The Tanker - Power List

Primary Powers - Defense

Dark Armor
Dark Armor allows you to tap into the powers of the netherworld for protection. Many Dark Armor powers drain your foes to strengthen you. Dark Armor offers very good resistance to Negative Energy damage, and it is one of the only defense sets that offers some resistance to Psionic damage. However, it's resistance to Energy is weak and it offers no protection to knockback.

Death Shroud - You become a focus point for the netherworld, allowing negative energy to seep from your body. This will continuously damage to all foes in melee range. Toggle: Minor DoT(Negative). Recharge: Fast
Dark Embrace - You tap into the energy of the netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants good resistance to lethal, smashing, and negative energy and toxic damage. Toggle: Self +Res (Smash, Lethal, Negative, Toxic). Recharge: Fast
Murky Cloud - You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistance to fire, cold, energy and negative energy attacks, as well as endurance drain effects. Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain). Recharge: Fast
Obsidian Shield - You create a special Obsidian Shield that grants good resistance to psionic damage. With your mind enshrouded in darkness you are protected from sleep, fear, hold and disorient attacks. Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear). Recharge: Fast
Dark Regeneration - You can tap the dark powers of the netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes effected, the more you will be healed. PBAoE Minor DMG(Negative), Self +HP. Recharge: Slow
Cloak of Darkness - A shroud of netherworld darkness envelopes you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to defense to all attacks, and some protection from immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. Unlike some stealth powers, Cloak of Darkness carries no movement penalty. Cloak of Darkness will not work with other Concealment powers such as Shadow Fall and Steamy Mist. Toggle: Self Stealth, +DEF(All), +Perception, Res(Immobilize). Recharge: Slow
Cloak of Fear - You can wrap yourself in a nightmarish Cloak of Fear. Those close to you are treated to nightmares most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, at reduced Accuracy. Toggle: PBAoE Foe Fear, -ACC. Recharge: Fast
Oppressive Gloom - The netherworld has many mutable properties, including the Oppressive Gloom. This power allows you to use your own hit points to keep enemies near you disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Toggle: PBAoE, Foe Disorient, Self -HP. Recharge: Moderate
Soul Transfer - Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The Dark Effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself. Self Rez, Special. Recharge: Very Long

Electric Armor
Your entire body is basically a powerful capacitor. You can store and release massive amounts of electricity that can absorb damage directed at you. Electric Armor offers better than average resistance to just about all kinds of damage, including Psionic, but has no healing or resistance to Toxic. Electric Armor also offers superior resistance to Energy damage and Endurance drain.

Charged Armor - When you toggle on this power, you are surrounded in a charged field that makes you highly resistance to Smashing, Lethal and Energy damage. Toggle: Self +Res (Smash, Lethal, Energy). Recharge: Fast
Lightning Field - While active, you emit a storm of electricity that constantly damages all nearby foes. Toggle: PBAoE, Minor DoT(Energy), Foe -End. Recharge: Slow
Conductive Shield - When you toggle on this power, you are surrounded in a conductive shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistance to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage. Toggle: Self +Res (Fire, Cold, Energy, Negative). Recharge: Fast
Static Shield - You can create a field of static electricity around your body. This Static Shield protects you from Hold, Sleep, and Disorient effects, as well as Endurance Drain, Recovery Debuffs, and enemy Teleportation. Static Shield can also help normalize your synaptic activity, giving you good resistance to Psychic damage. Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery Debuff, Psionic, Teleport). Recharge: Fast
Grounded - You are grounded and naturally very resistant to energy and negative energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no endurance. Auto: Self +Res(Energy, Negative, End Drain, Immobilize, KB)
Energize - You can channel a tremendous amount of electricity through your body for a short period of time. Doing so will heal some hit points, reduce the endurance cost of your powers and boost your regeneration for a short time. Self Endurance Discount, Heal, +Regen. Recharge: Very Long
Lightning Reflexes - Your Lightning Reflexes allow you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed. Auto: Self +Recharge, +SPD, Res(Slow)
Power Sink - Power sink leeches energy directly from the bodies of all nearby foes, draining their endurance. Each foe you draw energy from increases your endurance. If there are no foes within range, you will not gain any endurance. PBAoE, Self +End, Foe -End. Recharge: Long
Power Surge - When you activate this power, you transform your body into living electricity and become extremely resistant to all damage but Psionics, as well as Disorient, Sleep, Hold, Immobilize, Knockback, End Drain, Recovery Debuff, and enemy Teleportation. Your Endurance Recovery is also increased. As Power Surge wears off, the charge in your body explodes in a massive EMP pulse. However, expending all this energy will leave you exhausted and drained of all Health and Endurance. Self +Res(Special). Recharge: Very Long

Fiery Aura
You can engulf yourself in flames to protect yourself. Fiery Aura offers superior resistance to fire damage, but weak resistance to cold damage and no protection to Knockback. Firey Aura is the most offensive of the Tanker's defensive Power Sets, offering some damage output.

Blazing Aura - While active, you are surrounded by flames that burn all foes that attempt to enter melee range. Toggle: PBAoE, Minor DoT(Fire). Recharge: Fast
Fire Shield - While this power is active, you get a good resistance to lethal, smashing and fire damage. Fire shield also provides minimal resistance to cold damage as well as protection from disorient effects. Toggle: Self +Res(Fire, Lethal, Smash, Cold, Disorient). Recharge: Very Fast
Healing Flames - You can concentrate for a few moments and to heal yourself. The power of the flames can also protect you from toxic damage for a while. Self Heal, +Res(Toxic). Recharge: Long
Temperature Protection - Temperature protection gives you strong resistance to fire damage, and some resistance to cold damage as well. This power is always on and costs no endurance. Auto: Self +Res(Fire, Cold)
Consume - You can drain body heat from all nearby foes in order to replenish your endurance. The more foes effected, the more endurance is gained. Foes suffer minimal fire damage. PBAoE Fire Dam, Self +End. Recharge: Very Long
Plasma Shield - While this power is active, you are surrounded by pure plasma. The plasma shield gives you resistance to energy, negative energy, as well as fire damage. Plasma Shield also gives you protection from Sleep and Hold effects. Toggle: Self +Res(Energy, Negative, Fire, Hold, Sleep). Recharge: Very Fast
Burn - You can ignite the ground beneath you, freeing yourself from immobilization effects. Foes that enter the flames you leave behind will take damage. You must be near the ground to activate this power. Location (AoE), Moderate DoT(Fire), Self Res(Immobilize). Recharge: Slow
Fiery Embrace - Significantly boosts the damage of all your fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while. Self +DMG. Recharge: Very Long
Rise of the Phoenix - If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down and disorients them. You will revive with about half your hit points and endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. Self Rez, Special. Recharge: Very Long

Ice Armor
You can dramatically reduce your core body temperature to form various armors of ice around yourself. You can protect yourself from many different damage types, and you have exceptional resistance to cold based attacks. However, this set offers little protection to fire based powers and no protection against psionics.

Frozen Armor - While this power is active, you coat yourself in rock hard frozen armor. The hardness of the frozen armor offers good defense against smashing and lethal based attacks and reduces cold damage. Also, fire attacks deal slightly less damage and you can resist Defense DeBuffs. Self +Def(Smash, Lethal), +Res(Cold, Fire, DeBuff DEF). Recharge: Very Fast (Error: Should be Toggle)
Hoarfrost - Activating this power covers you in a thick layer of Hoarfrost. The frost can absorb the impact from enemy attacks, effectively increasing your hit points for a short time. Hoarfrost also grants you resistance to Toxic damage. Self Heal, +Max HP, Res(Toxic). Recharge: Very Long
Chilling Embrace - While active, you dramatically lower the temperature around yourself, slowing the attack rate of all nearby foes, as well as their movement speed and damage. Toggle: PBAoE, Foe -Recharge, -Speed, -DMG. Recharge: Very Fast
Wet Ice - When you activate this power, you cover yourself in a thick coating of slick, melting ice. This makes you slippery, leaving you nearly immune to disorient, immobilization, hold, sleep, slow and knockback effects. This power also adds a slight increase to your defense to all attacks except psionics. Wet Ice also also reduces Cold Damage, and offers you resistance to Defense DeBuffs. Self +Def(All but Psionics), +Res(Cold, Disorient, Immobilize, Hold, Sleep, Slow, Knockback, DeBuff DEF). Recharge: Very Fast (Error: Should be Toggle)
Permafrost - Your body temperature permanently lowers to 33 degrees Fahrenheight. Permafrost gives you strong resistance to cold damage, and some resistance to fire damage as well. You also gain an inherent resistance to slow effects. This power is always on and does not cost endurance. Auto: Self +Res(Cold, Fire, Slow)
Icicles - While active, you form sharp icicles on your body that continuously cut all foes that attempt to enter melee range. Toggle: PBAoE, Minor DoT(Lethal). Recharge: Fast
Glacial Armor - When you activate this power, you cover your body in Glacial Ice. The crystalline matrix of the armor has refracting properties and energy and negative energy based attacks less likely to land, and act as a lens to increase your Perception to see hidden foes. The bitter cold of Glacial Armor also reduces cold damage and allows you to resist Defense DeBuffs. Toggle: Self +Def(Energy, Negative), Res(Cold, DeBuff DEF), +Perception. Recharge: Very Fast
Energy Absorption - Activating this power draws moisture directly from the bodies of all nearby foes, draining their endurance. Each foe you draw moisture from adds to your own endurance, as well as defense to all attacks except psionics. In addition to Defense, Energy Absorption also grants you resistance to Slow effects. If there are no foes within range, you will not gain any defense bonus. PBAoE Self +End, +Def(All but Psionics), Res(Slow), Foe -End). Recharge: Long
Hibernate - When you activate this power, you encase yourself in an block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While hiberating within this block of ice, you heal damage at an incredible rate. You can emerge at will by deactivating the power, but you cannot Hibernate for more than 30 seconds. If you activate this power will in the air, you will fall. Toggle: Self +Regeneration, +Recovery, Invulnerable; Foe Hold. Recharge: Long (Error: Should be Self Hold)

Invulnerability
Invulnerability gives you incredible abilities to resist damage and other effects. Its resistance to physical damage is superior, however, Invulnerability offers no protection from psionic attacks.

Resist Physical Damage - You are naturally tough and inherently resistant to smashing and lethal damage. This power is always on, and costs no Endurance. Auto: Self +Res(Smash, Lethal)
Temp Invulnerability - When you toggle on this power, you become highly resistant to smashing and lethal damage. Toggle: Self +Res (Smash, Lethal). Recharge: Fast
Dull Pain - You can activate this power to increase your maximum hit points for a short time. Self Heal, +Max HP. Recharge: Very Long
Resist Elements - You are naturally insulated and very resistant to fire, cold and toxic damage. This power is always on and costs no Endurance. Auto: Self +Res(Fire, Cold, Toxic)
Unyielding - When you toggle on this power, you become unyielding. You are resistant to all damage except psionics, as well as knockback, sleep, hold, disorient effects. However, your defiant stature means you are more likely to be hit. Toggle: Self +Res(All DMG but Psionics; Knockback, Sleep, Disorient, Hold, Immobilize), Self -DEF. Recharge: Slow
Resist Energies - You are naturally very resistant to energy and negative energy damageThis power is always on and costs no Endurance. Auto: Self +Res (Energy, Negative)
Invincibility - While this power is active, for each foe in melee range you receive a bonus to defense against all attacks but psionic and a bonus to accuracy. This power is most effective when fighting multiple opponents. The first foe you engage in melee grants the highest Defense bonus, and up to 10 foes can contribute to your Defense and To Hit bonus. Toggle: Self +DEF(All but Psionics), +ACC. Recharge: Slow
Tough Hide - Your thickened skin makes you much tougher to hit. This power is always on and costs no endurance. Tough Hide offers no protection against psionics. Auto: Self +DEF(All but Psionics)
Unstoppable - When you activate this power, you not only become extremely resistant to most damage, but also to disorient, immobilization, hold, knockback and sleep effects. Endurance recovery is also increased. Unstoppable costs little endurance to activate, but when it wears off, you are left exhausted, and drained of almost all health and endurance. Self, +Res (Disorient, Sleep, Hold, Immobilize, Knockback, All DMG but Psionics). Recharge: Very Long

Shield Defense
Your mastery over the shield protects you from all forms of attacks in the form of defense as well as some moderate damage resistance to most types of damage. Your training with the shield enables you to protect your nearby allies boosting their defense.

Deflection - Your mastery of the shield allows you to easily deflect melee attacks, and attacks that do get through your ironclad defenses tend to do less damage. While Deflection is active the user will gain defense to melee attacks and some minor resistance to lethal and smashing damage. Deflection also adds Psionic Defense and an Elusivity defense bonus to Psionic and Melee attacks in PvP zones. Toggle: Self +DEF (Melee), +Res (Smash, Lethal). Recharge: Fast
Battle Agility - Your incredible agility allows you to position your shield to protect yourself from incoming ranged damage. While Battle Agility is active you will benefit from increased Ranged and AoE defense as well as some moderate protection from Defense Debuffs. Battle Agility also adds an Elusivity defense bonus to Ranged and AoE attacks in PvP zones. Toggle: Self +DEF (Ranged, AoE), +Res (Defense Debuff). Recharge: Fast
True Grit - Your intense training has left you tougher than even the hardiest of heroes. You gain additional hit points and resistance to fire, cold, energy, negative energy and toxic damage sources. This power is always on, and costs no Endurance. Auto: Self +Res(Cold, Energy, Fire, Negative Energy, Toxic), +MaxHealth
Active Defense - When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, Defense Debuff) Recharge: Very Long
Against All Odds - The harder pressed you are in combat the greater your offensive abilities become. Each enemy that stands toe-to-toe with you in combat will grant you a damage bonus. The first foe you engage in melee grants you the highest damage bonus, and up to 10 foes can contribute to this effect. Each foe in melee range also suffers from reduced damage as your shield deflects a portion of their damage. Toggle: Self +DMG, Foe -DMG. Recharge: Slow
Phalanx Fighting - Fighting very near your allies allows you to deflect attacks much easier. You will gain a small bonus to your melee, ranged and area of effect defense. This bonus grows for each ally near you. This power is always on and costs no endurance. Auto: Self Special +Def (Melee, Ranged, AoE)
Grant Cover - You are able to use your shield to defend nearby allies. Any teammates who remain nearby gain a bonus to their defense. (NOTE: The defense bonus from this power is only applied to nearby teammates, but not yourself) Additionally, while this power is active, the user will gain some resistance to Defense Debuffs. Toggle: PBAoE, Team (but not self) +DEF(All but Psionics), Self +Res(Defense Debuff). Recharge: Slow
Shield Charge - You can throw all of your might behind your shield and charge through the ranks of foes in the blink of an eye. Using this power allows you to teleport to a selected area to deal significant smashing damage to all foes near the location you teleport to. Most foes that are struck by your Shield Charge will be knocked down. PBAoE Superior +DMG(Smashing), Foe Knockdown; Self Teleport. Recharge: Very Long
One With The Shield - When you activate this power, you gain strong resistance against most types of damage, and also to disorient, immobilization, hold, knockback, repel and sleep effects. One With The Shield costs little endurance to activate and increases your recovery and hit points for the duration, but when it wears off, you are left exhausted, and substantially drained of endurance. Note that One With The Shield is uneffected by attack rate changes. Self, +Res (Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG but Psionics), +Recovery, +Max HP. Recharge: Very Long

Stone Armor
You can transform your skin into various forms of rock and stone. Stone Armor is one of the only Tanker Defensive Power Sets that offers resistance to Psionics. Stone Armor offers amazing defense, but a few Stone Armors are mutually exclusive to each other. Some armors, although offering superior defense, also slow you down due to its enourmous bulk.

Rock Armor - Your skin becomes stone while this power is active. Rock armor protects you from smashing and lethal attacks. They are less likely to land and affect you. Rock Armor also offers resistance to Defense DeBuffs. Cannot be active at the same time as Granite Armor. Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF). Recharge: Fast
Stone Skin - Your tough skin is naturally resistant to smashing and lethal damage. This power is always on and costs no endurance. Auto: Self +Res(Lethal, Smashing)
Earth's Embrace - You are so connected to the earth, you can draw upon its power to add to your own health. Activating this power increases your maximum hit points, and grants you resistance to Toxic damage. Self +HP, Res(Toxic). Recharge: Very Long
Mud Pots - While this power is active, you draw upon the geothermal power of the earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, immobilizing some and slowing others. The boiling heat from the mud pots also deals some damage over time to the snared foes. Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD. Recharge: Fast
Rooted - While this power is active, you merge with the earth and become an immovable object. Drawing power from the earth, you become resistant to knockback, hold, and disorient, and endurance drain effects, and increase your Hit Point Regeneration rate. You must remain in close contact with the earth, so you will move extremely slow and you cannot activate fly powers, Sprint, Super Speed or jump powers while this power is active. Rooted also grants you resistance to Defense DeBuffs. Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), Self -SPD, +Regeneration. Recharge: Fast
Brimstone Armor - While this power is active, your skin becomes encrusted in cracked magma. Brimstone armor makes you highly resistant to fire and cold damage. Cannot be active at the same time as Granite Armor. Toggle: Self +DEF(Energy, Negative), Res(DeBuff DEF). Recharge: Fast
Crystal Armor - While this power is active, your skin becomes encrusted with various quartz crystals. Mineral armor makes energy and negative energy attacks less likely to hit. This power also grants you resistance to Defense DeBuffs. Cannot be active at the same time as Granite Armor. Toggle: Self +DEF(Energy, Negative), Res(DeBuff DEF). Recharge: Fast
Minerals - Activating this power summons several rare earth rock Minerals to orbit around you. These minerals can disperse thought patterns and make psionic attacks less likely to hit. They also bring clarity of the mind and increase your perception to see hidden foes, and grant resistance to Confusion. Cannot be active at the same time as Granite Armor. Toggle: Self +DEF(Psionic), Res(Confuse), +Perception. Recharge: Fast
Granite Armor - When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable and resistant to most effects. However, you also become quite heavy, cannot fly, your attack and movement speed are slowed and you do less damage. Granite Armor also grants you high resistance to Defense DeBuffs. Cannot be active at the same time as Rock Armor, Brimstone Armor, Crystal Armor, or Minerals. Self, +Res(All but Psionics), +DEF(All but Psionics), -SPD, -Recharge, -DMG. Recharge: Slow

Willpower
You aren't invulnerable. Bullets don't bounce off of you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down! Willpower offers a strong balance of healing, damage resistance, and defense. While you have no real vulnerabilities, you can't quite deal with "alpha strikes" as well as some some other protective powers.

High Pain Tolerance - You have a greater tolerance to pain than others. You are also slightly resistant to all types of damage. This power is always on and costs no endurance. Auto: Self +Res(All), +MaxHealth
Mind Over Body - When you toggle on this power, you empower your Mind Over Body to become highly resistant to smashing, lethal, and psionic damage. Toggle: Self +Res (Smash, Lethal, Psionics). Recharge: Fast
Fast Healing - You heal hit points at a faster rate than normal. This power is always on. Auto +Regeneration.
Indomitable Will - When you toggle on this power, it grants protection from, sleep, immobilze, disorient, confusions, repel, knockback and hold effects. Indomitable Will also grants a moderate defense to Psionic based attacks. Toggle: Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback), DEF(Psionics). Recharge: Fast
Rise to the Challenge - The more the odds are against you, the more determined you become. When surrounded by foes, your ability to regenerate health increases greatly. Additionally, your resolve and the look in your eye is enough to leave most foes shaken, so their attacks are less accurate. The first foe you engage in melee grants the highest regeneration bonus, and up to 10 foes can contribute to this effect. Toggle: Self +Regen, Foe -ACC. Recharge: Slow
Quick Recovery - You recover endurance at a faster rate than normal. This power is always on. Auto: Self +Recovery
Heightened Senses - You become more aware of your environment and its hazards. This will increase your defense versus environmental damage as long as it is active. Your heightened senses also allow you to percieve stealthy foes and resist Defense DeBuffs. Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Negative Energy), +Perception, Res(DeBuff DEF). Recharge: Fast
Resurgence - Should you fall in battle, he can revive yourself from the brink of death. You will revive with most of your hit points and half endurance and be protected from XP debt for 20 seconds. Additionally, for 90 seconds your damage and accuracy will be improved, then for 45 seconds your damage and accuracy will be diminished.Self Rez, Special. Recharge: Very Long
Strength of Will - When you activate this power, you not only become extremely resistant to most damage, but also to disorient, immobilization, hold, knockback, repel, and sleep effects. Strength of Will costs little endurance to activate and increases your recovery for its duration, but when it wears off, you are left exhausted, and substantially drained of endurance. Note that Strength of Will is uneffected by Attack Rate changes. Self, +Res (Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG), +Recovery. Recharge: Very Long

Secondary Powers - Melee

Battle Axe
You can wield a Battle Axe and master a variety of powerful lethal attacks. Battle Axe is a slow but powerful weapon that has a tendency to send foes flying. This massive weapon has a bonus to hit.

Gash - Gashes your opponents with your battle axe. This attack is fairly quick for such a large weapon, and can knock back foes. Melee, Moderate DMG(Lethal), Foe Knockdown. Recharge: Fast
Chop - The Chop deals heavy damage with your battle axe, although it is much slower than the Gash. This attack can knock down a target. Melee, High DMG(Lethal), Foe Knockdown. Recharge: Slow
Beheader - This is an attempt to remove your opponent's head from his neck with your battle axe. This attack is very slow, but can deal a lot of damage and knock the target back. Melee, Superior DMG(Lethal), Foe Knockdown. Recharge: Slow
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Swoop - A swoop of your battle axe deals a superior amount of damage, and can send your target flying upwards. Melee, Superior DMG(Lethal), Foe Knockup. Recharge: Slow
Whirling Axe - You spin your battle axe in a huge arc, attacking all nearby foes. This attack deals moderate damage to any foes it hits, and can send them flying back, giving you some breathing room. PBAoE Melee, Moderate DMG(Lethal), Foe Knockdown. Recharge: Slow
Cleave - This is an attempt to split your opponent in two with one fell swoop of your battle axe. It is an extremely devastating attack that deals massive damage and can knock foes to the ground. The power of this attack can actually extend a short distance through multiple foes. Melee, Extreme DMG(Lethal), Foe Knockdown. Recharge: Slow
Pendulum - This attack swings your battle axe in a arc directly in front of you. Foes struck by this attack are dealt serious damage, and are knocked back. Melee (Cone), Superior DMG(Lethal), Foe Knockback. Recharge: Slow

Dark Melee
Dark Melee allows you to focus the powers of the netherworld to defeat your foes. The draining effects of most of these powers can reduce the targets Accuracy. Like all scrapper powers, all Dark Melee attacks can sometimes land a critical hit for double damage.

Shadow Punch - You wrap your fists with negative energy channeled from the netherworld, then perform a quick punch that deals minor damage. Shadow Punches clouds the target's vision, lowering his accuracy for a short time. Melee, Minor DMG(Smash/Negative), Foe -ACC. Recharge: Fast
Smite - You wrap your fists with negative energy channeled from the netherworld, then perform a smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his accuracy for a short time. Melee, Moderate DMG(Smash/Negative), Foe -ACC. Recharge: Moderate
Shadow Maul - You wrap your entire arms with negative energy channeled from the netherworld, then perform a series of blows that deal a lot of damage over a short time. These blows clouds the target's vision, lowering his accuracy for a short time. Melee (Cone), High DoT (Smash/Negative), Foe -ACC. Recharge: Moderate
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Siphon Life - You tap the powers of the netherworld and create a life transferring conduit between a foe and yourself. This will transfer hit points from your enemy to yourself. Foes siphoned in this manner have their accuracy reduced. Melee, Moderate DMG(Negative), Foe -ACC, Self +HP. Recharge: Slow
Touch of Fear - The netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in fear. Foes in this state of panic have reduced accuracy. Melee Fear, Foe -ACC. Recharge: Moderate
Soul Drain - Using this power, you can drain the essense of all nearby foes' souls, thus increasing your own strength. Each effected foe will lose some hit points and add to your damage and accuracy. PBAoE Moderate DMG(Negative), Self +DMG, +ACC. Recharge: Very Long
Dark Consumption - The dark power of the netherworld allows you to tap the essense of your foe's soul and transfer it to yourself. This will drain the hit points from your enemy and add to your endurance. PBAoE Moderate DMG(Negative), Self +End. Recharge: Very Long
Midnight Grasp - Mastery of the netherworld allows you to create dark tentacles that can immobilize a foe and continually drain his life force. Melee, Superior DMG(Negative), Foe Immobilize, -ACC. Recharge: Slow

Dual Blades
You are a master of fighting with a blade in each hand. Your precision and skill with the blades enable you to strike in numerous combinations, each of which has unique secondary effects on a target which withstands your onslaught.

Nimble Slash - A quick swipe with your blades. Does minor lethal damage, but has a quick recharge rate. This attack begins both the Empower and Weaken combination attacks. Melee, Minor DmG(Lethal). Recharge: Very Fast
Power Slice - You perform a deadly strike with your blades. This is a basic attack that deals a moderate amount of lethal damage. This power is needed for the Sweep combination attack. Melee, Moderate DMG(Lethal). Recharge: Very Fast
Ablating Strike - You slash at a foe with your blades, doing a good amount of lethal damage. This attack can reduce a target's Defense, making him easier to hit. This power is needed for the Empower and Weaken combination attacks, and is the beginning of the Attack Vitals combination attack.Melee, Moderate DMG (Lethal), Foe -DEF. Recharge: Fast
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Typhoon's Edge - You spin around in a circle, attacking everyone within melee range with a Strike attack. This attack is the finishing move in both the Weaken and Sweep combination attacks.PBAoE Melee, Moderate DMG (Lethal). Recharge: Slow
Blinding Feint - You perform a feint attack that deals light damage. After this attack hits, it gives you a large bonus to accuracy and damage for a brief time. This power is the finishing move in the Empower combination attack.Melee, Moderate DMG(Lethal), Self +DMG. Recharge: Slow
Vengeful Slice - Unleashes a series of strong attacks on your foe, dealing high lethal damage and knocking them down. This power is needed for the Attack Vitals combination attack. Melee, High DMG(Lethal), Knockback. Recharge: Moderate
Sweeping Strike - You make a sweeping strike with your blades, hitting all foes in a cone in front of you, and dealing moderate lethal damage to each. This power is the finishing move for the Attack Vitals combination attack. Melee (Cone), Superior DMG(Lethal). Recharge: Moderate
One Thousand Cuts - Unleashes a flurry of attacks on all foes in a cone in front of you, dealing moderate lethal damage to each foe hit. This power is the opening move for the Sweep combination attack. Melee (Cone), Superior DMG(Lethal). Recharge: Slow

Electrical Melee
Electricity surges through your body and you can channel this energy into your fists. Electrical Melee allows you to pummel your foes with various melee attack powers while jolting them with a powerful electric current. Electric Melee powers can drain foes' Endurance, and temporarily halt their Endurance recovery. Some powers may even return a portion of drained Endurance back to you.

Charged Brawl - Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of drained endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, Minor DMG(Smash/Energy), Target Sleep, -End. Recharge: Fast
Havok Punch - The Havok Punch is a slower attack than Charged Brawl, but makes up for it with greater damage. Havok Punch can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of the drained endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End. Recharge: Moderate
Jacobs Ladder - You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electricute all foes within the arc dealing high energy damage. Jacobs Ladder can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him. Melee (Cone), High DMG(Energy), Foe Sleep, -End. Recharge: Moderate
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Thunder Strike - A massive attack. You smash your foes with all the power of a lightning bolt. The pummelled victim takes tremendous damage and may be disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Chain Induction - This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements will boost the effects of the initial attack as well as the jumping charge. Melee, Moderate DMG(Smash/Energy), Foe -End, +Special. Recharge: Slow
Lightning Clap - You can clap your hands together to release a violent lightning clap. The lightning clap can knock down most nearby foes, disorienting many of them. Lightning clap deals no damage. PBAoE, Foe Disorient, Knockback. Recharge: Slow
Lighting Rod - You can polarize your body and become a living lightning rod. This power calls forth a massive lightning bolt from the sky to strike you. You can then ride this bolt and instantly teleport a short distance. You rematerialize in a massive bolt of electricity, dealing massive damage and knocking down all nearby foes. You must target the ground to activate this power. Damage from the lightning bolt is superior. PBAoE, Superior Damage(Energy), Foe Knockback, Self Teleport. Recharge: Slow

Energy Melee
You can use Energy Melee to power your blows with pure energy. These focused power attacks often Disorient opponents.

Barrage - You perform a quick punch that deals minor damage. Coupled with other energy punches, Barrage can Disorient a foe. Melee, Minor DMG(Smash/Energy), Foe Disorient. Recharge: Very Fast
Energy Punch - You perform a powerful energy punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can Disorient a foe. Melee, Moderate DMG(Smash/Energy), Foe Disorient. Recharge: Fast
Bone Smasher - A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to disorient than energy punch. Melee, High DMG(Smash/Energy), Disorient. Recharge: Moderate
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Whirling Hands - By focusing your energy into the muscles in your arms, you launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be disoriented as well. PBAoE Melee, Moderate DMG(Smash/Energy). Recharge: Slow
Stun - By focusing your internal energy into your fists, you can turn them into personal tasers. This Stun attack deals minor damage, but has the best chance to disorient its target. Melee Disorient. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Energy Transfer - Mastery of Energy Melee begins with the ability to transfer your own hit points into a punch that deals extreme damage. Energy Transfer has a good chance of Disorienting the target. Melee, Extreme DMG(Energy/Smash), Foe Disorient, Self -HP. Recharge: Slow
Total Focus - Total Focus is complete mastery of Energy Melee. This is a very slow but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Melee, Extreme DMG(Energy/Smash), Foe Disorient. Recharge: Long

Fiery Melee
Fiery Melee allows you to attack with fire, and even conjure up flaming melee weapons. Fiery Melee powers tend to set foes ablaze for added damage over time.

Scorch - This power engulfs your hands in flames, and can ignite the target of your scorching attack. Once on fire, the target will suffer damage over time. Melee, Minor DMG(Fire). Recharge: Fast
Fire Sword - Through concentration, you can summon a sword of fire that sets foes ablaze. Successful attacks from the fire sword will ignite the target, doing damage over time. Melee, Moderate DMG(Fire/Lethal). Recharge: Moderate
Combustion - Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust all nearby foes and set them ablaze, dealing damage over time. PBAoE, Moderate DoT(Fire). Recharge: Slow
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Breath of Fire - This allows you to spew forth fire from your mouth, burning all foes within its narrow cone. This is a very accurate that can deal good damage at a close range. Close (Cone), Moderate DoT(Fire). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Fire Sword Circle - Mastery of your Fire Sword has enabled you to make an attack to every foe in melee range. This will slash and burn your enemies, doing moderate damage and setting them ablaze. PBAoE Melee, Moderate DMG(Fire/Lethal). Recharge: Slow
Incinerate - Intense concentration can allow you to incinerate an opponent. This will set your foe ablaze, dealing damage over time. Melee, High DoT(Fire). Recharge: Slow
Greater Fire Sword - Your mastery of fire enables you to create an enhanced sword of flame that can set foes ablaze. Successful attacks from the Greater Fire Sword will set your foe ablaze, doing damage over time. Melee, Superior DMG(Fire/Lethal). Recharge: Slow

Ice Melee
Ice Melee allows the player to use cold based attacks, and even conjure up frozen melee weapons. Ice Melee powers are known for their ability to slow an opponent.

Frozen Fists - Frozen fists encrusts you hands in ice, giving you the ability to inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Melee, Minor DMG(Cold/Smash), Foe -Recharge, -SPD. Recharge: Fast
Ice Sword - You create a blade of solid ice that deals good damage. Being hit by this ice sword will slow a target's movement and attack speed, due to the intense chill. Melee, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD. Recharge: Moderate
Frost - You create a short cone of frost in front of you that can deal some damage and slow a foe's speed, due to their uncontrolled shivering. Close (Cone), Moderate DoT(Cold), Foe -Recharge, -SPD. Recharge: Slow
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Ice Patch - You emanate a patch of ice around you. Foes that step onto the ice patch will slip and fall down. This effect lasts until the ice melts. You must be near the ground to activate this power. Location (PBAoE), Foe Knockdown. Recharge: Slow
Freezing Touch - This freezing touch will encase a single foe in a block of ice. This will deal minor damage as well as freezing in his tracks, leaving him cold and helpless. Melee, High DoT(Cold), Foe Hold. Recharge: Slow
Greater Ice Sword - Your mastery of ice allows you to create an enhanced blade of solid ice that deals above average damage. Being hit by the Greater Ice Sword will slow a villain's attack and movement speed, due to the intense chill. Melee, High DMG(Cold/Lethal), Foe -Recharge, -SPD. Recharge: Slow
Frozen Aura - Your mastery of cold enables you to dramatically lower the temperature immediately around you. When you perform a Frozen Aura, nearby foes will be frozen within a fragile casing of ice. These frozen foes will break free is attacked. Frozen Aura deals no significant damage. PBAoE, Foe Sleep. Recharge: Slow

Stone Melee
You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself.

Stone Fist - Your stone covered fists attack swiftly for moderate damage, and may disorient your opponent. Melee, Moderate DMG(Smash), Foe Minor Disorient. Recharge: Fast
Stone Mallet - Your control over the earth enables you to summon a mallet of solid stone. This stone mallet deals heavy damage and can knock down weak foes. Melee, High DMG(Smash), Knockback. Recharge: Moderate
Heavy Mallet - A more impressive form of stone mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance to knock down opponents. Melee, Superior DMG(Smash), Knockback. Recharge: Slow
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Fault - This powerful stomp can cause a seismic disturbance. This will crack the earth itself and send a fault towards a targetted foe, throwing him and any nearby enemies into the air and possibly disorienting them. Fault deals no damage on its own. Close (Targeted AoE), Foe Knockback, Disorient. Recharge: Slow
Hurl Boulder - You are able to tear up a chunk of ground beneath your feet and hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. Ranged, High DMG(Smash), Foe Knockback, -Fly. Recharge: Slow
Tremor - You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. PBAoE, Moderate DMG(Smash), Knockback. Recharge: Slow
Seismic Smash - This massive attack hits with all the force of the earth itself. It deals tremendous damage, and may Hold the target if they are not defeated outright. Melee, Extreme DMG(Smash), Foe Hold. Recharge: Slow

Super Strength
Super Strength gives you combat powers derived from your super-human physical strength. Super Strength powers tend to knock foes back.

Jab - A quick jab that deals minor damage, but has a chance or disorienting the target, especially if coupled with other attacks. Melee, Minor DMG(Smash), Minor Disorient. Recharge: Very Fast
Punch - Your super strength punch can deal a moderate amount of damage, but most of all can knock your opponent off his feet, unable to attack again until he stands up. Melee, Moderate DMG(Smash), Knockback. Recharge: Fast
Haymaker - A slow but devastating attack, the Haymaker has a great chance of knocking your opponents down. Melee, High DMG(Smash), Knockback. Recharge: Moderate
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Hand Clap - You can clap your hands together with such force that you create a deafening shockwave. This shockwave can knock down nearby foes, and they have a chance to become disoriented due to the shock to the inner ear. Hand Clap deals no damage. PBAoE, Foe Disorient, Knockback. Recharge: Slow
Knockout Blow - You can perform a knockout blow on your opponent. This punch does Superior damage, and has a great chance of Holding your target. Melee, Extreme DMG(Smash), Foe Hold. Recharge: Slow
Rage - An unconscious rage comes over you, sending you into a berserker fury. While raging, your damage and accuracy is greatly increased. However, when your Rage subsides you are left with reduced Defense, drained of some of your Endurance, and unable to attack for a short time. Self +DMG, +ACC, Delayed Self(Weaken, Special). Recharge: Very Long
Hurl - You are able to tear up a chunk of ground beneath your feet and hurl it at an enemy. This attack is close range, deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. Ranged, Moderate DMG(Smash), Knockback, -Fly. Recharge: Moderate
Foot Stomp - Using your superior leg strength, you can stomp your foot to the ground, quaking the earth itself. This is a localized attack against everything in melee range. PBAoE Melee, Moderate DMG(Smash), Knockback. Recharge: Slow

War Mace
You can wield a Medieval Mace and master a variety of powerful smashing attacks. Attack speeds are good, and the weight of the Mace has good Disorienting capabilities. The sheer weight of this weapon gives it a bonus to hit.

Bash - You perform a bashing attack with your mace that deals moderate damage, and can sometimes disorient your target. Melee, Moderate DMG(Smash), Minor Disorient. Recharge: Fast
Pulverize - You attempt to pulverize your opponent. This attack is slower that bash, but causes more damage. It also has a chance of disorienting your opponent for a brief time. Melee, High DMG(Smash), Minor Disorient. Recharge: Moderate
Jawbreaker - This upward swing attempts to shatter your opponent's jaw, and has a chance to send him flying upwards into the air. Melee, Superior DMG(Smash), Knockup. Recharge: Slow
Taunt - Taunts a foe, and all foes around him to attack you. Useful to pull a villain off an ally who finds himself in over his head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes. Ranged (Targeted AoE), Foe Taunt. Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Clobber - You clobber your foe's head in order to disorient him. This attack does little damage on its own, but can leave most opponents disoriented for a very long time. Melee, Minor DMG(Smash), Disorient. Recharge: Slow
Whirling Mace - You swing your mace in a circle all around you, attacking everyone in melee range. Your Whirling Mace deals moderate damage, and has a chance to Disorient every foe you hit. PBAoE Melee, Moderate DMG(Smash), Minor Disorient. Recharge: Slow
Shatter - You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and can knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes. Melee, Extreme DMG(Smash), High Knockback. Recharge: Slow
Crowd Control - You swing your mace in a wide arc in front of you. This attack strikes all foes within melee range, deals them serious damage, and knocks them down. Melee (Cone), Moderate DMG(Smash), Knockback. Recharge: Slow


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