Mega Electron Ball: Overpower
From Elwiki
[Active] Shoot an Electron Ball. It can be charged and fired by holding the skill key and by releasing it. (Can also be activated midair) Depending on the charge time, the Electron Ball's size and damage will increase. At max charge, the enemy hit will be Enemy DebuffstunnedEnemy Debuffstunned. (A max charge time of 1 second can be maintained for 5 seconds.) Upon cast, if a summoned unit is present, they will also cast a Mega Electron Ball. | |
Core Activation Skill
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Final Enhanced Skill
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Requirements
Class | Level Required |
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Code: Exotic | 25 |
Skill Information
Mode | Damage (Magical) | Enemy DebuffElectrocutionEnemy DebuffElectrocution Duration |
Additional Electron Ball Chance |
Charge | MP Usage | Cooldown | ||||
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Shock | Explosion | Size | Enemy DebuffFaintEnemy DebuffFaint Duration (At max charge) |
Max Charge Time | Max Hold Duration | |||||
Normal | ||||||||||
PvE | 342% ~ 410% | 1067% ~ 1280% | 3 Seconds | N/A | 150% ~ 225% | 1 Second | 1 Second | 5 Seconds | 50 MP | 6 Seconds |
PvP | 137% ~ 164% | 426% ~ 511% | ||||||||
[Enhanced] | ||||||||||
PvE | 342% ~ 410% | 1067% ~ 1280% | 3 Seconds | 25% | 150% ~ 225% | 1 Second | 1 Second | 5 Seconds | 50 MP | 6 Seconds |
PvP | 137% ~ 164% | 426% ~ 511% |
Skill Traits
Empowered Mega Electron Ball: Overpower | Regenerating (2) Mega Electron Ball: Overpower | |
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Attribute Effect | Attribute Effect | Cooldown |
Damage increased to 120% | 50% chance of lowering cooldown to 40% | 2.4 Seconds |
Total Damage
Mode | Base | |
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Normal | Empowered | |
PvE | 1,409% ~ 1,690.8% | 1,690.8% ~ 2,028.96% |
PvP | 563% ~ 675.6% | 675.6% ~ 810.72% |
- Damage ranges from 0~1 second charged.
- Does not account for multiple Electron Balls through its own effect or any summoned units.
Tips and Details
- The charge, both for damage and size increases, actually increases in steps of 0.5 seconds, rather than steadily over time.
- Compared to Mega Electron Ball: Justice and Mega Electron Ball: Flash, this skill has more raw damage and is capable of inflicting stun, but it has less range than a charged Justice and travels slower and has less range than Flash.
- The FaintFaint makes this a helpful tool to carry in PvP, as it is one of the few stun attacks this path has.
- Since this path's only summoned unit is Dimension Link - Century, the maximum amount of electron balls that can be fired is 2, or 4 with [Enhanced].
- The 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.
- Only your own electron balls will be able to inflict FaintFaint at maximum charge; the ones fired by the summon cannot.
- 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, Mega Electron Ball: Overpower 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, Mega Electron Ball: Overpower's explosion hit can hit behind certain enemies it comes into contact with, allowing it to bypass certain shielded enemies.
- Just like normal Electron Balls, it will also inflict the ElectrocutionElectrocution status on hit.
- 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. , , , , , and so forth)
- 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 at times.
Updates
Date | Changes | ||
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KR | NA | PvE | PvP |
06/20/2019 | 07/17/2019 |
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Alternative Names
Code: Exotic - Skills