Successful attack made during Awakening will activate the Core Attack.
Force Field Skill
Skill reacts to Force Fields.
Final Enhanced Skill
25% chance to fire 2 Electron Balls.
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[Active] Charges an Electron Ball before firing it. Charges the skill while holding the skill key, allowing you to perform other actions while charging. (Can be used in midair) The size and range of the electron ball will increase according to the time charged. (Charges to maximum in 1 second, charge can be maintained for 5 seconds) If there are any summoned units, they will cast Mega Electron Ball as well.
A summon will always fire the same amount of electron balls as you do, so if you fire 2 due to [Enhanced], the summon will as well.
With all three summons active, the maximum total of electron balls fire is 4, or 8 with [Enhanced].
The skill acts very similar to normal electron ball commands, but due to being an active skill, it can be thrown out at any point during a normal command combo.
Like normal electron balls, this skill also deals two hits; an initial hit that only damages the first enemy it comes into contact with and a second hit that deals splash damage to any enemy within range. A delay before casting is also present so if you are hit, the cast will be cancelled and the skill will go on cooldown, though no MP will be consumed
Due to its larger size, the electron ball's explosion hit can hit behind certain enemies it comes into contact with, allowing it to bypass certain shielded enemies. This does make it trigger effects like Evacuation! from Blade Master as well, however.
You can charge the skill while it is still on cooldown, allowing you to use it fully charged when it comes off cooldown later.
The charge can be dissipated at no MP cost by releasing the skill key during attack animations where it will fail to deploy. (Ex. >>^Z, ^Z, ^X, >>X, >>^X)
Additionally, upon reaching 3rd job, switching to the additional skill slot will also cancel the charge.
The skill's hitstun is rather low, so enemies may be able to escape a combo sometimes.
This is also the only one of the three where the Regenerating (2) trait only lowers the cooldown to 60% instead of 40%.
The lack of damage compared to Overpower is more than made up for by the fact that this is the only path with more than 1 summon however. Additionally, with Electron Upgrade, this version also has a faster (instant) charge time compared to Flash.
Each Electron Ball fired by [Enhanced] Mega Electron Ball : Justice can deal up to 1,409% (563% in PvP) Physical Damage. With Empowered, each can deal up to 1,690.8% (675.6% in PvP) Physical Damage.
If the [Enhanced] effect triggers and you have all 3 summons out, the skill can deal a maximum total of 11,272% (4,504% in PvP) Physical Damage. With Empowered, it can deal a total of 13,526.4% (5,404.8% in PvP) Physical Damage.
Trivia
In the game file, there's an unused icon for Mega Electron Ball : Justice.
Updates
Date
Changes
KR
NA
PvE
PvP
04/20/2015
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Fixed explosion sound cutting off in the middle.
04/30/2015
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Fixed charging sound still remaining even if you turn off the sound when using the skill.
08/20/2015
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▲ Charge feature removed, making this skill always fire a fully charged version.