1. Pouvoirs
  2. exp
  3. macrobinoculars
  4. roth
  5. multi
  6. ir_77_ambushes
  7. force_charge_multi_target

Frappe bondissante

forceCharge

Frappe bondissante

Attributes

Conditions

Métadonnées

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
forceCharge
Frappe bondissante
2
forceCharge
Frappe bondissante
3
forceCharge
Frappe bondissante
4
forceCharge
Frappe bondissante
5
thrownÉjection – Au sol. Incapacité d'agir.
6
thrownÉjection – Au sol. Incapacité d'agir.
7
thrownÉjection – Au sol. Incapacité d'agir.
8
forceCharge
Frappe bondissante
9
stimpack
Frappe bondissante
10
forceCharge
Frappe bondissante
  • [hidden] [2.8s]
    forceChargeEffect #1

    • On Apply

    Perform the following actions:

    • Immobilize but allow rotation
    • When effect ticks the 1th time
    • [target override]

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #3 to TARGET from TARGET
    • When effect ticks the 1th time

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #10 to TARGET from TARGET
    • Remove this effect
    • When effect ticks the 2th time
    • [target override]

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #4 to TARGET from TARGET
    • When effect ticks the 2th time

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #10 to TARGET from TARGET
    • Remove this effect
  • [0s] [not displayed]
    forceChargeEffect #2

    • On Apply

    Perform the following actions:

    • Play appearance epp . exp . macrobinoculars . roth . multi . ir_77_ambushes . force_charge_multi_01
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Unknown (609) = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.11
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Int(5)
    • Add effect #5 to TARGET from TARGET, Combat Math Only
    • Add effect #8 to TARGET from TARGET
    • On Apply
    • [target override]

    Perform the following actions:

    • Global Cooldown
      - Duration = (time) 1.5s
  • [0s] [not displayed]
    forceChargeEffect #3

    • On Apply

    Perform the following actions:

    • Play appearance epp . exp . macrobinoculars . roth . multi . ir_77_ambushes . force_charge_multi_02
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Unknown (609) = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.11
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Int(5)
    • Add effect #6 to TARGET from TARGET, Combat Math Only
    • Add effect #8 to TARGET from TARGET
    • On Apply
    • [target override]

    Perform the following actions:

    • Global Cooldown
      - Duration = (time) 1.5s
  • [0s] [not displayed]
    forceChargeEffect #4

    • On Apply

    Perform the following actions:

    • Play appearance epp . exp . macrobinoculars . roth . multi . ir_77_ambushes . force_charge_multi_03
    • Teleport To Target
    • Weapon Damage
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) true
      - Unknown (609) = (bool) false
      - Flurry Blows Min = (int) 1
      - Flurry Blows Max = (int) 1
      - Level Cap = (int) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.11
      - Standard Health Percent Min = (float) 0.1
      - Amount Modifier Fixed Max = (float) 0
      - Amount Modifier Fixed Min = (float) 0
      - Amount Modifier Percent = (float) -1
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Slots = Int(5)
    • Add effect #7 to TARGET from TARGET, Combat Math Only
    • Add effect #8 to TARGET from TARGET
    • On Apply
    • [target override]

    Perform the following actions:

    • Global Cooldown
      - Duration = (time) 1.5s
    • Add effect #10 to TARGET from TARGET
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

    • On Apply

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 1,5, 33° pitch, 45° yaw
    • Stun the TARGET
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

    • On Apply

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 1,5, 33° pitch, 0° yaw
    • Stun the TARGET
  • [1.3s]
    thrownÉjection
    Au sol. Incapacité d'agir.

    • On Apply

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 1,5, 33° pitch, -90° yaw
    • Stun the TARGET
  • [hidden] [6s]
    forceChargeEffect #8

    • When effect is applied

    Only when the following conditions are met:

      • <
        • If a random chance of 75% is met
        AND
        • If PRIMARY TARGET has an effect with the tag tag.​abl.​player.​mount
        >

    Perform the following actions:

    • Dispel all effects
  • [hidden] [12s]
    stimpackEffect #9

    • On Apply

    Only when the following conditions are met:

      • If TARGET is alive

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) true
      - Amount Max = (float) 1000
      - Amount Min = (float) 1000
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0