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(Power > Ability. This is a semi-automated edit made by User:TunaInABottle)
(After-cast delay recently removed in a patch (20.6.1).)
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{{AbilityU10.3
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<onlyinclude>{{AbilityU10.3
 
| name = Crush
 
| name = Crush
 
| gameimage = Crush.png
 
| gameimage = Crush.png
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| energy = 100
 
| energy = 100
 
| description = Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
 
| description = Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
| damage = 800 / 1000 / 1250/ 1500
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| strength = 800 / 1000 / 1250/ 1500 (damage)
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| duration =
 
| range = 8 / 10 / 13 / 18 m
 
| range = 8 / 10 / 13 / 18 m
| duration = N/A
 
 
| cardonly = {{{1|}}}
 
| cardonly = {{{1|}}}
   
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|info =
|info =
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*Magnetizing the bones of all enemies within a '''8 / 10 / 13 / 18''' meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting '''800 / 1000 / 1250/ 1500''' {{Icon|Proc|Magnetic|text}} damage over three ticks. Crush deals '''800 / 1000 / 1250/ 1500''' extra damage to targets being affected by [[Magnetize]].
*Magnetizing the bones of enemies within '''8 / 10 / 13 / 18''' meters, Mag suspends her victims in the air and forcefully compresses their bodies inflicting a total '''800 / 1000 / 1250/ 1500''' {{Icon|Proc|Magnetic|text}} damage over three ticks. Enemies affected by [[Magnetize]] take an extra '''800 / 1000 / 1250 / 1500''' damage, unaffected by mods.
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**Damage is affected by [[Ability Strength]], while extra damage to magnetized targets is '''not'''.
**Damage is affected by [[Ability Strength]].
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***Damage is evenly divided into three segments over three ticks (each tick dealing '''1/3''' of the total damage) that are inflicted in succession over the course of the cast animation.
**Damage is evenly divided into three segments over three ticks (each tick dealing '''1/3''' of the total damage) that are inflicted in succession over the course of the cast animation.
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***Enemies that walk into the area of effect after the ability has been cast will be caught for the remaining damage ticks.
 
**Radius is affected by [[Ability Range]].
 
**Radius is affected by [[Ability Range]].
**Enemies that walk into the area of effect after the ability has been cast will be caught during each damage tick.
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**Cast time of '''2.7''' seconds is affected by [[Natural Talent]] or [[Speed Drift]].
**Suspended enemies are incapacitated and suffer a [[Knockdown]] when the final damage tick is applied.
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*Suspended enemies are incapacitated and suffer a [[Knockdown]] when the final damage tick is applied.
*Cannot be used while in mid-air.
 
*Has a cast time of '''2.7''' seconds and a cooldown between casts of '''0.75''' seconds.
 
 
*[[Tenno]] in Conclave duels receive '''150''' damage and are knocked down.
 
*[[Tenno]] in Conclave duels receive '''150''' damage and are knocked down.
*Crush's visual effects will appear gold when cast by Mag Prime.
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*Crush's visual effects are affected by Mag's chosen energy color.
|augment =
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**Some of them will appear gold when cast by Mag Prime.
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*Casting Crush will interrupt any other action and will force Mag in place for the entire animation.
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**Cannot be used in mid-air or while on a [[Maneuvers#Zipline|zipline]].
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|augment =
 
[[File:FracturingCrush.png|200px|left]]
 
[[File:FracturingCrush.png|200px|left]]
 
{{main|Fracturing Crush}}
 
{{main|Fracturing Crush}}
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{{#lsth:Fracturing Crush|Stats}}
 
{{#lsth:Fracturing Crush|Stats}}
 
{{clr}}
 
{{clr}}
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|tips =
 
|tips =
 
*Crush deals less damage against the [[Grineer]] but deals extra to shielded [[Corpus]] units, due to the traditional effects of [[Damage 2.0/Magnetic Damage|Magnetic]] damage.
 
*Crush deals less damage against the [[Grineer]] but deals extra to shielded [[Corpus]] units, due to the traditional effects of [[Damage 2.0/Magnetic Damage|Magnetic]] damage.
*Crush does not rely on line of sight like [[Pull]] or the damage pulses from [[Shield Polarize]], using mods for enemy radar such [[Enemy Sense]] makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
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*Crush does not rely on line of sight, using mods for enemy radar such [[Enemy Sense]] makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
|bugs = *[[Maneuvers|Sliding]] while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
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*Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while [[Damage_2.0/Cold_Damage|frozen]]. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.}}
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|bugs = {{clr}}
<noinclude>
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*[[Maneuvers|Sliding]] while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
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*Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while [[Damage_2.0/Cold_Damage|frozen]]. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
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}}</onlyinclude>
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==See Also==
 
==See Also==
 
* [[Mag]]
 
* [[Mag]]
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[[de:Zermalmen]]
 
[[de:Zermalmen]]
 
[[it:Crush]]
 
[[it:Crush]]
 
[[ru:Сокрушение]]
 
[[ru:Сокрушение]]
__NOTOC__
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__NOTOC__<noinclude>
</noinclude><noinclude>
 
 
[[Category:Cannot Use In Air]]</noinclude><noinclude>
 
[[Category:Cannot Use In Air]]</noinclude><noinclude>
 
[[Category:Warframe Abilities]]</noinclude><noinclude>
 
[[Category:Warframe Abilities]]</noinclude><noinclude>

Revision as of 18:31, September 20, 2017

CrushModU15 Crush
ENERGY
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 (damage)
Duration:N/A
Range:8 / 10 / 13 / 18 m
Expand


See Also

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