Difference between revisions of "Chitinous Defense"

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{{Mutantpower|name=Chitinous Defense|desc=Close those plates and hold down the castle... well, at least your body, anyway. Holding your plates even tighter together gives you a great boost to defenses, but makes it harder to move.|basepower=Defense matrix|powertype=Toggle, Self|target=Self NoAoE|slot=|energy=1|charge=300|cooldown=6000|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 5 for 2 rounds.<br>100% chance of Charge at magnitude -10 for 2 rounds.<br>100% chance of Energydamageresist at magnitude 5 for 2 rounds.<br>100% chance of Recharge at magnitude -5 for 2 rounds.<br>}}[[Category:Charge inflicting powers]][[Category:Energydamageresist inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Recharge inflicting powers]][[Category:Toggle]][[Category:Friendly powers]]
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{{Mutantpower|name=Chitinous Defense|desc=Close those plates and hold down the castle... well, at least your body, anyway. Holding your plates even tighter together gives you a great boost to defenses, but makes it harder to move.|basepower=Defense matrix|powertype=Toggle, Self|target=Self NoAoE|slot=|energy=1.6|charge=300|cooldown=6000|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of PhysicalDamageResist at magnitude 3 for 2 rounds.<br>100% chance of Charge at magnitude -10 for 2 rounds.<br>100% chance of Energydamageresist at magnitude 3 for 2 rounds.<br>100% chance of Recharge at magnitude -5 for 2 rounds.<br>}}[[Category:Charge inflicting powers]][[Category:Energydamageresist inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Recharge inflicting powers]][[Category:Toggle]][[Category:Friendly powers]]

Revision as of 00:03, 8 December 2020


Chitinous Defense stats
Type Toggle, Self Target Self NoAoE
Description Close those plates and hold down the castle... well, at least your body, anyway. Holding your plates even tighter together gives you a great boost to defenses, but makes it harder to move.
Based on Defense matrix Slot:
Cooldown 6000 Charge time 300
Energy 1.6 Accuracy 75%
Damage 0 Healing at level 0
Statuses
100% chance of PhysicalDamageResist at magnitude 3 for 2 rounds.
100% chance of Charge at magnitude -10 for 2 rounds.
100% chance of Energydamageresist at magnitude 3 for 2 rounds.
100% chance of Recharge at magnitude -5 for 2 rounds.
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Minimum Level:

  • Impossible to Master

Found On:

R

S

Edit notes