The Power Pool

Concealment
These powers grant you invisibility and stealth.

Stealth - You blend into your environment and can only be seen at very close range. Even if discovered, you are hard to see, and have a bonus to Defense to all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. While stealthy, your movement is slowed. Stealth will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Very low endurance cost. Toggle: Self Stealth, +DEF(All)
Grant Invisibility - Grants a targetted teammate Invisibility. The invisibility lasts about two minutes. While your ally is invisible, he probably will not be detected unless he attacks a target. If he attacks, he is still hard to see and maintains some bonus to defense to all attacks. This power works with other Concealment related powers. Ranged, Teammate Stealth, +DEF(All)
Invisibility - You can bend light around yourself to become invisible. While this power is active, you are almost impossible to detect. While invisible, you cannot attack, and can only use powers that effect yourself, however, you do have a Defense to all attacks. This power will not work with any other self effecting Concealment powers such as Steamy Mist or Shadow Fall. Toggle: Self Stealth, +DEF(All)
Phase Shift - You can Phase Shift to become out of sync with normal space. Although you do not become completely invisible, you are translucent and hard to see. You are intangible, and cannot effect or be effected by normal space. Although this power is a toggle, you cannot remain Phase Shifted for more than 30 seconds, even if you still have endurance. Cannot be used with Rest. Toggle: Self Intangible

Flight
Grants you various travel and flying combat abilities.

Hover - For hovering and aerial combat. This power is much slower than normal Fly, but provides some defense, offers good air control, costs almost no Endurance, and has none of the penalties associated with Fly. Switch to this mode when fighting other flying foes. Toggle: Self Fly, +DEF(All)
Air Superiority - This two handed overhand melee attack can sometimes knock a flying target to the ground. Melee, Moderate DMG(Smash), Foe -Fly
Fly - Fly allows you to travel large distances quickly. If you attack while this power is on, your flight speed will temporarily be reduced to Hover speed. Your top flight speed increases with your level. Toggle: Self Fly
Group Fly - You can endow your nearby teammates with flight. Be mindful! Your teammates will fall if you run out of Endurance, or if they travel too far from you. Group Fly is slower than Fly. Flying heroes suffer from reduced accuracy. Toggle: Team Fly, -ACC

Fighting
These powers are excellent for those heroes, such as Controllers, who are looking for a few low cost powers to defend themselves.

Boxing - A decent punch that has a small chance to Disorient foes. Melee, Moderate DMG(Smash), Foe Disorient
Kick - A modest kicking attack that has a small chance to knock opponents down. Melee, Moderate DMG(Smash), Foe Knockback
Tough - While active, you are tough and slightly resistant to Smashing and Lethal damage. Toggle: Self +Res(Smash/Lethal)
Weave - While active, you bob and weave, increasing your defense to all attacks, as well as your resistance to immobilize. Toggle: Self +DEF(All), +Res(Immobilize)

Fitness
You become a pillar of fitness, and can receive a bonus to your basic physical attributes. These powers are always on and do not cost any Endurance.

Swift - You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance. Auto: Self +SPD
Hurdle - You can naturally jump higher than normal. This ability is always on and does not cost any Endurance. Auto: Self +Leap
Health - You heal slightly faster than a normal person. Your improved Health also grants you resistance to Sleep. This ability is always on and does not cost any Endurance. Auto: Self +Regeneration, Res(Sleep)
Stamina - You recover Endurance slightly more quickly than normal. This ability is always on and does not cost any Endurance. Auto: Self +Recovery

Leadership
Good leaders are rare. Heroes with these powers can grant bonuses to their teammates.

Manuevers - A good leader knows how to protect his team. While active, this Power increases the defense of yourself and all nearby teammates to all attacks. PBAoE, Team +DEF(All)
Assault - While this power is active, you and your nearby teammates deal more Damage and are resistant to Taunt and Placate. PBAoE, Team +DMG, Res(Taunt, Placate)
Tactics - While this power is active, your Accuracy and that of all your nearby teammates is increased. Your advanced tactics also protect you and your friends from Confuse and Fear effects, as well as your Perception so you can detect stealthy foes. PBAoE, Team +ACC, Res(Confuse, Fear), +Perception
Vengeance - The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to accuracy, damage and defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your teammates from Fear effects. Vengeance also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. Ranged (Targeted AoE), Teammate +DMG, +ACC, +DEF(All), +Res(Effects)

Leaping
Grants you various travel and combat jumping abilities. Jumping powers tend to be very efficient and use very little endurance compared to other travel powers.

Jump Kick - A good jumping kick attack that may Knockback foes. Good if you are looking for another attack power. Melee, Moderate DMG(Smash), Foe Knockback
Combat Jumping - While active, Combat Jumping increases your defense to all attacks and adds resistance to immobilization. Moderately increases your jump height and distance with good air control. Toggle: Self +Jump, +DEF(All), Res(Immobilization)
Super Jump - While this power is active, you can jump great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to normal jump height. Toggle: Self Long Jump
Acrobatics - While this power is on, you are very nimble and Acrobatic. You can avoid most Knockback effects, and are resistant to Hold effects. Toggle: Self +Res(Knockback, Hold)

Medicine
You become an adept field medic, and can assist your team with basic healing needs. These powers should be performed away from combat because they can be interrupted.

Aid Other - Heals a single targeted Hero. This power is interruptable, so you shouldn't use this in combat. Close, Ally Heal
Stimulant - Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve will multiple applications and as you increase in level. This power is interruptable and shouldn't be used in the heat of combat. Close, Ally Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse)
Aid Self - Allows you to heal yourself. This hypo also leaves you wide awake, and resistant to Disorientation effects. This power is interruptable. Self Heal, Res(Disorient)
Resuscitate - Revives a fallen Hero, leaving him full hit points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptable. Close, Ally Rez

Presence
You can manipulate your foes by provoking or intimidating them. A challenging set to master, Presence can get you in trouble if you don't know what you're doing.

Challenge - Challenges a foe to attack you. Use this power to pull a villain off of an ally in trouble or away from a mob of foes. Not as effective as a typical Scrapper Confront and Challenge powers. An Accuracy check is required to successfully Challenge a target. Ranged, Targeted Taunt
Provoke - This power attracts the attention of a foe and all those around him. Use this to pull villains off of an ally in trouble. Not as effective as a typical Tanker Taunt powers. An Accuracy check is required to successfully Challenge a target. Ranged (Targeted AoE), Foe Taunt
Intimidate - You can threaten a single foe and cause him to helplessly tremble in fear for a brief while. Ranged, Foe Fear
Invoke Panic - This power causes sheer terror in all foes around you, causing them to tremble in fear uncontrollably. PBAoE, Foe Fear

Speed
Grants you various feats of super speed.

Flurry - Unleashes a super fast flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target. Melee, Moderate DMG (Smash), Foe Disorient
Hasten - You can reduce the Recharge Time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you becomes tired and will lose some Endurance. Self +Recharge
Super Speed - You can run at super-human speeds. While travelling at such speeds, you are a blur, and many foes will not even notice you as you speed past them. If you attack a target while this power is on, you will be temporarily slowed to normal speed. Toggle: Self +Speed
Whirlwind - You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this whirlwind will be tossed into the air. Toggle: PBAoE, Foe Knockback

Teleportation
Grants you various teleportation abilities.

Recall Friend - You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile, as long as he is on the same map. Range is not infinite, but is extremely long and can be Enhanced. This power can be interrupted. Zone-Range: Teleport Teammate
Teleport Foe - You can teleport a single foe directly next to yourself. A successful hit must be made in order to teleport the target, and some powerful foes cannot be teleported. This power can be interrupted. Ranged, Teleport Foe
Teleport - You can Teleport long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have Endurance. Ranged (Location), Self Teleport
Team Teleport - You can Teleport yourself and your nearby teammates to a targetted location. Teammates must be in close proximity to you. Team Teleport costs slightly more endurance than Teleport, but you can teleport your entire team for no additional cost. Ranged (Location), Team Teleport


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