Difference between revisions of "Infuse Blood"

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{{Mutantpower|name=Infuse Blood|desc=You cut yourself open and the nanites in your blood restore an ally, refreshing and revitalizing them.|basepower=Revitalize|powertype=|target=|energy=1|charge=0|cooldown=10000|accuracy=75%|damageamount=1|damagetype=Healing|Status=100% chance of EnergyMod at magnitude 10 for 2 rounds.<br>100% chance of EnergyBreak at magnitude 5 for 10 rounds.<br>|Upgrades=Charge by -250<br>Cooldown by -1675<br>EnergyModDuration by 0.5<br>EnergyModMag by 2.5|secondpowertype=Self, Energy Damage|seconddamageamount=4|seconddamagetype=Energy Damage|secondtarget=Self NoAoE|secondStatus=}}[[Category:Powers with secondary effects]][[Category:Energybreak powers]][[Category:Energymod powers]][[Category:Friendly powers]]
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{{Mutantpower|name=Infuse Blood|desc=You cut yourself open and the nanites in your blood restore an ally, refreshing and revitalizing them.|basepower=Revitalize|powertype=Ally, Heal, Energy Recovery, Not User, Betraying|target=Single Ally NotUser Betraying|slot=|energy=1|charge=0|cooldown=10000|accuracy=75%|damageamount=1|damagetype=Healing|Status=100% chance of EnergyMod at magnitude 20 for 2 rounds.<br>100% chance of EnergyBreak at magnitude 10 for 10 rounds.<br>|secondpowertype=Self, Energy Damage|seconddamageamount=15|seconddamagetype=Psychic|secondtarget=Self NoAoE Betraying|secondStatus=}}[[Category:Powers with secondary effects]][[Category:Healing powers]][[Category:Energybreak inflicting powers]][[Category:Energymod inflicting powers]][[Category:Friendly powers]]

Latest revision as of 00:09, 2 August 2017


Infuse Blood stats
Type Ally, Heal, Energy Recovery, Not User, Betraying Target Single Ally NotUser Betraying
Description You cut yourself open and the nanites in your blood restore an ally, refreshing and revitalizing them.
Based on Revitalize Slot:
Cooldown 10000 Charge time 0
Energy 1 Accuracy 75%
Damage 1 Healing at level 0
Statuses
100% chance of EnergyMod at magnitude 20 for 2 rounds.
100% chance of EnergyBreak at magnitude 10 for 10 rounds.
Secondary Effects
Secondary Damage 15 Psychic at level 0
Secondary Type Self, Energy Damage Secondary Target Self NoAoE Betraying
Secondary Statuses

This power is cheap, instant fire, and allows for energy return to another player for a small hit in damage to self. It is currently the only energy restore really useable on another player right now. The energybreak is also a helpful added effect.


Found On:

E

M

N

Edit notes