Grey Talon: Difference between revisions

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| notes      =
| notes      =
* Charged Shot can be held indefinitely.
* Charged Shot can be held indefinitely.
* When holding a Charged Shot, Talon's walking move speed is set to {{#invoke:Abilities|get_ability_prop|Charged Shot|ChannelMoveSpeed}} m/s.
* The arrow can be used to secure [[Souls|Soul Orbs]].
* When holding a Charged Shot, Talon's walking move speed is set to {{DataProp|Charged Shot|ChannelMoveSpeed}} m/s.
* Grey Talon can still [[Mantling|mantle]] and slide down slopes while holding a Charged Shot.
* Grey Talon can still [[Mantling|mantle]] and slide down slopes while holding a Charged Shot.
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| ability_num = 2
| ability_num = 2
| notes      =
| notes      =
* Rain of Arrows grants increased air mobility and +{{#invoke:Abilities|get_ability_prop|Rain of Arrows|AirMoveIncreasePercent}}% [[Air Dash]] distance while active.
* Rain of Arrows grants increased air mobility, +{{DataProp|Rain of Arrows|AirMoveIncreasePercent}}% [[Air Dash]] distance, and the ability to use any number of Air Dashes while active.
* Grey Talon can Air Dash in any direction including Down Dash at any point immediately after casting. He cannot Air Jump while the ability is active.
* Grey Talon can Air Dash in any direction including Down Dash at any point immediately after casting. He cannot Air Jump or grab [[Ziplines]] while the ability is active.
* Holding a direction while activating Rain of Arrows influences the direction Talon launches in. If not holding a direction, Talon jumps backwards.
* Holding a direction while activating Rain of Arrows influences the direction Talon launches in. If cast without holding a direction, Talon jumps backwards.
* Rain of Arrows works with {{ItemIcon|Split Shot}}, allowing Grey Talon to shoot 25 arrows.
* Rain of Arrows works with {{ItemIcon|Split Shot}}, allowing Grey Talon to shoot 25 arrows.
| tips        =
| tips        =
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* When aiming to detonate a midair snare, aim slightly below to account for its arc.
* When aiming to detonate a midair snare, aim slightly below to account for its arc.
* Placing a trap in narrow hallways where enemies are likely to ambush you from (or escape to) can force them to either be cursed, slowed, and slightly damaged, or take a less ideal path.
* Placing a trap in narrow hallways where enemies are likely to ambush you from (or escape to) can force them to either be cursed, slowed, and slightly damaged, or take a less ideal path.
* Manual detonations can be used to quickly [[interrupt]] and weaken an enemy, and bypass the snare's {{#invoke:Abilities|get_ability_prop|Spirit Snare|ArmTime}}s Arm Time.
* Manual detonations can be used to quickly [[interrupt]] and weaken an enemy, and bypass the snare's {{DataProp|Spirit Snare|ArmTime}}s Arm Time.
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