Template:Mannpower Powerups
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Neutral | RED | BLU | Type | Usage | Usage when dominating | Icon |
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Strength | Double damage for all weapons (ignores the base 30% bonus damage for melee weapons); Distance damage fall-off immunity; Does not affect attacks that crit, but affects attacks that mini-crit. |
Damage bonus for all weapons reduced to 1.4x. | ||||
Resistance | Reduces incoming damage by 50%; Nullifies crits and mini-crits; Immune to Plague; Immune to Reflect; Blocks backstabs. |
Incoming damage reduction reduced to 35%. | ||||
Vampire | All damage dealt is returned as health; Overheal health diminishes almost instantly; Flamethrowers and Miniguns return ~0.558x as much health; melee attacks return 1.25x as much; 25% damage resistance; Max health increased by 80; Immune to Reflect; Blast weapon clip size increased by 50%. |
Incoming damage reduction is gone; Blast weapon clip increase is gone. |
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Reflect | 80% of damage received is reflected back to the attacker (but damage reflected this way cannot kill the attacker); Max health increased to 400; 100% of received Sentry Gun damage is reflected back to the Sentry Gun; Pushback force to players who damaged the powerup carrier. |
Max health reduced to 320; Reflected damage reduced to 50%. |
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Haste | 2x firing speed; 4x reload speed; 2x airblast refire rate; 5x Flare Gun, Detonator and Scorch Shot refire rate; 2x Manmelter refire rate; 2.5x Huntsman refire rate; Double clip size and max ammo count; Movement speed increased by 30%; Stickybombs arm 2x faster; 2x Übercharge gain and heal rate; Sniper rifles have 2x scope speed and 3x charge speed; Does not affect any of Pyro's primary weapons. |
Weapon fire rate increase reduced to 1.5x; Weapon reload speed increase reduced to double. |
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Regeneration | Ammo and metal is fully refilled every 5 seconds; Health is regenerated at a rate equal to the class base health regeneration. |
Health regeneration is 70% of normal rate. | ||||
Precision | Bullet spread reduced by 90%; Distance damage falloff immunity; Sniper rifles have 2x scope speed and 3x charge speed, and do 2x more damage; Rocket and grenade travel speed increased by 250%; Blast weapon clip size increased by 50%; Explosive projectiles have no radius damage falloff; Immunity to self-blast damage. |
Sniper scope speed reduced to 1.5x; Sniper charge speed reduced to 2x; Sniper Rifle damage increase reduced to 1.5x; Blast weapon radius falloff is normal; No blast weapon clip size increase. |
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Agility | Movement speed increased by 50%; Grapple speed increase; Jump height increased by 80%; Immune to fall damage; Instant weapon switch; Reduced grapple movement speed bonus when carrying the intelligence. |
No changes when dominating. | ||||
Knockout | Restricts the carrier to melee and Grappling Hook only; Max health increased depending on the class:
Immune to airblast and damage pushback; melee weapon deals 190% of base damage and forcibly shoves the victim away; |
Melee damage increase reduced to 1.4x. | ||||
King | Max health increased by 100; Firing and reload speed increased by ~16.7%; Sniper rifles have 1.5x scope speed and charge speed; 50% increase in Ubercharge gain and heal rate; Health is regenerated at a rate equal to 0.3x the class base health regeneration; All effects except maximum health increase are shared with teammates in a 750 Hammer units radius, though the regeneration buff is only applied to teammates and enemy Spies who also have powerups. |
Max health increase reduced to 20. | ||||
Plague | Increased health kit collection range (600 HU); Touching an enemy gives them and their nearby teammates (350HU radius) the plague; Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet; Plague blocks King's health regeneration and team buff; 50% damage resistance against Plague victims. |
Damage resistance to infected players reduced to 20%. | ||||
Supernova | Discharge your supernova attack (grapple alt-fire) to stun visible enemies in a 1500HU radius for up to 4 seconds; Requires full Powerup meter; Powerup meter fills over time (1%/0.3s; 30s to full charge) and by dealing damage (1%/4hp; 400hp to full charge); Stunned enemies drop the intelligence and their Powerups and are pushed away from the Supernova attacker; Powerups dropped in this way are coloured in the supernova user's colour; Once discharged, the Supernova powerup disappears and respawns; When the Powerup meter is full, enemies glow when in range, including disguised Spies. |
No changes when dominating. | ||||
Revenge | Temporary full crit power for 30 seconds; Temporary 2x damage to buildings for 30 seconds; Activates and spawns when a significant game imbalance is detected. |
No changes when dominating. |