- English
[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 damage of the electron ball will increase according to the time charged, and at maximum charge enemies hit will be stunned. (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. | |
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
PvE
Level Required | Damage (Magical) | Additional Electron Ball Chance |
Charge | MP Usage | Cooldown | ||||
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Shock | Explosion | Size | Stun Duration | Charge Time | Hold Duration | ||||
25 | 342% → 410% | 1067% → 1280% | N/A | 150% → 225% | 1 Second | 1 Second | 5 Seconds | 50 MP | 6 Seconds |
[Enhanced] | 25% |
PvP
Level Required | Damage (Magical) | |
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Shock | Explosion | |
25 | 137% → 164% | 426% → 511% |
[Enhanced] |
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 |
Tips and Details
- 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 stun 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 stun at maximum charge. The ones fired by the summon cannot.
- Each Electron Ball fired by [Enhanced] Mega Electron Ball : Overpower can deal up to 1,690% (675% in PvP) Magical Damage. With Empowered, each can deal up to 2,028% (810% in PvP) Magical Damage.
- 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. 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.
Alternative Names
Server | Name | Translation |
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South Korea | 메가 일렉트론볼 : 오버파워 | Mega Electron Ball : Overpower |