Difference between revisions of "Stunned"
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'''Stun''' is basically a stronger variant of [[Incapacitated]], but stunned targets do not lose sight of their enemies. Damage does not remove this effect. | '''Stun''' is basically a stronger variant of [[Incapacitated]], but stunned targets do not lose sight of their enemies. Damage does not remove this effect. | ||
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+ | Being unable to perform any actions means stunned targets cannot act during their turns nor dodge/evade attacks during enemy turns. However, [[Locus of Control]] can be used while stunned. | ||
Most stuns last for 1 turn but some stuns such as [[Dirty Kick]] on a human male last longer. | Most stuns last for 1 turn but some stuns such as [[Dirty Kick]] on a human male last longer. |
Revision as of 01:14, 14 August 2014
Stunned | |
Cannot move or perform any actions. | |
Duration: 1-3 turns |
Stun is basically a stronger variant of Incapacitated, but stunned targets do not lose sight of their enemies. Damage does not remove this effect.
Being unable to perform any actions means stunned targets cannot act during their turns nor dodge/evade attacks during enemy turns. However, Locus of Control can be used while stunned.
Most stuns last for 1 turn but some stuns such as Dirty Kick on a human male last longer.
Sources
- Any electricity damage on organic targets unless otherwise specified (1 turn)
- Combo (1 turn)
- Cut-Throat (3 turns)
- Crawler Poison (2 turns)
- Dirty Kick (1-2 turns)
- Electrokinesis and Electroshock Pistol (primary target only, 1 turn)
- Sentry Bot, Taser (1 turn)
- Siphoner Headbutt attack (20% proc, 1 turn)
- Sledgehammer (innate 10% proc, 1 turn)
- Telekinetic Punch (1 turn)
Immunity
Second Wind | |
Short term immunity to stun effects. | |
Duration: 2 turns |
Second Wind is caused by expiring stun effects.