Difference between revisions of "Damage Ward"

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{{Basepower|name=Damage Ward|desc=Damage Ward prevents damage preemptively. Best if used just before a large attack hits.|powertype=|target=|energy=10|charge=400|cooldown=3000|accuracy=75%|damageamount=1|damagetype=Healing|Status=100% chance of HPBuffer at magnitude 20 for 10 rounds.<br>33% chance of Crit HPBuffer at magnitude 2 for 10 rounds.<br>|Upgrades=Charge by -150<br>Cooldown by -1000<br>Crit HPBufferChance by 33<br>Crit HPBufferMag by 6<br>Energy by -3<br>HPBufferMag by 4}}[[Category:Healing base powers]][[Category:Crit hpbuffer base powers]][[Category:Hpbuffer base powers]][[Category:Friendly base powers]]
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{{Basepower|name=Damage Ward|desc=Damage Ward prevents damage preemptively. Best if used just before a large attack hits.|powertype=|target=|energy=10|charge=400|cooldown=3000|accuracy=75%|damageamount=1|damagetype=Healing|Status=100% chance of HPBuffer at magnitude 20 for 10 rounds.<br>33% chance of Crit HPBuffer at magnitude 2 for 10 rounds.<br>|Upgrades=Charge by

Revision as of 15:51, 7 January 2012

{{Basepower|name=Damage Ward|desc=Damage Ward prevents damage preemptively. Best if used just before a large attack hits.|powertype=|target=|energy=10|charge=400|cooldown=3000|accuracy=75%|damageamount=1|damagetype=Healing|Status=100% chance of HPBuffer at magnitude 20 for 10 rounds.
33% chance of Crit HPBuffer at magnitude 2 for 10 rounds.
|Upgrades=Charge by