Active Skills
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Active Skills

Manually-activated abilities used in combat for damage, crowd control, mobility, healing, or team utility.

What are Active Skills?

Active abilities are manually cast with keys 1, 2, 3 (some heroes have a passive or semi-passive on 3). They unlock at 600 / 1200 / 2100 / 3600 soul thresholds and upgrade with Ability Points costing 1 / 2 / 5. They have cooldowns and can be interrupted by stun, silence, or displacement.

Mechanics

1

Instant: takes effect immediately on press, e.g. Bebop's Sticky Bomb.

2

Channeled: hold a cast bar, e.g. Kelvin's Arctic Beam lets you walk slowly; Dynamo's Singularity roots you.

3

Charged: stores multiple charges, e.g. Grey Talon's Charged Shot, Dynamo's Kinetic Pulse.

4

Upgrades: each active has 3 tiers, usually reducing cooldown, increasing damage, or adding effects.

5

Soul unlocks: Boon levels 0 / 2 / 4 / 6 unlock the four ability slots; the ultimate only at level 6.

6

Counterplay: silence and stun disable active abilities; stuns also stop channeled casts.

Hero Examples

Abrams β€” Shoulder Charge

Tank

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Abrams charges forward, dragging enemies; hitting a wall stuns them. It is his core engage/escape and combos into Seismic Impact (4) for wall-stun into slam.

Haze β€” Sleep Dagger

Assassin

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Haze throws a dagger that puts an enemy to sleep; non-Haze damage wakes them early. It is a great pick-off setup for team focus fire or a solo assassination.

Seven β€” Lightning Ball & Static Charge

Mage

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Lightning Ball (1) sends a slow orb that damages over time; Static Charge (2) stuns after a delay. The combo is orb β†’ stun β†’ primary fire cleanup.

Dynamo β€” Kinetic Pulse

Support / Initiator

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Dynamo's Kinetic Pulse knocks up and slows nearby enemies. Combined with Quantum Entanglement (2) to bring an ally in, it sets up a perfect Singularity (4) chain.

Tips

  • β€’Prioritize upgrading your core active: engage for tanks, burst/cc for assassins, wave clear for mages.
  • β€’Watch cast times and projectiles: Seven's Static Charge has a delay and needs lead aiming.
  • β€’Cooldown management wins fights; avoid all-inning when your key abilities are down.
  • β€’Chain crowd control: Haze Sleep Dagger into Abrams Shoulder Charge can lock a target for seconds.
  • β€’Respect enemy counter-abilities; hold your engage until silences or strong dashes are used.

FAQ

Q: Can active abilities be interrupted?

A: Yes. Stuns and silences disable them; channeled abilities are interrupted by stuns.

Q: How do you get Ability Points?

A: One point per Boon level, up to 32 total. Upgrades can be refunded within a 10-second window if no abilities were used.

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