Powers
26 entries in this hub.
PowersNanoTechIron Man-style endgame suit that occupies every power slot.PowersGravityPull, crush, and black hole control for teams and courier stops.PowersDoomTop-end combat power whose value moves with patches and events.PowersSuper StrengthMelee pressure that breaks blocks and pairs with Martial Arts.PowersSuper SpeedTravel and exit power for couriers and hero rotates.PowersPyrokinesisTick damage for long fights and a faster Military Base door.PowersMartial ArtsClose-range mix-ups that pair with Super Strength and can drop from Thragg.PowersFlightVertical travel for ships, rooftops, and hero rotates.PowersInvisibilityThe day-one robbery tool. Not ranked as a duel finisher.PowersNovaLong-charge blast showcased around 250,000 cash.PowersAcidDamage-over-time spray showcased around 150,000 cash.PowersQuick StepBudget reposition showcased around 75,000 cash.PowersSpiderReworked swing and web shot for dense city blocks.PowersPoison GasTick damage for long fights and Thragg.PowersConjureSpecialty kit also mentioned for breaking secured doors.PowersElectrokinesisElemental specialty in the same band as the other B-tier kits.PowersCryokinesisElemental specialty without a separate published price.PowersAerokinesisElemental specialty in the B band.PowersLightSpecialty power grouped with Nova and the elemental kits.PowersTelekinesisMid-tier kit that later S-tier cash sinks outclass.PowersAbsorptionMid-tier kit with little published detail.PowersMetal SkinMid-tier defensive-sounding power without a published damage reduction.PowersDuplicateClone power that has been nerfed more than once.PowersEnergy BlastEarly projectile option guides tell you not to fund.PowersRegenerationHealing without pressure. Slow as a first power.PowersMagic BlastThe beginner shop trap.
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