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Ability Types Edit


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Basic Attacks Edit


Basic Attacks are a character's primary ability that doesn't consume any power, and is special, meaning it is unique to that character. Basic attacks always deal damage, but usually of differing levels and types. They're also the only ability that can be used while Suppressed, usually. Both Heroes and Enemies have Basic Attacks, but for Heroes they're first available in the Simulator Mode at the beginning of the game.


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Unique Abilities Edit


Unique Abilities, sometimes incorrectly called Special Abilities, are a character's ability that is unique to that character, but for heroes drain certain levels of Power. They have varying effects, and for Heroes some will remain active even after switching. Both Heroes and some Enemies have their own Unique Abilities. For Heroes, they are first unlocked in the Simulator Mode at the beginning of the game.


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Variant Ability Edit


Variant Abilities are Hero-only abilities, that are Genesis Type specific. There are 4 per Genesis Type, and 1 of those 4 for each Hero Variant. For Heroes, like most of those abilities, these drain a level of Power, and some remain active even after switching Heroes. It is first unlocked in the boss-pit of Threat Level 1-1, a sector of Zelem's Nexus called the 'Floating Isles'.


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Squad Ability Edit


Squad Abilities are Hero-only abilities, that can be used by any Hero in a Squad Deck, but the cooldown for individual is shared between heroes, since it applies to all of them. Also multiples of the same Squad Ability share cooldowns, since they're they same abilities. Some Squad Abilities remain active even after switching. There are special Modifying Stats for a specific hero's Squad Ability, but it only applies to the hero it is given to. Individual Squad Abilities are first unlocked in the boss-pit of level 1-2, the Zelem's Nexus sector called the 'Gnarled Plateau', but Shared Squad Abilities aren't available until boss-pit of level 2-1, a sector of Verdanth called the 'Whispering Forest'.


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Passive Ability Edit


Passive Abilities, or sometimes simply referred to as 'passives', are abilities that are constantly active, and do not drain Power. Some Passive Abilities project their effects onto nearby allies in the form of auras. Both Heroes and some Enemies have Passive Abilities. For Heroes, they are first unlocked in the Simulator Mode at the beginning of the game. All 3 passive abilities of heroes in your squad can be used at the same time by using Overdrive.


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Overdrive Edit


Overdrive is a Hero-only ability. Using Overdrive will cause your hero to take 50% less damage, abilities have 50% reduced cooldowns, increases Attack Speed, become immune to Disables, abilities do not use any Power, and gain access to more powerful versions of all 3 passive abilities of the heroes in their squad. The Overdrive Meter is filled by killing Enemies. It is first unlocked in the boss-pit of level 2-2, a Verdanth sector called the 'Deathly Everglades'.


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Ability Sub-Types Edit


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AoE Edit


AoE stands for Area Of Effect, which means they will affect a certain radius.


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DoT Edit


DoT stands for Damage Over Time. These are periodic effects, and often occur as Burns, Poisons, Diseases, and Curses.


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DPS Edit


DPS stands for Damage Per Second. These are usually periodic effects, like Sage's 'Strangling Briars' or Zrin's 'Plasma Column'.


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HoT Edit


HoT stands for Heal Over Time, which means they will gain health over a period of time, like Meditron's 'Reconstruct' or Tork's 'Sporogeneis'.


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CC Edit


CC stands for Crowd Control, which means they'll be able to control a large group of enemies.


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Melee Edit


Melee Attacks are close range attacks, and often deal Physical Damage, but sometimes deal Energy Damage.


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Ranged Edit


Ranged Abilities can be used from a distance, and include Projectiles. Projectiles often deal Energy Damage, but sometimes deal Physical Damage.


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Instant Cast Edit


Instant Cast Abilities are abilities that are activated instantly.


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Channeled Edit


Channeled Abilities are abilities that require the character to not move for a period of time, and have a small timer, called a 'Channeling Bar', used to see how long its duration is and how much time is left.


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Heal Edit


Healing Abilities are abilities that will restore a portion of Health.


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Health/Power Leech Edit


Gives a portion of Health and/or Power based on damage dealt.


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Health Drains Edit


"Heal Drains", such as Lifeforce Siphon or Webbed Transfusion, are actually Periodic Damage with 100% Health Leech. Although it doesn't benefit from +Healing, it does benefit from +Periodic Damage. Also, adding +Health Leech will cause you to receive more health than the damage you are dealing.


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Elite Affixes Edit

These are the affixes that an elite or captain may have, along with a description of what they do and their visual effects.

Affix Description Appearance
Accurate Additional 50% chance for attacks to critically strike. N.A.
Armored Takes reduced damage from each attack.* N.A.
Aura Shares an affix with nearby Darkspore. Always accompanies the affix its sharing. (The same as the affix that's being shared, if it has one.)
Carapace Can't take more than an certain amount of damage from each attack.* N.A.
Deadly Attacks deal 50% more damage. Circular red aura around eyes and hands.
Frenzied Attack Speed is 40% faster, and Cooldowns are reduced by 40% as well. N.A.
Ghostly Increased chance to Dodge physical damage.* Transparent with slightly lightened color.
Persistent Resurrects back to half-health upon first death, unless it was killed by a critical strike. A yellow disk hovering overhead, and if it's creating an aura, there's also a yellow-green ring circling on the ground below.
Reflective Increased chance to Resist energy damage.* A pulsating yellow sheen on its skin.
Regenerative Restores a portion of health every second.* N.A.
Shielded Damage shield that refreshes periodically.* Surrounded by a yellowish and translucent sphere.
Shifted Receives 75% less damage from AoE attacks. Transparent, distorting periodically.
Spiky Reflects a percentage of melee damage back at the attacker.* Opaque tan-colored spikes emanating from the ground below.
Surefooted Can't be slowed, snared, rooted, knocked-back or pulled. N.A.
Swift Movement speed is doubled. N.A.
Tough Maximum health is increased by 50%. N.A.
Type Resistant Immune to 75% of attacks from a certain genesis type.* N.A.
Unstoppable Immune to being stunned, terrified, slept, taunted, or suppressed. N.A.

Stats Edit


There two kinds of Stats, some are more common than others. Certain Stats work Better with some Heroes, but most can be helpful on any. These can be added/increased by adding certain Parts, or collecting Catalysts.

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Primary Stats Edit


Primary Stats, make up the majority of Stats found in Items. These are shown in the first tab, in the right of the screen in the Editor and in a Heroes profile. These cannot be added and/or removed, but their levels can be increased.

  • Health: Health determines how long your hero can last in battle. Taking damage will reduced your hero's Health level, and once you hero's health is depleted, your hero will die. Health is represented by a horizontal Green column. In PvP your hero will regain Health over time, but very slowly.
  • Power: Power is consumed by using certain abilities, and once all your hero's power is completely consumed, you will not be able to use those abilities. Increased Power will allow your Hero to use those abilities more often. Power is represented by a horizontal Light-Blue column. In PvP your hero will regain Power over time, but very slowly.


  • Strength: Increases your hero's Health, and makes Sentinel abilities more powerful (i.e Damage and/or Healing), but slightly increases their Power Cost.
1 Strength = 5 Health


  • Dexterity: Increases your hero's Dodge and Critical Rating, and makes Ravager abilities more powerful (i.e Damage and/or Healing), but slightly increases their Power Cost.
1 Dexterity = 6 Dodge Rating & 4 Critical Rating


  • Mind: Increases your hero's Resist Rating and Power level, and makes Tempest abilities more powerful (i.e Damage and/or Healing), but slightly increases their Power Cost.
1 Mind = 6 Resist Rating & 1 Power


  • Critical Rating: Raises the chance that your Hero will Critically Strike.
  • Dodge Rating: Raises the chance that your hero will dodge a physical attack.
  • Resist Rating: Raises the chance that your hero will resist an energy attack.


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Secondary Stats Edit


Secondary Stats are fairly uncommon, some more than others, but they have more specific uses. They often occur with Rarified and Purified Loot, however, there are usually only a few of these in each. These are shown in a separate tab than the Primary Stats. These can be added and/or removed.


  • +xx Weapon Min Damage - Increases the minimum damage of a hero's basic attack by a given value.
  • +xx Weapon Max Damage - Increases the maximum damage of a hero's basic attack by a given value.
  • +xx% Weapon Min Damage - Increases the minimum damage of a hero's basic attack by a given percentage.
  • +xx% Weapon Max Damage - Increases the maximum damage of a hero's basic attack by a given percentage.


  • +xx% Critical Damage - Increases the damage of Critical Strikes. Surprisingly, this is not capped.
  • +xx% Periodic Damage - Increases the damage dealt by Periodic Attacks.
  • +xx% Energy Damage - Increases damage dealt for Energy Attacks.
  • +xx% Physical Damage - Increases damage dealt for Physical Attacks.


  • +xx% Health Leech - Gains health by a percentage of damage dealt. Leeching from AoE damage is only half as effective.
  • +xx% Power Leech - Gains power by a percentage of damage dealt. Leeching from AoE damage is only half as effective.


  • +xx% Healing - Increases the benefits of Healing abilities by a given percentage.
  • +xx Healing - Increases the benefits of Healing abilities by a given value.


  • +xx% Movement Speed - Increases the Hero's movement speed. Pet's also benefit from this Stat.
  • +xx% Projectile Speed - Increases the speed that any projectile travels.
  • +xx% Attack Speed - Increases the speed of a Hero's attacks.
  • +xx% Channeling Speed - Increases the speed of your Hero's channeling abilities.
  • +xx% Increased Range - Increases the range of your Hero's abilities.
  • +xx% Cooldown Reduction - Reduces the cooldown for abilities up-to a maximum of 75%. (may include Hero switching).


  • +xx% Overdrive Recharge - Increases the Overdrive Recharge rate. This includes the recharge when Overdrive is active.
  • +xx% Overdrive Duration - Increases the time that Overdrive lasts if not being recharged (starts at 8 seconds).


  • Switch Invulnerability +x seconds. - Makes the invulnerability after switching heroes last longer.
  • Take greatly reduced damage for x seconds after using an ability - (Self Explained)
  • Attack speed increase for x seconds after using an ability - (Self Explained)


  • +xx% Capsule Effectiveness - Increases the effectiveness of Health and Power capsules.
  • +xx% Chance to Find Catalysts - Increases the chance to find catalysts when killing Darkspore, destroying Destructible Objects, or Unlocking Obelisks.
  • +xx% DNA Dropped - Increases the amount of DNA dropped by killing Darkspore and Destructible Objects.
  • +xx% Chance to Find Items - Increases the chance to find items when killing Darkspore, or Unlocking Obelisks.
  • +10% Player XP Gained - Increases the amount of Experience Points gained by killing Darkspore, but is currently only available on the 'Darkspore: Limited Edition' bonus item "Rarified Hydrus's Galactic Eviscerator", which has +10% Player XP Gained.


  • +xx% Area Effect Damage - Increases the damage of AoE attacks.
  • +xx% Area Effect Radius - Increases the radius of AoE attacks.
  • +xx% Area Effect Duration - Increases the duration of AoE attacks.
  • +xx% Area Effect Resistance - Increases/Gives resistance to AoE attacks.


  • +xx% Pet Damage - Increases the damage dealt by a hero's pets.
  • +xx% Pet Health - Increases the health level of a hero's pets.


  • +xx% Reduced Duration of Disables - Reduces the duration of disabling status effects received.
  • +xx% Duration of Harmful Statuses Inflicted - Increases the duration of harmful statuses inflicted on others.
  • +xx% Duration of Helpful Statuses Applied - Increases the duration of helpful statuses applied on others and self.


  • +100% Threat Decrease - Decreases the likelihood that Darkspore will attack you instead of allies, has only ever been seen as 100%.
  • +100% Threat Increase - Increases the likelihood that Darkspore will attack you instead of allies, has only ever been seen as 100%..


  • +xx% to lose Power instead of Health when damaged. - (Self Explained)
  • +xx% to Shock the attacker when damaged. - (Self Explained)


  • +xx% Damage for Quantum Attacks - Increases the damage dealt by Quantum hero attacks.
  • +xx% Damage for Cyber Attacks - Increases the damage dealt by Cyber hero attacks
  • +xx% Damage for Bio Attacks - Increases the damage dealt by Bio hero attacks.
  • +xx% Damage for Plasma Attacks - Increases the damage dealt by Plasma hero attacks.
  • +xx% Damage for Necro Attacks - Increases the damage dealt by Necro hero attacks.


  • -xx% Damage from Cyber Enemies - Decreases the damage received from Cyber enemies.
  • -xx% Damage from Quantum Enemies - Decreases the damage received from Quantum enemies.
  • -xx% Damage from Bio Enemies - Decreases the damage received from Bio enemies.
  • -xx% Damage from Necro Enemies - Decreases the damage received from Necro enemies.
  • -xx% Damage from Plasma Enemies - Decreases the damage received from Plasma enemies.


  • +xx% Snare Immunity - Increases/Gives a hero resistance to being Snared by a given percentage. Snares are generally Slows


  • Immune to being poisoned by Darkspore - Makes your hero immune to being poisoned by Darkspore.
  • Immune to being cursed by Darkspore - Makes your hero immune to being cursed by Darkspore.
  • Immune to being slowed by Darkspore - Makes your hero immune to being slowed by Darkspore.
  • Immune to being knocked back by Darkspore - Makes your hero immune to being knocked back by Darkspore.
  • Immune to being slept by Darkspore - Makes your hero immune to being slept by Darkspore.
  • Immune to being rooted by Darkspore - Makes your hero immune to being rooted by Darkspore.


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Squad Ability Modifiers Edit


Certain Stats only apply to Squad Abilities. The reason for this is so that they can be useful on any hero, so long as that the Hero's Squad Ability it applies to is in their Squad. Like most other stats, Ability Modifying Stats only apply to the hero that the item is currently equipped on. When the team abilities are being used by other squad members they will not see the benefits.

In addition to modifying their effects, they also changes their appearances slightly.


Viper's ThornadoEdit
Viper's Thornado: Poisons Twice as Fast. - Causes the Poison inflicted by Viper's "Thornado" to effect enemies twice as fast.
Viper's Thornado: No Cooldown on First Use. - Removes the cooldown of Viper's "Thornado" on its first use, re-applies after switching.


Revenant's Terrifying CurseEdit
Revenant's Terrifying Curse: Target Freezes in place. - Causes Revenant's "Terrifying Curse" to freeze targets in place, similar to the ‘Stopped’ debuff from Vex's "Chrono Blink".
Revenant's Terrifying Curse: Terrifies Darkspore within 3m. - Causes Revenant's Terrifying Curse to affects enemies within a 3 meter area of where this ability is used, instead of only affecting a single target.


Titan's Dazing ShotEdit
Titan's Dazing Shot: Suppresses instead of dazes. - Causes Titan's "Dazing Shot" to Suppress affected enemies instead of Dazing them. So in effect, this becomes "Suppressing Shot", although the name stays the same.
Titan's Dazing Shot: Equal damage to all targets. - Causes Titan's "Dazing Shot" to deal same damage to all targets, instead of damage spread amongst them. This is very similar to Magnos' Kinetic Wave modifier.


Krel's TwinblazeEdit
Krel's Twinblaze: shoots 3 projectiles, but doesn't cause Energy Vulnerability. - Adds a third projectile to Krel's "Twinblaze", but it will not inflict the Energy Vulnerability debuff anymore. In effect, this becomes "Triblaze", although the names stays the same. This conflicts with below modifier. So in this case, you can either use one or the other, not both.
Krel's Twinblaze: Energy Vulnerability lasts 4 seconds. - Extends the duration of the Energy Vulnerability debuff caused by Krel's "Twinblaze", from 2 seconds to 4 seconds. This conflicts with above modifier. So in this case, you can either use one or the other, not both.


Andromeda's Repulsion SphereEdit
Andromeda's Repulsion Sphere: Knocked Back Enemies are Slowed for 4 seconds. - Causes Andromeda's "Repulsion Sphere" to Slow affected enemies for 4 seconds, but only if they’re knocked-back first.
Andromeda's Repulsion Sphere: Knocked Back Enemies take Damage. - Causes Andromeda's "Repulsion Sphere" to deal damage to knocked-back enemies, as opposed to only knocking-back. The damage dealt is AoE energy damage, is based-on/increased by the user's Primary Stat, and is adjusted by other applicable Secondary Stats.


Magnos' Kinetic WaveEdit
Magnos' Kinetic Wave: Deals equal damage to all targets. - Causes Magnos' "Kinetic Wave" to deal equal damage to all targets, instead of damage based on their proximity. This is very similar to a modifier for Titan's Dazing Shot.
Magnos' Kinetic Wave: Extra damage to bigger enemies but higher power cost. - Causes Magnos' "Kinetic Wave" to deal more damage to larger Enemies, but increase the power consumed by using this ability. The smallest enemies are Minions, so they'll receive normal damage. Elite Minions receive more damage, Lieutenants more, Elite Lieutenants even more, Captains even more, and Destructors will receive the most damage.


Blitz's Plasma WreathEdit
Blitz's Plasma Wreath: Orbs only trigger when struck. - Causes this Blitz's "Plasma Wreath" to only discharge and damage enemies that attack the user, instead of discharging and damaging enemies that come into contact with the sphere.
Blitz's Plasma Wreath: Increases Attack speed, but limits duration. - Causes this Blitz's "Plasma Wreath" to grant the user additional Attack Speed, but will limit the duration instead of it lasting indefinitely (so long as it is not discharged).


Wraith's GhostformEdit
Wraith's Ghostform: Dodged attacks steal life. - Causes the user Wraith's "Ghostform" to steal health from an attacker if the attack is Dodged (Only Physical Damage can be Dodged).
Wraith's Ghostform: Projectiles that pass through you grant move speed. - Causes the user Wraith's "Ghostform" to gain additional Movement Speed for each Projectile that passes through them.


SRS-42's Flak CannonEdit
SRS-42's Flak Cannon: Flak repeats 3 times, but increased cooldown. - Causes SRS-42's "Flak Cannon" to repeat 3 times in succession at the location it was used in (the other 2 times do not cost power), but increases the ability's cooldown time.
SRS-42's Flak Cannon: Gain Attack Speed for each exploded projectile. - Causes the user SRS-42's "Flak Cannon" to gain Attack Speed for each Projectile that is destroyed by this ability.


Sage's Strangling BriarsEdit
Sage's Strangling Briars: Heals allies inside. - Causes Sage's "Strangling Briars" to Heal any allies inside the area it is being used in.
Sage's Strangling Briars: Chance to root enemies on damage. - Causes Sage's "Strangling Briars" to have a chance to Root affected enemies when they are Damaged.


Sage's Strangling BriarsEdit
Arborus' Arboreal Might: Affects Health instead of Damage. - Causes Arborus' "Arboreal Might" to increase the user's Maximum Health instead of their Damage Output, but by the same percentage as normal.
Arborus' Arboreal Might: requires fewer stacks but maximum is slightly reduced. - Causes Arborus' "Arboreal Might" to require fewer stacks, but the maximum effect of it is slightly reduced.


Vex's Chrono BlinkEdit
Vex's Chrono Blink: Deals extra damage, but only interrupts enemies. - Causes Vex's "Chrono Blink" to deal more damage, but will only affect Enemies, not Projectiles too.
Vex's Chrono Blink: Immediately blink back after dealing damage. - Causes the user of Vex's "Chrono Blink" to immediately re-teleport back to the location they teleported from. Can be helpful if used right, but can no longer be used as a way of escape.


Jinx's Curse of WeaknessEdit
Jinx's Curse of Weakness: Inflicts extra weakness but no vulnerability. - Causes Jinx's "Curse of Weakness" reduce affected Enemies damage-output even more, but they will no longer become vulnerable to more damage. This conflicts with below modifier. So in this case, you can either use one or the other, not both.
Jinx's Curse of Weakness: Inflicts extra vulnerability but no weakness. - Causes Jinx's "Curse of Weakness" increase affected Enemies damage-intake even more, but they will no longer deal less damage. This conflicts with below modifier. So in this case, you can either use one or the other, not both.


Zrin's Plasma ColumnEdit
Zrin's Plasma Column: Pets have plasma columns as well. - Causes any pets summoned before or after using Zrin's "Plasma Column" to also gain there own Plasma Columns when the ability is activated.
Zrin's Plasma Column: Double damage frequency. - Causes Zrin's "Plasma Column" to deal damage twice as fast.


Arakna's Essence VolleyEdit
Arakna's Essence Volley: Explodes Instead of multiple shots. - Causes Arakna's "Essence Volley" to affect enemies in a radius, but will only fire 1 projectile.
Arakna's Essence Volley: Steals buffs. - Causes Arakna's "Essence Volley" to steal any of the affected enemies' buffs.


Seraph's Auto TurretEdit
Seraph's Auto Turret: Fires homing missiles. - Causes Seraph-XS' "Auto Turret" to fire homing missiles instead of laser beams.
Seraph's Auto Turret: fires a continuous beam - Causes Seraph-XS' "Auto Turret" to fire a continuous laser beam instead of short-bursts of laser beams.


Skar's Shadow CloakEdit
Skar's Shadow Cloak: Fears nearby enemies. - Causes the user of Skar's "Shadow Cloak" to Terrify nearby enemies while it is active.
Skar's Shadow Cloak: Removes most recent debuff. - Removes the most recent debuff on the user of Skar's "Shadow Cloak".


Char's Fiery EruptionEdit
Char's Fiery Eruption: Deals Physical instead of Energy Damage. - Causes the Char's "Fiery Eruption" to deal Physical Damage instead of Energy Damage.
Char's Fiery Eruption: Burns enemies in initial blast. - Causes the initial explosion of Char's "Fiery Eruption" to also inflict a Burn debuff.


Goliath's Arc WeldEdit
Goliath's Arc Weld: Jumps farther.
Goliath's Arc Weld: Jumps 5 times, but doesn't chain.


Lumin's Chain LightningEdit
Lumin's Chain Lightning: Doesn't chain but shocks target.
Lumin's Chain Lightning: Applies energy vulnerability to enemies.


Maldri's Probability AssaultEdit
Maldri's Probability Assault: Teleports nearby enemies on end.
Maldri's Probability Assault: Critical hits apply 2 bonus negative effects.


Meditron's ReconstructEdit
Meditron's Reconstruct: Cleanses target at end of channel.
Meditron's Reconstruct: Target gains damage reduction while channeled.


Orion's Chrono FluxEdit
Orion's Chrono Flux: Steals all buffs from target instead of reducing cooldowns.
Orion's Chrono Flux: Gives haste to allies in area instead of reducing cooldowns.


Savage's Savage AllyEdit
Savage's Savage Ally: Extra health but less damage.
Savage's Savage Ally: Attacks hit an additional target.


Tork's SporogenesisEdit
Tork's Sporogenesis: Increased range.
Tork's Sporogenesis: Extra healing per debuff.

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