Leaping

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Overview

Leaping is one of the Power Pools available to all characters. These powers allow you to commit great feats of jumping; most notably Super Jump, one of the four main Travel Powers.

Players are able to pick Jump Kick, Combat Jumping, and Super Jump starting from level 4 in any order without any prerequisite. Acrobatics and Spring Attack are level 14 power choices, and require two other Leaping Powers before selection.

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Jump Kick 4 Melee, Moderate Dmg(Smash), Foe Knockdown
Super Jump 4 Toggle: Self Long Jump
Combat Jumping 4 Toggle: Self +Jump, +Def(All), Res(Immob)
Acrobatics 14 Toggle: Self +Res(Knockback, Hold)
Spring Attack 14 PBAoE, Superior Dmg(Smash), Foe Knockdown, Self Teleport

Powers

Jump Acrobatics.png Acrobatics

While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.

Minimum Level 14 (Any Archetype)
Effects Toggle: Self +Resistance(Knockback, Hold)
Enhancements Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Set Categories None

Jump CombatJump.png Combat Jumping

While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.

Minimum Level 4 (Any Archetype)
Effects Toggle: Self +Jump, +Defense(All), +Resistance(Immobilization)
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Enhance Jump
Set Categories Defense
Leaping & Sprints
Universal Travel

Jump JumpKick.png Jump Kick

A good jumping kick attack that may knock foes down. Good if you are looking for another attack power.

Damage Moderate(Smashing)
Recharge Very Fast
Minimum Level 4 (All Archetypes)
Effects Melee
Foe Knockdown
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Set Categories Melee Damage
Knockback

Jump SpringAttack.png Spring Attack

You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump 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 Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack.

The high recharge rate discourages some from taking it, but it's an extremely valuable power if your main attack set is lacking in the AoE department.

Damage Superior(Smashing)
Recharge Very Long
Minimum Level 14 (Any Archetype)
Effects Point Blank Area of Effect
Foe Knockdown
Self Teleport
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Enhance Range
Set Categories Melee AoE Damage
Knockback

Jump LongJump.png Super Jump

While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.

Minimum Level 4 (Any Archetype)
Effects Toggle: Self Long Jump
Enhancements Reduce Endurance Cost
Enhance Jump
Set Categories Leaping & Sprints
Universal Travel

Jump HighJump.png Double Jump

Double Jump allows you to jump and gain altitude in mid air! This ability will automatically shut down after 30 seconds of continuous use. In PvP, this power will detoggle after 10 seconds of continuous use, and disabled for 40 seconds.

Recharge Slow
Minimum Level 4 (All Archetypes)
Effects Toggle: Self +Special
Enhancements None
Set Categories None

Historical

This section contains information that no longer applies to the current version of Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Issue 12 reduced Acrobatics from a static 100 points of knockback protection to 9 points, two of which are enhanceable and affected by buffs.
  • Issue 21 reduced the first three powers (Jump Kick, Combat Jumping, and Super Jump) from levels 6, 6, and 14 respectively, to each unlocking at level 4. Issue 21 also reduced the fourth power (Acrobatics) to level 14, and introduced Spring Attack at level 14.
  • Issue 27 Page 2 added Double Jump as a sub-power of Super Jump.

External Links

Leaping Pool at City of Data v2.0