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* 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 {{ | * 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 | ||
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* Rain of Arrows grants increased air mobility | * 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 | * 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 {{ | * Manual detonations can be used to quickly [[interrupt]] and weaken an enemy, and bypass the snare's {{DataProp|Spirit Snare|ArmTime}}s Arm Time. | ||
}} | }} | ||