Knockback

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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
Power Name Power Set Tier Distance Notes
Force Bolts Force Energy Builder .52 ft First attack only, 20% chance
Force Blast Force Starter 17 ft Ranged Attack, 20% chance per attack
Lash Supernatural Starter  ?? ft Advantage only, Ranged, knocks back when Charged or Enraged
Force Eruption Force Tier 1 28 ft PBAoE, Knockback only on full charge
Sparkstorm Electricity Tier 1 17 ft PBAoE, Knockback only on targets with Negative Ions
Particle Mine Gadgeteering Tier 1 26 ft Advantage only, PBAoE
Shotgun Blast Munitions Tier 1 17 ft Cone AoE, 25% chance, 100% chance to primary target with advantage
Rend and Tear Fighting Claws Tier 1 7 ft Melee Attack
Thunderbolt Lunge Martial Arts Tier 1 8.7 ft Lunge
Roomsweeper Might Tier 1  ?? ft Melee frontal cone AoE
Mighty Leap Might Tier 1 20 ft Advantage only, PBAoE lunge
Retaliation Might Tier 1 21 ft Advantage only, 20% chance every 10 seconds while blocking
Iron Cyclone Might Tier 1 .94 ft PBAoE, 20% chance
Annihilate Heavy Weapon Tier 2 17-35 ft Melee Attack, 100%
Upheaval Earth Tier 2 4.4-28 ft if Staggered
Seismic Smash Earth Tier 2 20 ft primary target, additional targets knocked down
Tremor Earth Tier 1 4.2-11 ft nearby targets
Force Detonation Force Tier 2 35 ft AoE, 20 sec recharge
Pyre Fire Tier 2 25 ft Advantage only, PBAoE, requires 1 sec charge every 5 seconds
Ice Burst Ice Tier 2 17 ft AoE
Torrent of Arrows Archery Tier 2 17 ft Advantage only, Cone AoE, 5 sec recharge
Rocket Munitions Tier 2 21 ft Advantage only, AoE, 6 sec recharge
Frag Grenade Munitions Tier 2 17 ft AoE, 6 sec recharge
Telekinetic Eruption Telekinesis Tier 2 17 ft PBAoE, 50% chance
Telekinetic Wave Telekinesis Tier 2 29 ft Cone AoE, charging increases knockback distance
Haymaker Might Tier 2 61 ft Melee, charging increases knockback distance
Expulse Celestial Tier 2 17 ft PBAoE, 1 sec charge
Force Cascade Force Tier 3 41 ft Cylinder AoE, charging increases knockback distance
Havoc Stomp Might Tier 3 17 ft PBAoE, 100% chance if charged to 90%
Ebon Rift Darkness Tier 3 63 ft Advantage only, AoE, deals massive damage on knockback
Shoulder Launcher Power Armor Tier 3 17 ft AoE, 20% chance

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.

Power Name Power Set Tier Distance Notes
Shadow Embrace Darkness Tier 1 5 ft Advantage only, cone AoE, 20% chance, knockto if feared
Eruption (Power) Heavy Weapon Tier 1 10 ft Melee Attack, 100%
Tremor Earth Tier 1 4.2-25 ft primary target, all targets if fully charged
Dragon's Claws Fighting Claws Tier 2 1 ft Advantage only, melee, does 3 knockups in quick succession
Uppercut Might Tier 2 33 ft Melee, 37.5% chance, charging increases knockup distance and chance of knockup
Upheaval Earth Tier 2 4.2-27 ft Melee Attack, 100%
Havoc Stomp Might Tier 3 15 ft PBAoE, 40% chance,
Shockwave Might Tier 3 1.7 ft Cone AoE, knockup at end of Maintain
Earth Splitter Heavy Weapon Tier 3 8.3-21 ft Ranged AoE, 100% if more than 3 targets hit
Fissure Earth Tier 3  ?? ft 20%-50% depending on Stagger stacks
Fault Line Earth Tier 3 8.4-21 ft 100%

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.

Power Name Power Set Tier Distance Notes
Shuriken Throw Martial Arts Tier 1 1 Advantage only, 1 sec recharge
Shadow Embrace Darkness Tier 1 ?? Advantage only, cone AoE, 20% chance, knockup if not feared
Iron Lariat Supernatural Tier 1 1 6 second recharge
Iron Cyclone Supernatural Tier 1 5.2 ft Advantage only, PBAoE, 30% chance
Breakaway Shot Munitions Tier 2 1 Advantage only, melee range, reverse lunge
Upheaval Earth Tier 2  ?? adv, if Staggered
Quicksand Earth Tier 2 1 slowly

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.

Power Power Set Tier Strength Notes
  Concussor Beam Power Armor Tier 1 2.5-11 based on pulse
  Crushing Wave Force Tier 2  ??
  Tractor Beam Gadgeteering Tier 2 -12
  Invocation of Storm Calling Primal Sorcery Tier 2 7.5
  Quicksand Earth Tier 2 1 Slowly
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