From CO-Wiki
There are four different types of forced movement abilities in Champions. Super Villains and above are completely immune to all of these effects (except for Shadow Embrace's advantage, Fatal Allure, which is bugged to not be effected by resistances), while Master Villains have increased resistance to them. Because they cannot be knocked back, any mobs immune to knockback take increased damage from knockback abilities.
Knockback
The traditional knockback abilities. These knock the target back a certain distance, some of them scaling with Strength or Ego. They will send the target flying at an upward angle, causing them to take fall damage if they fly high enough, as well as knocking them into environmental objects or away from the user of the ability. Most of these abilities will apply a stacking knockback resistance for a short time. Strength will also increase knockback resistance, as do a number of items and Defiance (with advantage). Blocking greatly increases knockback resistance while the block is held, but it is still possible to knock back a player who is blocking, and is an effective way to cancel blocking without using Crippling Challenge. A successful knockback of any size will interrupt the target's casting if charging or maintaining an ability, as well as delay their movement as they stand back up.
A knockback can be resisted in 2 ways:
- A partial resist will result in a Repel, which doesn't interrupt
- A full resist will result in no movement of the character
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| Power Name
| Power Set
| Tier
| Distance
| Notes
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| Force Bolts
| Force
| Energy Builder
| .52 ft
| First attack only, 20% chance
|
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| Force Blast
| Force
| Starter
| 17 ft
| Ranged Attack, 20% chance per attack
|
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| Lash
| Supernatural
| Starter
| ?? ft
| Advantage only, Ranged, knocks back when Charged or Enraged
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| Force Eruption
| Force
| Tier 1
| 28 ft
| PBAoE, Knockback only on full charge
|
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| Sparkstorm
| Electricity
| Tier 1
| 17 ft
| PBAoE, Knockback only on targets with Negative Ions
|
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| Particle Mine
| Gadgeteering
| Tier 1
| 26 ft
| Advantage only, PBAoE
|
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| Shotgun Blast
| Munitions
| Tier 1
| 17 ft
| Cone AoE, 25% chance, 100% chance to primary target with advantage
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| Rend and Tear
| Fighting Claws
| Tier 1
| 7 ft
| Melee Attack
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| Thunderbolt Lunge
| Martial Arts
| Tier 1
| 8.7 ft
| Lunge
|
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| Roomsweeper
| Might
| Tier 1
| ?? ft
| Melee frontal cone AoE
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| Mighty Leap
| Might
| Tier 1
| 20 ft
| Advantage only, PBAoE lunge
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| Retaliation
| Might
| Tier 1
| 21 ft
| Advantage only, 20% chance every 10 seconds while blocking
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| Iron Cyclone
| Might
| Tier 1
| .94 ft
| PBAoE, 20% chance
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| Annihilate
| Heavy Weapon
| Tier 2
| 17-35 ft
| Melee Attack, 100%
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| Upheaval
| Earth
| Tier 2
| 4.4-28 ft
| if Staggered
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| Seismic Smash
| Earth
| Tier 2
| 20 ft
| primary target, additional targets knocked down
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| Tremor
| Earth
| Tier 1
| 4.2-11 ft
| nearby targets
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| Force Detonation
| Force
| Tier 2
| 35 ft
| AoE, 20 sec recharge
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| Pyre
| Fire
| Tier 2
| 25 ft
| Advantage only, PBAoE, requires 1 sec charge every 5 seconds
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| Ice Burst
| Ice
| Tier 2
| 17 ft
| AoE
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| Torrent of Arrows
| Archery
| Tier 2
| 17 ft
| Advantage only, Cone AoE, 5 sec recharge
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| Rocket
| Munitions
| Tier 2
| 21 ft
| Advantage only, AoE, 6 sec recharge
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| Frag Grenade
| Munitions
| Tier 2
| 17 ft
| AoE, 6 sec recharge
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| Telekinetic Eruption
| Telekinesis
| Tier 2
| 17 ft
| PBAoE, 50% chance
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| Telekinetic Wave
| Telekinesis
| Tier 2
| 29 ft
| Cone AoE, charging increases knockback distance
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| Haymaker
| Might
| Tier 2
| 61 ft
| Melee, charging increases knockback distance
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| Expulse
| Celestial
| Tier 2
| 17 ft
| PBAoE, 1 sec charge
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| Force Cascade
| Force
| Tier 3
| 41 ft
| Cylinder AoE, charging increases knockback distance
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| Havoc Stomp
| Might
| Tier 3
| 17 ft
| PBAoE, 100% chance if charged to 90%
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| Ebon Rift
| Darkness
| Tier 3
| 63 ft
| Advantage only, AoE, deals massive damage on knockback
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| Shoulder Launcher
| Power Armor
| Tier 3
| 17 ft
| AoE, 20% chance
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Knockup
Knockups knock the target up a certain distance, scaling with Strength or Ego. They will send the target flying straight up, causing them to take fall damage if they go high enough. Most of these abilities will apply a stacking knockup resistance for a short time. Strength will also increase knockup resistance, as do a number of items and Defiance (with advantage). Blocking greatly increases knockup resistance while the block is held, but it is still possible to knock up a player who is blocking, and is an effective way to cancel blocking without using Crippling Challenge. A successful knockup of any size will interrupt the target's casting if charging or maintaining an ability, as well as delay their movement as they stand back up.
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| Power Name
| Power Set
| Tier
| Distance
| Notes
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| Shadow Embrace
| Darkness
| Tier 1
| 5 ft
| Advantage only, cone AoE, 20% chance, knockto if feared
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| Eruption (Power)
| Heavy Weapon
| Tier 1
| 10 ft
| Melee Attack, 100%
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| Tremor
| Earth
| Tier 1
| 4.2-25 ft
| primary target, all targets if fully charged
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| Dragon's Claws
| Fighting Claws
| Tier 2
| 1 ft
| Advantage only, melee, does 3 knockups in quick succession
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| Uppercut
| Might
| Tier 2
| 33 ft
| Melee, 37.5% chance, charging increases knockup distance and chance of knockup
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| Upheaval
| Earth
| Tier 2
| 4.2-27 ft
| Melee Attack, 100%
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| Havoc Stomp
| Might
| Tier 3
| 15 ft
| PBAoE, 40% chance,
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| Shockwave
| Might
| Tier 3
| 1.7 ft
| Cone AoE, knockup at end of Maintain
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| Earth Splitter
| Heavy Weapon
| Tier 3
| 8.3-21 ft
| Ranged AoE, 100% if more than 3 targets hit
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| Fissure
| Earth
| Tier 3
| ?? ft
| 20%-50% depending on Stagger stacks
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| Fault Line
| Earth
| Tier 3
| 8.4-21 ft
| 100%
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Knockto
Knocks the target towards you a certain distance, scaling with Strength or Ego. This is the same mechanic as a regular knockback, as well as the same resists. The only difference is rather than knocking them away, they knock them towards the caster. Knocktos can also be partially resisted, resulting in a negative repel.
Repel
Repels occur when a knockback is partially resisted, though several powers have repels as well. A negative repel operates on the same mechanic, only brings the target towards the caster instead of pushing them back. Repels do not interrupt casting.