Elbow SmashActive
SHOULDERTACKLE
Dash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 1s (ignoring Crowd Control Resistance) on impact.
Stats
| Cooldown | 20 s |
|---|---|
| Cast time | Instant |
| Range | 10 m |
| Target | Ground |
Granted by(1)
Advanced view
Where each number comes from, and the arithmetic behind it. How this works
| # | Source | Base | Progression | Result |
|---|---|---|---|---|
| {0} | $SHOULDERTACKLE_KNOCKBACK.knockback[0].effectarearadius | 4 | — | 4m |
| {1} | $SHOULDERTACKLE_KNOCKBACK.knockback[0].duration | 1 | — | 1s |
Ability definition
{
"@uniquename": "SHOULDERTACKLE",
"@target": "ground",
"@castingtime": "0",
"@hitdelay": "0",
"@standtime": "0",
"@disruptionfactor": "1",
"@recastdelay": "20",
"@energyusage": "0",
"@castrange": "10",
"@uitype": "damage",
"@category": "instant",
"@usableincombat": "true",
"@showrange": "true",
"@adjustgroundtargettorange": "true",
"@statblock": "@SPELLS_STANDARD_STATBLOCK",
"@autoattackcooldownaftercasting": "Trigger",
"@hideMainhandDuringAnim": "true",
"@hideOffhandDuringAnim": "true",
"@controllerpreferredtarget": "enemy",
"@controllerpreferredcastdirection": "targetthenlookdirection",
"@controllerselfcastable": "true",
"nop": {
"@target": "self",
"@effectarearadius": "5",
"@showarearadius": "true"
},
"dash": {
"@movespeed": "35",
"@scaleAnim": "true",
"@animID": "elbowtackle",
"@endeffect": "SHOULDERTACKLE_KNOCKBACK",
"@standtime": "0.3",
"IfOwnLoadPercent": {
"@op": "less",
"@value": "150"
}
}
}