The Controller - Power List

Primary Powers - Control

Earth Control
You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth powers can reduce a target's Defense. Being of the Earth, many of these powers need to be performed near the ground.

Stone Prison - Immobilizes a single target within an earthy formation and deals some smashing damage over time. Some more resiliant foes may require multiple attacks to immobilize. Stone Prison can also reduce a target's Defense. Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly. Recharge: Fast
Fossilize - Encases a single target within solid stone. The stone slowly crushes the victim, dealing Smashing damage. The fossilized victim is held helpless and unable to defend himself. Ranged, Moderate DMG(Smash), Foe Hold, -DEF. Recharge: Moderate
Stone Cages - Immobilizes a group of foes within earthly formations and deals some smashing damage over time. Slower and less damaging than Stone Prison, but can capture multiple targets. Stone Cages can also reduce a target's Defense. Ranged (Location AoE), Foe Immobilize, -Fly, -DEF. Recharge: Moderate
Quicksand - You can cause the ground to liquify like quicksand at a targetted location. Any foes that pass through the quicksand will becomes snared and their movement will be dramatically slowed, and their Defense reduced. Foes trapped in the quicksand cannot jump or fly. Ranged (Location AoE), Foe - Speed, -Jump, -Fly, -DEF. Recharge: Slow
Salt Crystals - Attempts to encrust all nearby foes in a pillar of salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets will have reduced defense for a while, even if they break free. PBAoE, Foe Sleep, -DEF. Recharge: Slow
Stalagmites - You can cause stalagmites to erupt all around an enemy. damaging all nearby foes. The stalagmites deal minimal lethal damage, and can disorient all affected targets for a good while, as well as reduce their defense. You must be near the ground to activate this power. Ranged (Targeted AoE), Minor DMG(Lethal), Foe Disorient, -DEF. Recharge: Slow
Earthquake - Generates a powerful, localized earthquake. Most foes that pass through the location will fall down. The violent shaking will also reduces their accuracy and defense. Ranged (Location AoE), Foe Knockback. Recharge: Slow (Error: Should be -ACC -DEF)
Volcanic Gasses - You can tap into the geothermal power of the earth and focus it at a targeted location. Foes that pass near a thermal vent will take minor fire damage and be overcome by the gasses, leaving them choking and helpless. Ranged (Location AoE), Foe Hold, Minor DoT(Fire), Special. Recharge: Very Long
Animate Stone - Earth and stone coalesce to form an incredibly tough entity that can attack your foes. The animated stone is not alive and is immune to psionic damage. It is also virtually immune to sleep, immobilize, disorient, and hold effects. The entity can be healed and buffed like any teammate. Type "/release_pets" in the chat window to release all your pets. Summon Golem: Melee Heavy DMG(Smashing). Recharge: Very Long

Fire Control
You can Control the essence of Fire to entrap, scorch, and manipulate your foes with smoke and flame.

Ring of Fire - Immobilizes your target in a ring of fire, dealing fire damage over time. More resilient foes may require multiple rings of fire to immobilize. Ranged, Moderate DoT(Fire), Foe Immobilize. Recharge: Fast
Char - Incapacitates a distant foe by charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Ranged, Moderate DoT(Fire), Foe Hold. Recharge: Moderate
Fire Cages - Immobilize a group of foes in fire cages, dealing fire damage over time. More resilient foes may require multiple fire cages to immobilize. Fire cages is slower and less damage than Ring of Fire, but can capture multiple targets. Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize. Recharge: Moderate
Smoke - Covers all foes near your target in clouds of smoke. The villans are so blinded that they can hardly see a thing. Most villans will not be able to see past normal melee range, although some may have better perception. If the villans are attacked, they will be alerted to your presence, but will suffer a penalty to accuracy. Ranged (Targeted AoE), Foe -Perception, - ACC. Recharge: Slow
Hot Feet - While active, you heat the earth in a large area around yourself. Enemy movement is slowed as they attempt to flee the immediate area. All foes in the effected area suffer some damage over time. You cannot fly, and must be near the ground to use this power. Toggle: PBAoE, Minor DoT(Fire), Foe -SPD. Recharge: Slow
Flashfire - You can bring forth a flashfire to disorient a group of foes and deal some damage over time. Target must be on the ground to activate flashfire. Ranged (Targeted AoE), Minor DMG(Fire), Foe Disorient. Recharge: Slow
Cinders - Incapacitates foes around the caster by whirling cinders around them. The targets are left helpless, choking in the soot. PBAoE, Foe Hold. Recharge: Very Long
Bonfire - You can create a bonfire that knocks back and burns any foes that try to pass through it. Ranged (Location AoE), Minor DMG(Fire), Foe Knockback. Recharge: Long
Fire Imps - You can craft 3 small fire imps out of pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts. Fire Imps can be healed and buffed like any teammate. Type "/release_pets" in the chat window to release all your pets. Summon Imps: Melee Minor DMG(Fire). Recharge: Very Long

Gravity Control
This power set allows you manipulate the forces of gravity to control your foes. Enemies have little defense against Gravity Powers.

Crush - Creates a localized gravitational field strong enough to immobilize a single foe. Crush can also bring down flying entities. This power deals smashing damage over time and can slow the movement of targets that escape its grasp. Ranged, Moderate DoT(Smash), Foe Immobilize, -Fly. Recharge: Fast (Error: Should be -SPD)
Lift - Negates the gravity around a single target. Lift violently sends an enemy straight into the air, then slams him to the ground for Smashing damage. This power can bring flying foes to the ground. Ranged, Moderate DMG(Smash). Recharge: Moderate (Error: Should be -Fly)
Gravity Distortion - Causes a single foe to be trapped in a misshapen gravity field, rendering him unable to take action. Gravity Distortion deals smashing damage to the target. Ranged, Moderate DoT(Smash), Foe Hold, -Fly. Recharge: Moderate (Error: As DGF isn't -Fly, probably this is not)
Propel - You can open a gravitational rift and retrieve a heavy object, then propel it at foes for smashing damage. Ranged, High DMG(Smash), Foe Knockback. Recharge: Moderate
Crushing Field - Creates a large gravitational field strong enough to immobilize multiple foes. Crushing Field can also bring down flying entities. Slower and less damage than crush, but can capture multiple targets. Crushing Field deals smashing damage over time and can slow the movement of targets that escape its grasp. Ranged (Targeted AoE), Minor DoT(Smash), Foe Immobilize, -Fly. Recharge: Moderate (Error: Should say -SPD)
Dimension Shift - Your mastery of gravity allows you to manipulate dimensions, bringing multiple foes out of synch with reality. Your foes become completely intangible, are hard to see, and cannot affect or be affected by those in normal space. Ranged (Targeted AoE), Foe Intangible. Recharge: Slow
Gravity Distortion Field - Creates a large, intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Wormhole - You can open a gravitational wormhole behind a targeted foe, and violently push him, and all nearby foes, through it. The victims are sent flying out the other end of the wormhole and are left disoriented. You determine the location of the wormhole's end, and can place it high in the air if desired. More powerful foes may be resistant to the wormhole's effects. Ranged (Targeted AoE), Foe Teleport, Disorient, Knockback. Recharge: Slow
Singularity - You can create a very powerful gravitational singularity. The singularity will engage your foes, assaulting them with various gravity powers. Any foes that attempt to approach the singularity will be violently hurled away. The singularity cannot be healed, but is highly resistant to all forms of damage, and nearly impervious to controlling type powers. Type "/release_pets" in the chat window to release all your pets. Summon Singularity: Ranged Control Special. Recharge: Very Long

Ice Control
You can draw moisture from the air to create Icy formations. With these abilities, you can control ice with remarkable precision to dominate your foes.

Chilblain - Immobilizes your target in an icy trap, dealing some cold damage over time as well as slightly slowing the target's attack and movement speed. Ranged, Moderate DoT(Cold), Foe Immobilize, -SPD, -Recharge. Recharge: Fast
Block Of Ice - You can freeze a single foe in a block of ice. The target is frozed solid, helpless, and can be attacked. More powerful foes may not be held, but all effected targets will be slowed and take some cold damage. Ranged, Moderate DMG(Cold), Foe Hold, -SPD, -Recharge. Recharge: Moderate
Frostbite - Immobilizes a group of foes in icy traps. Deals minimal cold damage over time and slightly slows the targets. Slower and less damage than chilblain, but can capture multiple targets. More resiliant foes may only be slowed. Ranged (Targeted AoE), Minor DoT(Cold), Foe Immobilize, -SPD, -Recharge. Recharge: Moderate
Artic Air - While this power is active, you are surrounded in a fog of artic air that dramatically slows the attack and movement speed of nearby foes. The chill of Artic Air is so bitter that most foes are forced to flee, albeit very slowly, from the immediate area. Others may attack their own allies, as the fog from the artic air is thick and can cause much confusion. The cold air can also reduce the stealth capability of effected foes. Toggle: PBAoE, Foe Confuse(Special), -SPD, -Recharge, -Stealth. Recharge: Slow
Shiver - You can blast forth a wide cone of chilling air that dramatically slows the movement and attack rate of nearby foes. Ranged (Cone), Foe -SPD, -Recharge. Recharge: Slow
Ice Slick - You can create a large patch of ice at a targeted area, causing all foes that pass through it to lose their footing. Those caught in the ice slick are dramatically slowed and tend to fall down. Target (Location AoE), Foe Knockdown, -SPD. Recharge: Slow
Flash Freeze - You can flash freeze a large patch of ground beneath a targetted foe, instantly forming dozens of deadly ice shards that do cold damage to all enemies in the area. The victims are left trapped in the icicles, but can break free if disturbed. Only targets near the ground can be effected. Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep. Recharge: Slow
Glacier - You can freeze all foes around yourself in blocks of glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed are slowed for a while. This power can only be cast near the ground. PBAoE, Foe Hold, -Recharge, -SPD. Recharge: Very Long
Jack Frost - You can create a very powerful entity of animated ice at a targetted location. Jack Frost possesses several ice powers to attack any nearby foes, and can be healed and buffed like any teammate. Type "/release_pets" in the chat window to release all your pets. Summon Jack Frost: Melee Moderate DMG(Cold). Recharge: Very Long

Illusion Control
You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes.

Spectral Wounds - Spectral Wounds convinces the target that he has taken severe damage. The illusion is so convincing that the victim can fall from the spectral wounds. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal. Ranged, High DMG(Psionic), +Special. Recharge: Moderate
Blind - Painfully blinds a single targetted foe so severly that he is rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects. Ranged (Targeted AoE), Moderate DMG(Psionic), Foe Hold/Sleep. Recharge: Moderate
Deceive - You can deceive an enemy into believing his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you deceive someone before they have noticed you, your presence will continue to be masked. You will not recieve any experience points for foes defeated by a deceived enemy. Ranged, Foe Confuse. Recharge: Moderate
Flash - Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves. PBAoE, Foe Hold. Recharge: Very Long
Superior Invisibility - You can bend light around yourself to become completely invisible. While this power is active, you are impossible to detect, and have a very high defense bonus to all attacks. Superior Invisibility is the only toggle invisibility power that allows you to attack while it is active, although you will lose some of your defense bonus if you do so. Superior Invisibility cannot be used with any other self effecting Concealment power such as Steamy Mist or Shadow Fall.Toggle: Self Stealth, +Def(All). Recharge: Slow
Group Invisibility - Makes you and all teammates around you invisible. While invisible, you and your teammates are almost impossible to detect. Even if discovered, group invisibilty grants a bonus to your defense to all attacks, although you will lose some of your defense bonus if you attack. Group Invisibility has no movement penalty. PBAoE, Team Stealth, +Def (All). Recharge: Slow
Phantom Army - You can fabricate 2 to 4 phantom heroes around a targetted foe. These phantoms are not real, and are indestructible. Their attacks are similar to Spectral Wounds. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived, and cannot be buffed or healed. Summon Decoys: Ranged Minor DMG(Energy/Special). Recharge: Very Long
Spectral Terror - You can create an illusion of unspeakable terror. The manifestation is so horrible that is causes most foes to tremble helplessly in terror. The Spectral Terror may also terrify individual foes, causing them to run away in panic. Summon Terror: Ranged Fear. Recharge: Slow
Phantasm - You can construct a powerful entity composed of pure light. Although made of light, the phantasm is tangible and has powerful energy attacks. The phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates' attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original phantasm can be healed and buffed. Type "/release_pets" in the chat window to release all your pets. Summon Phantasm: Ranged Moderate DMG(Energy). Recharge: Very Long

Mind Control
You can manipulate and control your opponents' mind. Since mental powers directly effect the mind, most tend to be very accurate, and thus very useful against higher level foes. Few foes can resist psionic powers, but creatures without minds, like machines and robots, are resistant to many of the effects.

Mesmerize - Hypnotize painfully assails a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked. Ranged, Moderate DMG(Psionic), Foe Sleep. Recharge: Moderate
Levitate - You can send a single target violently into the air, then slam him to the ground for smashing damage. This power can bring flying foes to the ground. Ranged, Moderate DMG(Smash). Recharge: Moderate (Error: Should be -Fly)
Dominate - Painfully tears at the mind of a single foe. Dominate deals psionic damage and renders a foe helpless, lost in his own mind and unable to defend himself. Ranged, Moderate DMG(Psionic), Foe Hold. Recharge: Moderate
Confuse - You can confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you confuse someone before they have noticed you, your presence will continue to be masked. You will not recieve any experience points for foes defeated by a confused enemy. Ranged, Target Confuse. Recharge: Moderate
Mass Hypnosis - Hypnotizes a group of foes at a distance and puts them to sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets won't even be aware of your presence. Ranged, Targeted AoE, Foe Sleep. Recharge: Slow
Telekinesis - Lifts a foe and any nearby foes off the ground and repels them. The targets are helpless, unable to take action, and will continue to hover away, picking up any passing targets, as long as you keep this power active. Keeping up this level of concentration costs a lot of Endurance. Toggle: Ranged (Targeted AoE), Foe Hold, Repel. Recharge: Slow
Total Domination - Painfully tears at the mind of a target foe and all those near him. Dominate deals psionic damage and renders all effected foes helpless, lost in their own minds and unable to defend themselves. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Terrify - This power terrifies foes within a cone area in front of you, causing them to tremble in fear uncontrollably. The effect is so frightening and overwhelming that the target takes real damage from the psychological response to this psionic attack. Ranged (Cone), Minor DMG (Psionic), Foe Fear(Special). Recharge: Slow
Mass Confusion - You can create Mass Confusion within a group of foes, creating chaos. All foes within the effected area will turn and attack each other, ignoring all heroes. If you Confuse villains before they notice you, your presence will continue to go unnoticed. You will not receive any experience points for foes defeated by confused enemies. Ranged (Targeted AoE), Foe Confuse. Recharge: Very Long

Plant Control
You can call forth and control the power of plants and flora to control your foes. Animate and control vines, roots and spores the entrap, entwine, and utterly dominate your foes. Many Plant Control powers are only effective if the target is near the ground.

Entangle - Immobilizes your target by entangling their feet in a twisted mass of thorny roots. The roots do smashing and lethal damage to the target over time. More resiliant foes may require multiple applications to immobilize. Entangle can immobilize flying targets, if they are near the ground if attacked. Ranged, Moderate DoT(Smashing, Lethal), Foe Immobilize. Recharge: Fast (Error: does not say -Fly)
Strangler - Holds a distant foe by strangling him with massive root-like vines. The target is held helpless, while he is slowly crushed by the vines. Ranged, Moderate DoT(Smashing), Foe Hold. Recharge: Moderate
Roots - Immobilizes a group of foes by entangling their feet in a twisted mass of thorny roots. Roots is slower and does less damage than Entangle, but can capture multiple targets. Like Entangle, Roots can immobilize flying targets, if they are near the ground if attacked. Ranged (Targeted AoE), Minor DoT(Smashing, Lethal), Foe Immobilize. Recharge: Moderate
Spore Burst - You hurl a large funji pod at your foes. This pod is full of spores that burst on impact, engulfing the target and all those around him. All effected targets may succumb to the narcotic effect of the spores and will fall asleep. The targets will remain asleep for some time, but will awaken if attacked. Ranged (Targeted AoE), Foe Sleep. Recharge: Slow
Seeds of Confusion - You throw a handful of seeds from a rare Baffle plant at your foes. These seeds spread out in a wide cone, and create a dusty chaff that that contains a number of alkaloids and hallucinagentic compounds. Foes that come into contact with these seeds will become violently confused and will turn and attack each other, ignoring you and your allies. You will not receive any experience points for foes defeated entirely by confused enemies. Ranged (Cone), Foe Confuse. Recharge: Very Long
Spirit Tree - You can tap into the elusive and powerful energy of the World Tree and extract a Spirit Tree at a targetted location. The Spirit Tree is immobile, but possesses incredible regenerative powers. The regeneration rate of you, or your allies, will be greatly increased as long as you are near the Spirit Tree. Place Tree: PBAoE Heal. Recharge: Very Long
Vines - Creates a field of Strangler Vines that can hold multiple foes at range. The effected targets are held helpless by the massive, root-like vines. Unlike the power Strangler, this power does not deal any damage, but it can hold multiple foes at once. Ranged (Targeted AoE), Foe Hold. Recharge: Very Long
Carrion Creepers - You can create a Creeper patch at a targetted location. The patch will snag foes, slowing their movement, and preventing them from jumping or flying. Additionally, a Creeper Vine will burst from beneath each live and defeated foe in the area and start attacking your enemies. Creeper Vines do minimal damage, but it can knock down your enemies, and its poisonous thorns can slow your foes. Any foes that are defeated in the Creeper patch will also produce a growth of Entangle Roots that will immobilize any enemies near the body. Summon Creepers, Ranged (Location AoE), Target -Speed, -Fly, -Jump. Recharge: Very Long
Fly Trap - You can summon a giant carniverous Fly Trap plant beast. Fly Trap may be an understatement, as this plant beast has a taste for flesh. The Fly Trap will viciously attack any nearby foes, biting, hurling poisonous thorns, and even casting its own Entangle Roots. The Fly Trap will fight by your side and can be healed and buffed like any teammate. Summon Fly Trap: Ranged Control Special. Recharge: Very Long

Secondary Powers - Buff/Debuff

Cold Domination
Cold Domination powers allow you to manipulate cold and ice to protect your allies and weaken your enemies.

Infrigidate - Fires a frigid beam of cold at a single target. This beam dramatically reduces the target's attack rate, movement speed and Defense. Infrigidate draws so much heat out of the target that the damage of any of its fire attacks will be reduced. Ranged Foe -Speed, -Recharge, -Def, -DMG(Fire) Recharge: Slow
Ice Shield - Casts a rock hard ice shield on one of your allies and grants him Defense to Melee, Lethal and Smashing attacks, and Damage Resistance to Cold and Fire damage. You cannot stack multiple Ice Shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Glacial Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire). Recharge: Very Fast
Snow Storm - While active, the chill from this snow storm can dramatically slow the attack and movement speed of the target and all nearby foes. The torrent winds of the Snow Storm are enough to bring down flying foes. Toggle: Ranged (Targeted AoE), Foe -Speed, -Recharge, -Fly. Recharge: Slow
Glacial Shield - Envelops an ally in gleaming Glacial ice. Its crystalline structure has refractive properties that grants the target good Defense against Area Effect, Ranged, Energy and Negative Energy attacks. Glacial Shield also grants the target some Damage Resistance to Cold. You cannot stack multiple Glacial Shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Ice Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Ranged, AoE, Energy, Negative), Res(Cold). Recharge: Very Fast
Frostwork - Covers an ally in a thick layer of frost. The frost can absorb the impact from enemy attacks, effectively increasing your ally's maximum hit points for a short time. Frostwork also grants your ally resistance to Toxic damage. Target +Max HP, Res(Toxic). Recharge: Very Long
Arctic Fog - You mastery of cold allows you to hide yourself and all nearby allies within a thick Arctic Fog. Arctic Fog makes you and your allies harder to see and increases your Defense to area effect, melee and ranged attacks, as well as your resistant to Slow, Fire, Cold, and Energy damage. You cannot use any other Concealment type powers while using Arctic Fog. Toggle: PBAoE, Team Stealth, +DEF, +Res(Fire, Cold, Energy, Slow). Recharge: Slow
Benumb - Numbs a single target to its very core. Benumb reduces the target's core body temperature, dramatically weakening him. A Benumbed target's damage and regeneration rate are greatly reduced. Additionally, the effected target's secondary effects are all weakened. The target's powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more are all weakened. Ranged, Foe -DMG, -END, -Regeneration, -Special. Recharge: Long
Sleet - Summons a Sleet storm at a targetted location. Sleet deals minimal cold damage to anything that passes through the storm. It also slows the effected foes, and severely reduces their defense and resistance to damage. Many foes may also slip and fall while trying to escape the storm. Ranged (Location AoE), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF, -Res. Recharge: Long
Heat Loss - Heat Loss drains the heat from your enemies and transfers that energy to your allies in the form of endurance. All foes near the selected target may experience a heat loss, which will drain their Endurance, slow them, and reduce their damage resistance. Each enemy target which is drained of heat will expel that energy to all your nearby allies, granting them endurance and a bonus to their endurance recovery. Some Endurance and Recovery will also be transferred directly to you and all allies near you. Ranged (Foe AoE), Foe -RES, -END, Slow; Team +END, +Recovery. Recharge: Long

Empathy
Empathy gives you the ability to heal and aid yourself and your allies. Empathy has no offensive powers, but its heals and buffs are unmatched.

Healing Aura - Healing Aura restores some hit points to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once. PBAoE, Team +Heal. Recharge: Moderate
Heal Other - Heals a single targetted hero ally. You cannot use this power to heal yourself. Ally Heal. Recharge: Fast
Absorb Pain - Dramatically heals an ally's wounds. This power has only a tiny endurance cost, but it requires you to sacrifice some of your hit points. Absorbing someone's pain can be quite dramatic, and afterwords you will be unable to heal your own wounds by any means. Ally Strong Heal, Self Moderate DMG(Special). Recharge: Slow
Resurrect - Revives a fallen ally with full hit points and endurance. The Resurrected target is left protected from XP Debt for 20 seconds. Ally Rez. Recharge: Very Long
Clear Mind - Frees an ally from any immobilize, sleep, disorient and hold effects and leaves them resistant to such effects for a good while. Also, grants target clearer Perception to see hidden foes. Protection will improve with multiple applications and as you increase in level. Ally +Res (Disorient, Hold, Sleep, Immobilize, Fear, Confuse), +Perception. Recharge: Fast
Fortitude - Fortitude immensely enhances a single targetted ally's accuracy, damage, and defense to all attacks. Ally +DEF(All), +DMG, +ACC. Recharge: Long
Recovery Aura - The Recovery Aura dramatically increases the endurance recovery rate of all nearby heroes for a limited time. Emitting this aura costs you a lot of endurance, and it takes a long time to recharge. PBAoE, Ally +Recovery. Recharge: Very Long
Regeneration Aura - The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this aura costs you a lot of endurance, and it takes a long time to recharge. PBAoE, Ally +Regeneration. Recharge: Very Long
Adrenalin Boost - Dramatically increases an ally's Endurance recovery, hit point regeneration and attack rate for 90 seconds. Also grants the target high resistance to Slow effects. Ranged, Ally +End, +Regeneration, +Recharge, Res(Slow). Recharge: Very Long

Force Field
The Force Field Powers give you the ability to create shells of energy that protect yourself and your allies from various damage and harm.

Personal Force Field - The Personal Force Field is almost impenetrable to all attacks, even psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that effect yourself. Cannot be used with Rest. Toggle: Self +DEF, Res(All). Recharge: Slow
Deflection Shield - Dramatically protects an ally from smashing and lethal and all melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic). Recharge: Very Fast
Force Bolt - Discharges a bolt of force that knocks down foes and deals some smashing damage. Ranged, Minor DMG(Smash), Foe Knockback. Recharge: Fast
Insulation Shield - Dramatically protects an ally from fire, cold, energy, negative energy, ranged and AoE attacks for a limited time. The Insulation also protects the target from Endurance Draining effects. You cannot stack multiple Insulation shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Ranged, Ally +DEF(Fire, Cold, Energy, Ranged, AoE), Res(End Drain). Recharge: Very Fast
Detention Shield - Encases a targeted foe in a detention force field. The captured target cannot be harmed, is immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Ranged, Foe Capture(Special). Recharge: Slow
Dispersion Bubble - Creates a large bubble which protects all allies inside. While active, the dispersion bubble gives all allies within increased defense to all attack types. The dispersion bubble also protects allies from immobilization, disorientation and hold effects. Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient) +DEF(All). Recharge: Slow
Repulsion Field - Creates a field that violently repels nearby foes. Each villan that is repelled costs you additional endurance. PBAoE Knockback. Recharge: Slow
Repulsion Bomb - Projects an expanding force bubble around an ally that knocks down and disorients nearby foes. This power cannot be used on yourself. Ranged (Targeted Ally AoE), Foe Knockback, Disorient). Recharge: Slow
Force Bubble - Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Toggle: PBAoE Foe Repel, Knockdown. Recharge: Slow

Kinetics
You are a master at manipulating Kinetic Energy. You can manipulate the potential energy found in objects to aid your allies or weaken your foes.

Transfusion - Transfusion drains an enemy of some of his endurance and reduces the target's regeneration rate, and transfers that energy, in the form of hit points, to all allies near the effected foe. You can use transfusions to heal yourself, as well as your allies. Ranged Foe -End, -Regen, Team Heal. Recharge: Moderate
Siphon Power - You can siphon the power from a targeted foe, reducing the targets damage potential. The power is transferred back to you, increasing your damage potential and that of all nearby allies. Ranged, Foe -DMG, Team +DMG. Recharge: Slow
Repel - Repel creates a zone of kinetic energy that violently repels nearby foes. Each villain that is repelled cost additional endurance. Toggle: Self AoE Knockback. Recharge: Slow
Siphon Speed - You can siphon the speed from a targetted foe, slowing his movement, while speeding your own. Ranged, Foe -SPD, Self +SPD, +Recharge. Recharge: Long
Increase Density - Increases an ally's mass, freeing him from any disorient, immobilization, or hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from knockback, as well as smashing and energy damage. Because the target grows more dense, his movement speed is slowed. You cannot use this power on yourself. Ranged, Ally Special. Recharge: Fast
Speed Boost - You can hasten a single targetted ally. The target's movement speed, attack rate and endurance recovery are all greatly increased and the target gains resistance to Slow effects. You cannot use this power on yourself. Ranged, Ally +SPD, +Recharge, +Recovery, Res(Slow). Recharge: Very Fast
Inertial Reduction - You can reduce your inertia, along with that of all nearby allies. The affected heroes can then jump incredible distances for a while. PBAoE, Allies +Jump. Recharge: Long
Transference - Transference drains an enemy of some of his endurance and transfers that endurance to all allies near the affected foe. You can use Transference to recover endurance for yourself as well as your allies. Ranged (Targeted AoE), Target -End, Team +Recovery, Special. Recharge: Slow
Fulcrum Shift - Fulcrum Shift drains the power of a targeted foe and all foes nearby, tranferring it to all adjacent allies, the caster, and those near the caster. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies receive. Fulcrum Shift can dramatically turn the tide of a melee battle. Ranged (Foe AoE), Foe -DMG, Team +DMG. Recharge: Long

Radiation Emission
Radiation Emission powers allow you to manipulate atomic particles and waves to aid your allies and weaken your enemies.

Radiant Aura - You can use Radiant Aura to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be effected. PBAoE, Ally +Heal. Recharge: Moderate
Radiation Infection - Infects a targeted foe with deadly radiation, severely reducing his accuracy and defense. All foes that come near the target will also become infected. The radiation infection will last until you deactivate it, or until the original infected target is defeated. Toggle: Ranged (Targeted AoE), Foe -DEF, -ACC. Recharge: Moderate
Accelerate Metabolism - Activating this power emits radiation that increases the running speed, attack speed, endurance recovery and damage potential of all nearby allies. Affected heroes' metabolisms are increased so much that they become resistant to affects such as sleep, hold, disorient, immobilization and endurance drain. Close (AoE), Ally +SPD, +Recharge, +Recovery, +Dam, +Res(Effects). Recharge: Very Long
Enervating Field - While this power is active, you can irradiate a targeted foe, and all foes nearby, with a lethal dose of radiation. This radiation weakens exposed targets, decreasing the damage of their attacks. It also significantly weakens their resistance, so they will take much more damage from other attacks. Toggle: Ranged (Targeted AoE), Foe -DMG, -Res. Recharge: Moderate
Mutation - Using a concentrated burst of radiation, you can revive a fallen hero and mutate him into a killing machine. The mutated hero has increased damage, accuracy, endurance recovery and attack speed and is protected from XP Debt for 20 seconds. The entire experience is very taxing on the mutated hero, and he will soon be severely weakened. All effects of the mutation will eventually wear off. Close, Ally Rez, Special. Recharge: Very Long
Lingering Radiation - You can emit lingering radiation that reduces attack rate and movement speed of the target and all nearby foes. Ranged (Targeted AoE), Foe -Speed, -Recharge, -Regen. Recharge: Slow
Choking Cloud - While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Toggle: PBAoE, Foe Hold. Recharge: Long
Fallout - After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of energy damage to any nearby foes. All effected foes are extremely weakened by the Fallout, and their Accuracy, Defense, Damage and Damage Resistance is severely reduced. Post-Defeat: PBAoE, Extreme DMG(Energy), Foe -ACC, -DEF, -DMG, -Res(All). Recharge: Very Long
EM Pulse - You can unleash a massive pulse of electromagnetic energy. This EMP can effect machines, and is even powerful enough to affect synaptic brain patterns. It will drain the Endurance and HP Regeneration of all effected targets and leave them incapacitated and Held for a long while. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover endurance for a while. PBAoE, Foe Hold, -END, -Regen, Special vs. Robots; Self -Recovery. Recharge: Very Long

Sonic Resonance
You have the ability to control sound in several fashions. You can create semi- solid barriers, set up waves which weaken or strengthen a target, as well as creating soothing sounds which act to counteract any negative effects which may exist on your friends.

Sonic Siphon - By setting up a constant vibration in the body of your foe, you weaken his Damage Resistance. Effected targets will take more damage from successful attacks. Ranged, Foe -Res(All). Recharge: Slow
Sonic Barrier - This shield dramatically reduces the damage an ally takes from Smashing, Lethal and Toxic attacks for a limited time. You cannot stack multiple Sonic Barriers on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Haven. You cannot use this power on yourself. Ranged, Ally +Res(Smash, Lethal, Toxic). Recharge: Very Fast
Sonic Haven - This shield dramatically reduces the damage an ally takes from Fire, Cold, Energy and Negative Energy attacks for a limited time. You cannot stack multiple Sonic Havens on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Sonic Barrier. You cannot use this power on yourself. Ranged, Ally +Res(Fire, Cold, Energy, Negative Energy). Recharge: Very Fast
Sonic Cage - Encases the target in an impenetrable field of sonic waves. The target cannot attack or be attacked. Ranged, Foe Capture (Special). Recharge: Moderate
Disruption Field - You set up a constant wave of energy around an ally, weakening the Damage Resistance of all nearby foes. Toggle: Ranged (Target Ally AoE), Foe -Res. Recharge: Moderate
Sonic Dispersion - You create a large field of sonic waves, protecting all allies inside. The Sonic Dispersion gives all allies increased Resistance against all damage except Psionic. The Sonic Bubble also protects allies from Immobilization, Disorient, and Hold effects. Toggle: PBAoE, Ally +Res(All Damage except Psionic, Hold, Immobilize, Disorient). Recharge: Slow
Sonic Repulsion - You create a powerful sonic resonance around an ally, repelling all foes nearby. You will lose endurance for each target repelled. Toggle: Ranged (Target Ally AoE), Foe Knockback. Recharge: Moderate
Clarity - By bouncing a carefully pitched sound wave off an ally's ear drum, you can free him from any Disorient, Hold, Sleep, Confusion, Fear, or Immobilization effects and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced Perception. Ally +Res (Disorient, Hold, Sleep, Immobilize, Terrorize, Confusion), +Perception. Recharge: Fast
Liquify - You unleash a barrage of sonic waves on the earth itself, generating a powerful, localized earthquake. The impact of the sonic shockwave may hold some foes and deal some minor damage. Most foes that pass through the location will fall down. The violent shaking also reduces their accuracy and defense. Ranged (Location AoE), Minor Damage(Smashing/Energy), Foe Hold, Knockdown, -ACC, -DEF. Recharge: Slow

Storm Summoning
You can command the forces of nature! Storm Summoning allows you to control wind and weather to aid allies and wreak havoc on your foes.

Gale - You can call forth a tremendous gust of gale force winds that knock down foes and deal some smashing damage in a wide cone area. Ranged (Cone), Minor DMG(Smash), Foe Knockback. Recharge: Moderate
O2 Boost - Saturates the air around a targetted ally Hero with rich oxygen, healing his wounds. The O2 boost can protect a targetted ally hero from sleep, stun and Endurance Drain effects. You cannot use this power on yourself. Ally Heal, +Res(Disorient, Sleep, End Drain). Recharge: Fast
Snow Storm - While active, the chill from this snow storm can dramatically slow the attack and movement speed of the target and all nearby foes. The torrent winds of the Snow Storm are enough to bring down flying foes. Toggle: Ranged (Targeted AoE), Foe -Speed, -Recharge, -Fly. Recharge: Slow
Steamy Mist - You mastery of the elements allows you to hide yourself and all nearby allies within a steamy mist. Steamy Mist makes you and your allies harder to see and increases your Defense bonus to all attacks, while reducing Fire, Cold, and Energy damage, as well as your foes ability to Confuse you. You cannot use any other Concealment type powers while using Steamy Mist. Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Fire, Cold, Energy, Confuse). Recharge: Slow
Freezing Rain - Summons freezing rain at a targetted location. Freezing Rain deals minimal cold damage to anything that passes through the storm. It also slows the effected foes, and severely reduces their defense and resistance to damage. Many foes may also slip and fall while trying to escape the storm. Ranged (Location AoE), Minor DoT(Cold), Foe -SPD, -Recharge, -DEF, -Res. Recharge: Long
Hurricane - You can summon a hurricane. The wind and rain from this massive storm reduces the range and accuracy of nearby foes. The massive winds of this storm continuously force foes away from you. Toggle: PBAoE, Foe -Range, -ACC, Repel, Knockback. Recharge: Slow
Thunderclap - You can call forth a tremendous thunder clap that will disorient most foes in a large area around you. PBAoE, Foe Disorient. Recharge: Slow
Tornado - Conjures up a funnel cloud at a targeted location. The tornado will chase down your foes, tossing them into the air and hurling them great distances. The victims are left disoriented and with reduced defense. The tornado is a menacing sight and can even cause panic amongst your foes. Summon Tornado: PBAoE Minor DAM(Smash), Foe Knockback, Fear, Disorient. Recharge: Long
Lightning Storm - You can summon a massive lightning storm that will strike any foes that approach you. This storm can knock down and damage all nearby foes, and can even instill panic. Lightning bolts will continue to fall as long as the storm remains. Summon Storm: Ranged, High DMG(Energy), Foe -End. Recharge: Long

Thermal Radiation
You have the ability to control heat and Thermal Radiation. This allows you to protect allies from harm, heal them or increase their abilities. You can also weaken your enemies.

Warmth - You can use Warmth to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be effected. PBAoE, Team +Heal. Recharge: Moderate
Thermal Shield - Casts a Thermal Shield on one of your allies and grants him Damage Resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You cannot stack multiple Fire Shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Plasma Shield. You cannot use this power on yourself. (Note this power has a unique name, probably so it will not collide with Fire Shield in Fire Mastery) Ranged, Ally +Res(Fire, Lethal, Smash, Cold). Recharge: Very Fast
Cauterize - Heals a single targetted ally by cauterizing their wounds. You cannot use this power to heal yourself. Ally Heal. Recharge: Fast
Plasma Shield - Envelops an ally in pure plasma. The plasma shield gives your ally resistance to Energy, Negative Energy and Fire damage. You cannot stack multiple Plasma Shields on the same target, however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Fire Shield. You cannot use this power on yourself. Ranged, Ally +RES(Energy, Negative, Fire). Recharge: Very Fast
Power of the Phoenix - Revives a fallen ally. The fiery resurrection blasts nearby foes with an explosion and knocks them down and disorients them. Your ally will revive with most of his hit points and endurance. He will also be invulnerable for a brief time, as well as protected from XP debt for 90 seconds. Ally Rez, Special. Recharge: Very Long
Thaw - Warms and ally and frees him from any disorient, hold, sleep, slow and immobilize effects and leaves them resistant to such effects for a good while. Thaw also grants the target some resistance to Cold damage. Some of the effects of this power will improve with multiple applications and as you increase in level. Ally +Res (Disorient, Hold, Sleep, Immobilize, Cold, Slow). Recharge: Fast
Forge - Forge a single target ally into a killing machine. Forge immensely enhances a single ally's damage and accuracy. Ally +DMG, +ACC. Recharge: Long
Heat Exhaustion - Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some endurance, but the heat is so overwhelming that the effected target will be weakened. His damage output, endurance recovery and hit point regeneration will all be reduced. Ranged Foe -END, -DMG, -Recovery, -Regeneneration. Recharge: Long
Melt Armor - The searing heat from this power is enough to melt the armor and defenses of all targets in the effected area. Melt Armor significantly weakens the Defense and Damage Resistance of the effected targets. Ranged (Targetted AoE), Foe -Res, -DEF. Recharge: Long

Trick Arrow
Trick Arrows are tipped with an odd variety of payloads, which if used strategically, can dramatically alter a battle site.

Entangling Arrow - Upon impact, the Entangling Arrow releases a strong net that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking. The Entangling Arrow can bring down flying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost and a bonus to its accuracy. Ranged, Target Immobilize, - Fly. Recharge: Fast
Flash Arrow - This arrow explodes in a dazzling flash of light and sound. The targets are so blinded that they can hardly see a thing. Most villains will not be able to see past melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to accuracy. Ranged (Targeted AoE), Foe - Visibility, -ACC. Recharge: Slow
Glue Arrow - This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue slows the movement and attack rate of any foes in the area. Ranged (Targeted AoE), Foe -SPD, -Recharge. Recharge: Very Slow
Ice Arrow - This arrow can freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be held, but all effected targets will be slowed. Ranged, Foe Hold, -SPD, -Recharge. Recharge: Moderate
Poison Gas Arrow - This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Affected foes damage potential will be severely reduced. Some foes will react badly to the poison and choke for a time. Ranged (Targeted AoE), Foe -DMG. Recharge: Slow
Acid Arrow - This arrow explodes in a small shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's defense, as well as his damage resistance. Ranged AoE Minor DoT(Toxic), Foe -Res(All), -DEF. Recharge: Slow
Disruption Arrow - This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes. Ranged (Location AoE), -Res (All). Recharge: Long
Oil Slick Arrow - On impact, this arrow creates an oil slick that Slows foes in the area and may cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it. Ranged (Location AoE), Knockdown, -Speed, -DEF, +Special. Recharge: Long
EMP Arrow - This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can effect machines, and is even powerful enough to effect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. AoE, Foe Hold, Special vs. Robots, Self - Recovery. Recharge: Very Long


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