Difference between revisions of "Charge"

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(extra tips and notes)
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; Syntax : {{Icode | charge <opponent>}}
; Syntax : {{Icode | charge <opponent>}}


This skill allows you to charge at a opponent, either to quickly start combat or change targets quickly in battle. You cannot charge at a target you are currently fighting in melee combat, as they are too close to charge.
This skill allows you to charge at an opponent, either to quickly start combat or change targets quickly in battle. You cannot charge at a target you are currently fighting in melee combat, as they are too close to charge. This skill costs a high amount of movement.


Similar to the skill [[Bash]], successful charges can knock the opponent to the ground.
Similar to the skill [[Bash]], successful charges can knock the opponent to the ground. Opponents can also avoid the charge and get an extra opportunity to counteract while you are off balance.


===Notes===
===Notes===
* This skill can be used in combos with [[Battle Tactics]]
* This skill can be used in combos with [[Battle Tactics]]
* This skill seems to ignore armor, dealing consistent damage to most targets
* This skill seems to ignore armor, dealing consistent damage to most similar-sized targets. Smaller targets take more damage and have a greater chance of being tripped.


[[Category:Skill]]
[[Category:Skill]]
[[Category:Warrior]]
[[Category:Warrior]]

Revision as of 21:06, 10 May 2014

Skill
Class Warrior
Level 17
Prerequisites
Bash


Syntax
charge <opponent>

This skill allows you to charge at an opponent, either to quickly start combat or change targets quickly in battle. You cannot charge at a target you are currently fighting in melee combat, as they are too close to charge. This skill costs a high amount of movement.

Similar to the skill Bash, successful charges can knock the opponent to the ground. Opponents can also avoid the charge and get an extra opportunity to counteract while you are off balance.

Notes

  • This skill can be used in combos with Battle Tactics
  • This skill seems to ignore armor, dealing consistent damage to most similar-sized targets. Smaller targets take more damage and have a greater chance of being tripped.