific timeframe, such as {{AbilityIcon|Mina}}'s {{AbilityIcon|Sanguine Retreat}}, but will still go on cooldown after the first use while the recast timer is active.
An '''instant''' ability is an ability that can be used only once immediately before being put on cooldown. It is seen as the most basic and straightforward type of abilities. An example of an instant active ability is {{AbilityIcon|Bebop}}'s {{AbilityIcon|Sticky Bomb}}. Some active abilities can be recast during a specific timeframe, such as {{AbilityIcon|Mina}}'s {{AbilityIcon|Sanguine Retreat}}, but will still go on cooldown after the first use while the recast timer is active.


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|Seven}}'s {{AbilityIcon|Storm Cloud}} prohibits all movement, unless upgraded to level 3. Channeled abilities can be stopped preemptively by and opponent by using a [[Status Effects|stun]], 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 4 ready charges on the right.]]
[[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:
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<sup>* The ability needs to be upgraded to T3 before it is considered a charged ability</sup><br>
<sup>* The ability needs to be upgraded to T3 before it is considered a charged ability</sup><br>
<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.