Anti-Material Charge
Performs a punch that travels 0.5 tiles, dealing damage to any structure punched, and a base of 90 blunt damage to enemies struck. This punch will knock back smaller enemies.
Our Take: A vicious right haymaker that would make any boxer jealous. On the base level it's great for resource gathering but it has a long cooldown. With perks to modify it, it can become a literal wrecking ball of an ability. The Striker class (among others) really shines with it as a resource gatherer and damage dealer. It also offers great knockback capability. |
Perks Associated with Anti-Material Charge
We found 7 perks associated with the Anti-Material Charge ability.
Name | Description | |
---|---|---|
Charged Fist | Anti-Material Charge can be charged up by holding down the activation key, dealing up to 150% additional damage. | |
Fist of the South Moon | Reduces the cooldown of Anti-Material Charge by 5 seconds. | |
Iron Knuckles | Increases the damage of Anti-Material Charge by an additional 150% against enemies. Also adds 15% damage Vulnerability to enemies for 15 seconds. | |
Kinetic Punch | Increases the Impact and knockback of Anti-Material Charge. | |
Long Arm of the Law | Increases the travel distance of Anti-Material Charge to 2 tiles. | |
Strike Cost | Reduces the cost of Anti-Material Charge to 10 energy. | |
Structural Strike | Dealing damage to a structure with Anti-Material Charge refunds 5 stamina and reduces the cooldown by 3 seconds. |
Anti-Material Charge Tactical Squad Bonuses
We found 2 tactical squad bonuses for the Anti-Material Charge ability.
Name | Description | Heroes | |
---|---|---|---|
Kinetic Punch | Increases the Impact and knock back of Anti-Material Charge.
Requires: Outlander primary hero. |
Electro-pulse | |
Pressure Points | Anti-Material Charge slows enemy movement speed by 30% for 7 seconds.
Requires: Outlander primary hero. |
Shuriken Master |