Difference between revisions of "Tethering Line"
From Flexible Survival
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− | {{Mutantpower|name=Tethering Line|desc=Tagging an enemy with a line of spider-cord, you can keep them off-balance. It could also be useful for a quick swing across chasms and rough terrain.|basepower=Template Tethering Line|powertype=Debuff|target=Single Enemy NoAoE|slot=|energy=15|charge=500|cooldown=7000|accuracy= | + | {{Mutantpower|name=Tethering Line|desc=Tagging an enemy with a line of spider-cord, you can keep them off-balance. It could also be useful for a quick swing across chasms and rough terrain.|basepower=Template Tethering Line|powertype=Debuff|target=Single Enemy NoAoE|slot=|energy=15|charge=500|cooldown=7000|accuracy=75%|damageamount=0|damagetype=Acid|Status=80% chance of Trip|100HostileTrigger at magnitude 3 for 6 rounds.<br>100% chance of DefenseDebuff at magnitude 15 for 3 rounds.<br>|secondpowertype=Self Betraying Debuff|seconddamageamount=0|seconddamagetype=Acid|secondtarget=Self NoAoE|secondStatus=100% chance of RechargeDebuff at magnitude 2 for 6 rounds.<br>100% chance of EnergyBreak at magnitude -1 for 6 rounds.<br>}}[[Category:Powers with secondary effects]][[Category:Defensedebuff inflicting powers]][[Category:Energybreak inflicting powers]][[Category:Rechargedebuff inflicting powers]][[Category:Trip|100hostiletrigger inflicting powers]][[Category:Hostile powers]] |
Latest revision as of 00:18, 20 October 2019
Type | Debuff | Target | Single Enemy NoAoE |
---|---|---|---|
Description | Tagging an enemy with a line of spider-cord, you can keep them off-balance. It could also be useful for a quick swing across chasms and rough terrain. | ||
Based on Template Tethering Line | Slot: | ||
Cooldown | 7000 | Charge time | 500 |
Energy | 15 | Accuracy | 75% |
Damage | 0 Acid at level 0 | ||
Statuses | |||
80% chance of Trip | |||
Secondary Effects | |||
Secondary Damage | 0 Acid at level 0 | ||
Secondary Type | Self Betraying Debuff | Secondary Target | Self NoAoE |
Secondary Statuses | |||
100% chance of RechargeDebuff at magnitude 2 for 6 rounds. 100% chance of EnergyBreak at magnitude -1 for 6 rounds. |