Plasma Pulse

Deploys a device which emits exploding Plasma Pulses every 0.125 seconds for 6 seconds. Deals a base of 18 plasma energy damage.
    Plasma Pulse

  • Cooldown: 45.0
  • Cost: 40.0
  • Damage: 18.0

Our Take: This is a great offensive AoE ability for the Constructor class. This crowd clearing tool is perfect to pair with DECOY for thinning out low health husks. It will allow you to focus down higher priority targets. The more husks you have generally in one area and the closer they are grouped together, the more effective your Plasma Pulse will be.

Be warned, energy can be a problem if you allow nature husks to get on you before you deploy your abilities. Damage perks only increase it's effectiveness but Malfunction turns this ability into a stationary bomb.



Perks Associated with Plasma Pulse

We found 7 perks associated with the Plasma Pulse ability.

  Name Description
IFF Coding Plasma Pulse kills cause the Constructor's shield to regenerate at 20% of its normal rate for 2 seconds. Consecutive 'Plasma Pulse' kills refresh the duration.
Malfunction Plasma Pulse now spawns 8 plasma balls that deal 550% more damage. The plasma balls will be spawned all at once and explode after 10 seconds if not triggered.
One Hot Minute Reduces the cooldown of Plasma Pulse by 20 seconds.
Plasma Overdrive Increases the rate of Plasma Pulse's explosions by 33%.
Plasma Pulse Blast When placed, Plasma Pulse immediately fires a wave of plasma that deals energy damage.
Power Pulse Increases damage of Plasma Pulse by 20%.
Supercharged Plasma Increases the damage radius of Plasma Pulse's mini balls by 60%.


Plasma Pulse Tactical Squad Bonuses

We found 0 tactical squad bonuses for the Plasma Pulse ability.

  Name Description Heroes


Hero Subclasses with Plasma Pulse