Fighting

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Overview

Fighting is one of the sets of Power Pools available to all Heroes and Villains.

These powers are excellent for those who are looking for a few low cost powers to defend themselves. The combat powers Boxing, Kick and Cross Punch synergize with each other, such that ownership of each power will provide bonuses to the other two. Additionally, Fighting synergizes with the Brawl power, which will gain benefits for each of the combat powers owned from this set.

Power Tables

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

Power Level Effect
Boxing 4 Melee, Light DMG(Smash), Foe Stun, +Fighting Synergy
Kick 4 Melee, Moderate DMG(Smash), Foe Knockdown, +Fighting Synergy
Tough 14 Toggle: Self +Res(Smash/Lethal)
Weave 14 Toggle: Self +Def(All), Res(Immob)
Cross Punch 14 Melee (Cone), Moderate DMG (Smash), Foe Knockdown, Stun, +Fighting Synergy

Powers

Fighting Boxing.png Boxing

You strike your opponent with a strong punch that causes light smashing damage and has a small chance to stun foes. If you have also trained Kick, this power's damage is increased by 15% and your chance to stun increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Kick and Cross Punch stacks.

Damage Light (Smashing)
Recharge Very Fast
Minimum Level 4 (Any Archetype)
Effects Melee
Self Fighting Synergy
Foe Stun
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Increase Attack Rate
Enhance Disorient Duration
Set Categories Melee Damage
Stuns
Universal Damage

Fighting CrossPunch.png Cross Punch

You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks.

Damage Moderate (Smashing)
Recharge Moderate
Minimum Level 14 (All Archetypes)
Effects Melee (Cone)
Self Fighting Synergy
Foe Knockdown, Stun
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Enhance Disorient Duration
Set Categories Melee AoE Damage
Knockback
Stuns
Universal Damage

Fighting Kick.png Kick

You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. If you have also trained Boxing, this power's damage is increased by 15% and your chance to knockdown increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Boxing and Cross Punch stacks.

Damage Moderate (Smashing)
Recharge Very Fast
Minimum Level 4 (Any Archetype)
Effects Melee
Self Fighting Synergy
Foe Knockdown
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Set Categories Melee Damage
Knockback
Universal Damage

Fighting Tough.png Tough

While active, you are tough and slightly resistant to Smashing and Lethal damage. Purchasing Tough requires the user to be level 14 and possess Boxing or Kick.

Recharge Fast
Minimum Level 14 (Any Archetype)
Effects Toggle: Self +Resistance(Smash/Lethal)
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Damage Resistance
Set Categories Resist Damage

Fighting Weave.png Weave

While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 14 and have two other Fighting Powers before selecting Weave.

Recharge Fast
Minimum Level 14 (Any Archetype)
Effects Toggle: Self +Defense(All), Resistance(Immobilize)
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Increase Attack Rate
Set Categories Defense

Fighting Synergy

Fighting Synergy boosts the three attacks in the Fighting power pool - Boxing, Kick, and Cross Punch - if a character selects more than one of the attacks. Taking all three attacks stacks their effects.

  • Kick grants Boxing 15% more damage and 35% chance of mag 3 stun (instead of 10% chance of mag 2).
  • Boxing grants Kick 15% more damage and 40% chance of mag .67 knockdown (instead of 15% chance).
  • Cross Punch grants Boxing 15% more damage, drains the target of 2% endurance, and debuffs their recovery by 5%.
  • Cross Punch grants Kick 15% more damage, drains the target of 3% endurance, and debuffs their recovery by 5%.
  • Cross Punch gains 15% more damage and a 5% recharge and 5% tohit buff from both Boxing and Kick.

Fighting Synergy also boosts the effectiveness of Brawl. The debuffs all have a 10% chance of occurrence.

  • Brawl gains 10% tohit and 10% recharge rate debuffs from both Boxing and Kick.
  • Cross Punch grants Brawl 10% regeneration and 10% recovery debuffs.

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.

This information contains features from the Issue 24 beta that have been released on Homecoming.
  • Issue 21 reduced the first two powers (Boxing and Kick) from level 6, to each unlocking at level 4. The third power (Tough) still requires level 14 and a single power prerequisite. Issue 21 also reduced the fourth power (Weave) to level 14, though it still requires two power prerequisites.
  • Issue 24 added the Cross Punch power and the additional synergies with Kick, Boxing, and Brawl.

External Links

Fighting Pool at City of Data v2.0