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| hotkey = 1 |
| hotkey = 1 |
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| energy = 25 |
| energy = 25 |
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− | | description = Launches a grenade that holds an electrical charge, zapping enemies that come |
+ | | description = Launches a grenade that holds an electrical charge, zapping enemies that come within range. |
| cost = 0 / 1 / 2 / 3 |
| cost = 0 / 1 / 2 / 3 |
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| damage = 80 / 100 / 120 / 150 (arc damage)<br>15 (contact damage) |
| damage = 80 / 100 / 120 / 150 (arc damage)<br>15 (contact damage) |
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** Grenades can only attack enemies in line of sight (cannot shoot through walls or corners). |
** Grenades can only attack enemies in line of sight (cannot shoot through walls or corners). |
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* Does '''not''' attack the [[Stalker]]. |
* Does '''not''' attack the [[Stalker]]. |
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− | * Can |
+ | * Can be used while performing many actions without interrupting them, including reloading. |
* Can be cast multiple times while active. |
* Can be cast multiple times while active. |
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* [[Conclave]] rating: '''10 / 10 / 30 / 50'''. |
* [[Conclave]] rating: '''10 / 10 / 30 / 50'''. |
Revision as of 09:34, 12 October 2014
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Tesla Launches a grenade that holds an electrical charge, zapping enemies that come within range. Introduced in Update 7.11 (2013-05-17) |
Strength:80 / 100 / 120 / 150 (arc damage) 15 (contact damage) | |
Duration:40 s (duration) 5 / 6 / 7 / 10 (charges) | |||
Range:7 / 8 / 10 / 12 m |
- Vauban releases an electrically-charged grenade that adheres to any surface. On contact with an enemy, the grenade will deal 15 Blast damage. If an enemy approaches the grenade within 7 / 8 / 10 / 12 meters, the grenade will discharge. A single grenade holds a maximum of 5 / 6 / 7 / 10 charges, and each charge inflicts 80 / 100 / 120 / 150This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Electricity damage. Charges are fired once every 3 seconds. Each grenade has a duration of 40 seconds; when a grenade uses a charge, its duration is paused for 0.75 seconds.This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
- Arc damage and contact damage are affected by Power Strength, and the contact damage can be increased by body-part multipliers.
- The arc damage has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small area of effect while briefly stunning the initial target.
- For more information about the contact damage, see this blog and this follow-up.
- Each grenade can deal a total of 400 / 600 / 840 / 1500 damage. Sticking a grenade directly on an enemy can potentially deal that entire amount to the enemy for its duration.
- Number of charges is affected by Power Duration, while the grenade duration is not.
- A grenade can only target one enemy at a time, expending a single charge per attack.
- Attack range is affected by Power Range.
- Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
- Does not attack the Stalker.
- Can be used while performing many actions without interrupting them, including reloading.
- Can be cast multiple times while active.
- Conclave rating: 10 / 10 / 30 / 50.
- Electrical damage deals normal damage to shields, and only deals extra damage to unshielded MOAs, so it is realistically best for Infested.
- Grineer armor will reduce the damage dealt considerably.
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
- Maximized Power Duration increases number of charges to 25.
- Reduces attack range to 4.08 meters.
- Maximized Power Efficiency reduces cost to 6.25 energy.
- Reduces number of charges to 4.
- Maximized Power Range increases attack range to 28.2 meters.
- Reduces arc damage to 60 per charge and contact damage to 6.
- Maximized Power Strength increases arc damage to 343.5 per charge and contact damage to 34.35.
- Increases cost to 38.75 energy.