CLASS POWERS LEVEL 3 AND 4
Enforcer
Stim Pack - Removes all negative status effects from a target and grants a small amount of “immunity” to that target for most negative status effects (does not resist explosives or booby trap). Also restores a small amount of health. Use of this skill will wake up the target if they are sleeping. Can only be used on a member of your own empire. “Immunity” effect is doubled when used on yourself. Battle Points: 110
Last Stand - Costs 3 tokens. Can only be used once per battle per player. This skill can only be used on yourself, if you are the last living defender in your building. When used, you will be healed for a few hundred health, the counter-attack damage you deal when attacked will be increased, and your defense will increase. This effect is removed when dead (but not wounded). Battle Points: 330
Die Hard - Grants a chance to avoid being executed at 400 or more health. Does not reduce chance of being executed below 400 health.
Adaptation - As the same player attacks you, they will deal less damage (on average) with each successive hit. This effect reaches a maximum amount of resistance against a certain player after 10 attacks by that player. The resistance lasts for the entire battle and does not reset on heal or by use of stim pack. Translation: If the same player keeps hitting you, they will do less and less damage to you (up to a maximum amount of damage reduction).
Fortified - When attacking, received less counter damage.
Assassin
Poison - Apply poison to a target and make an attack for half the damage of a normal attack. A poisoned target will receive poison damage with each token that they use until the poison has run its course (a certain number of tokens used), or they heal, or a Stim Pack is used on them. If applied to a target that is already poisoned, the previous poison will be replaced with the new poison. MVP leaderboard damage credit is awarded for all poison damage, but KOs are never attributed to poison damage. Poison has a chance to be applied even if the attack resulted in a defeat. Can be resisted by Stim Pack “immunity”.
Frenzy - With each successful execution you make (up to 5 at max) you charge up this skill which will give bonus damage on a single attack. After the attack is made, the charge is depleted and must be built up again. The bonus damage compounds with each charge, which means if it is used with a charge of 5 it will be more than 5 times the bonus damage than if it is used with a charge of 1. The charge does not reset on death, heal, or use of stim pack. KOs obtained by means other than the player performing a successful execution will not count towards this skill. Any successful executes made while you are wounded or dead will not count towards this skill.
Payback - As the same player attacks you, you will deal more counter-attack damage (on average) to them with each successive attack they make on you. This effect reaches a maximum amount of extra counter-attack damage after 5 attacks by that player. The resistance lasts for the entire battle and does not reset on heal or by use of Stim Pack. Translation: if the same player keeps hitting you, you will do an increasing amount of counter-attack damage to them (up to a maximum).
Cunning - Each time you are attacked, there is a chance you will generate a token
Evasion - If you are the target of splash damage, there is a chance for you to avoid it. This naturally also avoids any burn that would result from the splash damage, and can also disrupt cascading Explosives.
Sniper
Concealed Shot - This attack will result in less damage than a normal attack. If the attack results in a win, you will take no counter-attack damage. Win or lose, there is a chance you will apply the suppression status to the target. A suppressed target will do less counter-attack damage when they are attacked. Suppression status can be removed either by use of a stim pack or by the suppressed player using a token. Suppression can be resisted by Stim Pack “immunity”.
Mark Target - Makes a “mystery target” in a “mystery building” fully known. Once marked the target will be revealed (for the remainder of the battle) just like a normal target in a normal building, including their health and if they are in a defensive or offensive slot. The marked target will only be visible to snipers until the building becomes exposed to other classes. Can be resisted by Stim Pack “immunity”. Battle Points: 110
Sure Shot - For each attack made that does not result in a critical hit, this skill slightly increases your chances of scoring a critical hit on your next attack (can eventually build to 100%). When a critical hit is scored, this bonus chance resets back to your normal crit chance. Tip: works as a complement to Killing Spree, so Sure Shot helps you score the first critical hit and then Killing Spree takes over and helps you score successive critical hits.
Barricaded - Take less damage both when you are attacked and from counter-attack damage when you are attacking
Ricochet - On any critical hit you score, there is a chance that you will hit a second target for a percentage of the damage you scored on the original target. Translation: it’s like splash damage for snipers.
Heavy
Booby Trap - Place a booby trap on target. The booby trap will detonate if the target uses a heal pack or if a Stim Pack is used on them, damaging both the player and their building. Stim Pack “immunity” will not resist the application of booby trap. There is no attack component to the application of a booby trap. Use of this skill will wake up the target if they are sleeping. Can be applied to a target that is already dead. Battle Points: 110
Explosives - Requires burn level 3. These Explosives have a chance to detonate each time the target gains a burn. When they detonate, they damage the building and cause splash damage in a “plus” pattern (one position up, down, left, and right). This splash can cross the line between defensive and offensive slots. The strength of each Explosive is increased when multiple Explosives detonate simultaneously. There is no limit to how many Explosives can simultaneously detonate, but there is a cap on the bonus damage per mine. Any burns already on the target at the time the Explosives are placed will not cause the Explosives to detonate. If a player is killed or becomes wounded while Explosives are on them, there is a chance for the Explosives to detonate. Any undetonated Explosives will be removed from wounded or dead targets. Stim Pack “immunity” will not resist the application of Explosives. There is no attack component to the application of an Explosive. Use of this skill will wake up the target if they are sleeping. Tip: These explosives are most effective when placed on every player in a large cluster of players and then detonated by using Dynamite on a central target. When used correctly, explosives are capable of causing massive destruction. Battle Points: 110
Burn - Once this skill is acquired, any skill that causes splash damage has a chance to also burn the targets (including the main target which did not receive splash damage). A burning target receives 5 damage per minute for 5 minutes. Burns stack up to 3 times on a single target. Each time a fresh burn is applied to a target it resets the burn time. After every 5 minutes of burning, one degree of burn is removed from the target. Example: A target with 2 burns will receive 10 damage per minute for the first 5 minutes, at which time one of the burns will be removed, and then the target will receive 5 damage per minute for the next 5 minutes, at which time the other burn will be removed. Burns can be removed by waiting for them to go out (5 minutes per burn applied), by using a heal pack, by using a Stim Pack, or by using 1 token per burn applied. Can be resisted by Stim Pack “immunity”.
Barrage - Grants a chance to cancel sniper’s ability to Dodge your attack. Translation: if you attack a sniper and they were going to dodge your attack, there is now a chance that you will hit them anyway
Bulletproof - If you are the target of a critical hit, the damage dealt to you for this attack will be reduced.
Additional Notes
Skills that are intended for use on members of your own empire can be accessed by tapping the “Assist” button.
War logs will continue to be adjusted and improved over time. A few powers may be fully functional but not be shown in war logs.
Client versions 1.65 and earlier are not capable of displaying more than one status effect at a time per player in EvE. The next client release (1.70) will correct this issue. We are in testing phases of 1.70 and will submit this update for Apple’s review ASAP.
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