Mega Electron Ball: Flash: Difference between revisions
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**Due to it being affected by Force Fields however, both its damage and range can be significantly increased through the use of Force Fields. | **Due to it being affected by Force Fields however, both its damage and range can be significantly increased through the use of Force Fields. | ||
*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 | **The summon will copy the skill exactly as is, including the current Force Field mode and whether or not you fired an additional one from '''[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. | *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: Flash''' 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: Flash''' 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 |