Mega Electron Ball: Overpower: Difference between revisions
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__NOTOC__{{Languages|Mega Electron Ball: Overpower}} | __NOTOC__{{Languages|Mega Electron Ball: Overpower}} | ||
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{| cellpadding="5" style="border: 0px solid rgb(0, 0, 0); border-collapse: collapse;" | {| cellpadding="5" style="border: 0px solid rgb(0, 0, 0); border-collapse: collapse;" | ||
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| [[File:Mega_Electronball_Overpower.png | | [[File:Mega_Electronball_Overpower.png]] | ||
| {{SkillType|A}} Shoot an Electron Ball. It can be charged and fired by holding the skill key and by releasing it. (Can also be activated midair)<br><br>Depending on the charge time, the Electron Ball's size and damage will increase. At max charge, the enemy hit will be stunned.<br>(A max charge time of 1 | | {{SkillType|A}} Shoot an Electron Ball. It can be charged and fired by holding the skill key and by releasing it. (Can also be activated midair)<br><br>Depending on the charge time, the Electron Ball's size and damage will increase. At max charge, the enemy hit will be {{se||Faint|stunned}}.<br>(A max charge time of 1 second can be maintained for 5 seconds.)<br><br>Upon cast, if a summoned unit is present, they will also cast a Mega Electron Ball. | ||
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== Requirements == | == Requirements == | ||
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! rowspan=2 | Mode !! colspan=2 | Damage (Magical) !! rowspan=2 | {{se|194|Electrocution||ed}} Duration !! rowspan=2 | Additional Electron<br>Ball Chance !! colspan=4 | Charge !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown | ! rowspan=2 | Mode !! colspan=2 | Damage (Magical) !! rowspan=2 | {{se|194|Electrocution||ed}}<br>Duration !! rowspan=2 | Additional Electron<br>Ball Chance !! colspan=4 | Charge !! rowspan=2 | MP Usage !! rowspan=2 | Cooldown | ||
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! Shock !! Explosion !! Size !! {{se||Faint}} Duration<br>(At max charge) !! Max Charge Time !! Hold Duration | ! Shock !! Explosion !! Size !! {{se||Faint}} Duration<br>(At max charge) !! Max Charge Time !! Max Hold Duration | ||
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| colspan=11 | '''Normal''' | | colspan=11 | '''Normal''' | ||
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== [[Skill Traits]] == | == [[Skill Traits]] == | ||
{{Traits|Eve|Mega Electron Ball: Overpower|Empowered, Regenerating (2)|120|cd=6|cd2=40|chance2=50}} | {{Traits|Eve|Mega Electron Ball: Overpower|Empowered, Regenerating (2)|120|cd=6|cd2=40|chance2=50}} | ||
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== Total Damage == | == Total Damage == | ||
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|range_max=1.2, 1.2 | |range_max=1.2, 1.2 | ||
}} | }} | ||
*Damage ranges from 0 | *Damage ranges from 0~1 second charged. | ||
*Does not account for multiple Electron Balls through its own effect or any summoned units. | *Does not account for multiple Electron Balls through its own effect or any summoned units. | ||
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== Tips and Details == | == Tips and Details == | ||
*The charge, both for damage and size increases, actually increases in steps of 0.5 seconds, rather than steadily over time. | *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'''. | *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 | **The {{se||Faint|tt=no}} 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]'''. | *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. | **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 | **Only your own electron balls will be able to inflict {{se||Faint|tt=no}} 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. | *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 | **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. | **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 | **Just like normal Electron Balls, it will also inflict the {{se|194|Electrocution|tt=no}} 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. | *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. | *The charge can be dissipated at no MP cost by releasing the skill key during attack animations where it will fail to deploy. (Ex. {{CDRU}}{{CZ}}, {{CU}}{{CZ}}, {{CU}}{{CX}}, {{CDR}}{{CX}}, {{CDRU}}{{CX}}, and so forth) | ||
**Additionally, upon reaching [[3rd Jobs|3rd job]], switching to the additional skill slot will also cancel the charge. | **Additionally, upon reaching [[3rd Jobs|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 | *The skill's hitstun is rather low, so enemies may be able to escape a combo at times. | ||
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