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Advanced Healing |
|
Unit(s) |
Apothecary |
Heal allied infantry in radius 15 around the Apothecary for 2% of their maximum health per second. The Apothecary is slowed by -85% while the ability is active, and cannot regenerate energy. Drains 3.5 per second. |
Requires |
Armor of the Apothecarion |
Cost |
5 then 3.5 per second |
And They Shall Know No Fear |
|
Unit(s) |
Tactical Marine Squad, Sternguard Veteran Squad |
Receive 40% less damage and gain suppression immunity for 20 seconds. Melee attacks have a 50% chance to do weapon knockback but the squad moves with 40% reduced speed while ability is active. Ability charged by taking 1200 damage. Cooldown 80 seconds. |
Requires |
Sergeant |
Cost |
None |
Battle Cry |
|
Unit(s) |
Force Commander |
Become immune to all knockback and perform special attacks with every strike for 15 seconds. Allied infantry in radius 35 have their damage increased by 10% for 15 seconds, and each of the FC's attacks adds the bonus again. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
50 |
Charge (Dreadnought) |
|
Unit(s) |
Venerable Dreadnought |
The Dreadnought storms the targeted location, increasing its speed by 200%. Each second, all units in radius 6 take 15 damage and ability knockback unless they are retreateing. Targets in radius 2 of the Dreadnought are inflicted with an additional 15 damage. Cooldown 40 seconds. |
Requires |
Default ability |
Cost |
80 |
Cleansing Flame (Force Commander) |
|
Unit(s) |
Force Commander (Term.) |
Burns the targeted area with righteous flame, dealing 30 flame damage every second in radius 15. Ability lasts 30 seconds or until the Force Commander moves. 45 second cooldown. |
Requires |
Heavy Flamer |
Cost |
50 |
Cleansing Flame (Terminator Squad) |
|
Unit(s) |
Terminator Squad |
Burn the targeted area with righteous flame, dealing 30 flame damage every second in radius 15. Ability lasts 30 seconds or until the Terminators move. 25 range, cooldown 45 seconds. |
Requires |
Heavy Flamer |
Cost |
None |
Combat Stimulants |
|
Unit(s) |
Apothecary |
Increase the damage output of an allied infantry unit by 40% while breaking suppression and granting suppression immunity for 15 seconds. Range 20, cooldown 40 seconds. |
Requires |
Combat Stimulant Equipment |
Cost |
40 |
Defend |
|
Unit(s) |
Force Commander |
Take up a defensive stance, reducing received ranged damage by 50% and granting suppression immunity to the Force Commander and allied infantry in radius 22. Affected units have their speed reduced by 35%. Drains 4 energy per second. |
Requires |
Chainsword and Storm Shield |
Cost |
4 per second |
Emperor's Fist |
|
Unit(s) |
Dreadnought, Ven. Dread. |
Slams the Dreadnought's fist into the ground, dealing 35 melee damage, weapon knockback, and stunning enemy infantry for 5 seconds in radius 10. Cooldown 40 seconds. |
Requires |
Default ability |
Cost |
40 |
Explosive Shot (Scout Squad) |
|
Unit(s) |
Scout Squad |
Fires a concussive shotgun shell, doing 200 courage damage and weapon knockback in a 90 degree, 20 radius cone. Cooldown 50 seconds. |
Requires |
Shotguns |
Cost |
60 |
Flesh Over Steel |
|
Unit(s) |
Force Commander |
A mighty blow from the power fist disables the targeted vehicle for 8 seconds. Cooldown 80 seconds. |
Requires |
Power Fist |
Cost |
40 |
Force Barrier |
|
Unit(s) |
Librarian |
Project an expanding psychic barrier, blocking projectiles and doing ability knockback to all infantry caught in its path. Cooldown 40 seconds. |
Requires |
Force Staff |
Cost |
30 |
Frag Assault |
|
Unit(s) |
Land Raider Redeemer,Land Raider Crusader |
Launch a volley of grenades, knocking back and dealing heavy damage to most infantry units. Cooldown 30 seconds. |
Requires |
Default ability |
Cost |
75 |
Gate of Infinity |
|
Unit(s) |
Librarian |
Instantly teleport a targeted allied unit to the Librarian. Range 100, cooldown 40 seconds. |
Requires |
Psychic Hood |
Cost |
50 |
Heal |
|
Unit(s) |
Apothecary |
Heals the targeted allied infantry unit for 110 health per model. For every 2 levels the Apothecary gains, the heal amount is increased by 20 health, and units with commander armor are healed for an additional 50 health. 30 second cooldown. |
Requires |
Default ability |
Cost |
60 |
Hellfire Bolts (Sternguard) |
|
Unit(s) |
Sternguard veterans |
Loads Hellfire Bolts that do 1.5 piercing_pvp damage over 4 seconds when hitting commanders and light infantry. |
Requires |
Default ability |
Cost |
None |
Healing Aura |
|
Unit(s) |
Apothecary |
Allied infantry units within a radius of 25 regenerate health 200% faster (triple rate). |
Requires |
Default ability |
Cost |
Always active |
High Powered Shot |
|
Unit(s) |
Techmarine |
Fires a single, powerful shot at an enemy infantry unit, inflicting 180 sniper damage and suppressing the target. Cooldown 50 seconds. |
Requires |
Master-Crafted Bolter |
Cost |
60 |
Infiltrate (Scouts) |
|
Unit(s) |
Scout Squad |
Become invisible. Attacking or using abilities will partially reveal the squad. Partially revealed units receive -20% damage. Can be fully revealed by detector units, capturing points or getting too close to enemy units. |
Requires |
Elite Training |
Cost |
1.5 per second |
Inspire |
|
Unit(s) |
Terminator Squad, Terminator Assault Squad, Librarian |
Killing enemies in melee inspires (non-Terminator) allied infantry in radius 35, increasing their damage by 5% and lowering received suppression by 10% for 15 seconds. Also restores 20 courage. Passive ability. |
Requires |
Default ability |
Cost |
Always active |
Inspire (Dread) |
|
Unit(s) |
Dreadnought |
Killing enemy units inspires allies in radius 45, removing suppression, reducing received suppression by 20%, and increasing damage by 20% for 20 seconds. |
Requires |
Default ability |
Cost |
Always active |
Inspire (Ven. Dread) |
|
Unit(s) |
Ven. Dreadnought upgraded Dreadnought |
Killing enemy units inspires allies in radius 45, removing suppression, reducing received suppression by 35%, and increasing damage by 35% for 20 seconds. |
Requires |
Default ability |
Cost |
Always active |
Iron Halo |
|
Unit(s) |
Force Commander |
Activates a force shield that causes damage to reduce energy rather than health and grants immunity to weapon knockback. Shield strength is 5 damage taken per 1 energy drained. |
Requires |
Iron Halo |
Cost |
0 |
Jump (Assault Squad) |
|
Unit(s) |
Assault Squad |
Soar through the air and land at the target location, dealing weapon knockback to enemies in radius 7. Squad is immune to suppression and receives 90% less ranged damage while airborne. 50 range, 1 second cooldown. |
Requires |
Default ability |
Cost |
55 |
Kraken Bolts |
|
Unit(s) |
Tactical Marine Squad |
Damage (both ranged and melee) against heavy infantry armor is increased by 20% for 10 seconds. Cooldown 40 seconds. |
Requires |
Default ability |
Cost |
None |
Kraken Penetrator Rounds (Sternguard) |
|
Unit(s) |
Sternguard veterans |
Loads Kraken Penetrator Rounds that deal 30% more damage to Heavy and Super Heavy Infantry compared to standard bolter ammunition. |
Requires |
Default ability |
Cost |
None |
Land Raider Aura |
|
Unit(s) |
Land Raider Redeemer |
Allied infantry units within a radius of 15 are immune to suppression, receive 25% less damage, and are healed for 1% of their maximum health every 0.5 seconds. |
Requires |
Default ability |
Cost |
Always active |
Mark Target |
|
Unit(s) |
Techmarine |
Signum targeters mark an enemy unit, increasing its received damage by 50% for 10 seconds. Cooldown 45 seconds. |
Requires |
Signum Armor |
Cost |
40 |
Melee Resistance Aura |
|
Unit(s) |
Heroes and most melee units |
This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons. |
Requires |
Default ability |
Cost |
Always active |
Melta Bomb |
|
Unit(s) |
Assault Squad |
Throw a melta bomb at an enemy vehicle or monstrous creature. Melta bombs do 200 melta damage and reduce speed by 60% for 15 seconds. 48 second cooldown. |
Requires |
Thunder and Lightning |
Cost |
40 |
Merciless Strike |
|
Unit(s) |
Assault Squad |
Lash out in the specified direction with an explosive strike dealing 20 piercing damage and weapon knockback in radius 5 along a line of length 12.5. Cooldown 40 seconds. |
Requires |
Sergeant |
Cost |
30 |
No Retreat |
|
Unit(s) |
Terminators, some infantry units |
The unit cannot retreat/Fall Back. |
Requires |
Default ability |
Cost |
Always active |
Orbs of the Omnissiah |
|
Unit(s) |
Techmarine |
Throws a grenade that does 150 damage to vehicles, disables vehicles for 12 seconds, inflicts 70% damage to deployable Energy Shields, and burns 100 energy from all targets in radius 10. Cooldown 50 seconds. |
Requires |
Orbs of the Omnissiah |
Cost |
50 |
Plasma Overcharge |
|
Unit(s) |
Techmarine |
For 10 seconds the Techmarine's plasma gun fires with 90% reduced cooldown, 50% reduced damage, and no need to reload (see DPS calculations). At the end of the overcharge, the weapon overheats and cannot be fired for 8 seconds. Cooldown 45 seconds. |
Requires |
Plasma Gun |
Cost |
50 |
Powerful Sweep |
|
Unit(s) |
Techmarine |
Strike out with servo-arm and bionic enhancement, doing 45 melee damage and weapon knockback to enemies in radius 5. Cooldown 25 seconds. |
Requires |
Bionics |
Cost |
25 |
Proximity Mine |
|
Unit(s) |
Techmarine |
Construct an infiltrated mine that detonates when enemy units come too close. Mines do up to 150 explosive damage in radius 7, suppress infantry, and reduce the speed of vehicles by 70% for 15 seconds. |
Requires |
Artificer Armor |
Cost |
45 6 |
Purification Vials |
|
Unit(s) |
Apothecary |
Throw a grenade which does 35 grenade damage in radius of 7.5 and releases a cloud causing 10 flame damage per second over 10 seconds in a radius of 15. Range 24, cooldown 30 seconds. |
Requires |
Purification Vials |
Cost |
35 |
Quickening |
|
Unit(s) |
Librarian |
Increases the Librarian's speed by 3 and reduces received damage by 90% for 5 seconds. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
50 |
Refractor Field |
|
Unit(s) |
Techmarine |
Activates a distortion field that causes damage to reduce energy rather than health and lowers the Techmarine's received accuracy by 20%. Field strength is 5 damage taken per 1 drained. |
Requires |
Refractor Field |
Cost |
0 |
Repair |
|
Unit(s) |
Various squads and heroes |
Repair an allied vehicle or building for 10 health per second. Does not work on biological units. Cooldown 5 seconds. |
Requires |
Default ability |
Cost |
None |
Retreat Beacon |
|
Unit(s) |
Land Raider Redeemer, Relay Beacon |
When activated, all squads will retreat to this beacon instead of the HQ. Allied units may also use the beacon. |
Requires |
Default ability |
Cost |
None |
Smite |
|
Unit(s) |
Librarian, Terminator Librarian |
Fire 4 bolts of psychic lightning, each inflicting 18 plasma damage in a radius of 6. Range 50, cooldown 45 seconds. |
Requires |
Default ability |
Cost |
40 |
Smoke Launcher |
|
Unit(s) |
Razorback, Rhino |
Launch a smoke grenade reducing both ranged damage and received ranged damage by 80% and lowering received suppression by 90% in radius 15 for 8.5 seconds. 30 second cooldown. |
Requires |
Default ability |
Cost |
None |
Stoicism |
|
Unit(s) |
Venerable Dreadnought |
The Dreadnought fights through death for 10 seconds and cannot be disabled, slowed, or repaired. Every second, allied infantry in radius 35 are inspired, removing 20 courage damage, reducing received courage damage by 10%, and increasing damage by 5% for 10 seconds. |
Requires |
Default ability |
Cost |
Activated automatically |
Tarantula Turret (Techmarine) |
|
Unit(s) |
Techmarine |
A turret emplacement armed with heavy bolters that can suppress enemy infantry. Limited firing arc. |
Requires |
Default ability |
Cost |
200 30 5 15 |
Teleport |
|
Unit(s) |
All Terminator units |
Teleport to the chosen location. Range 45, cooldown 60 seconds. |
Requires |
Default ability |
Cost |
None |
Teleporter Relay Beacon |
|
Unit(s) |
Techmarine |
Allows allied infantry to reinforce and emits a healing aura. When the retreat beacon is active, units will retreat to the Relay Beacon instead of the HQ. |
Requires |
Default ability |
Cost |
200 30 5 15 |
Veil of Time |
|
Unit(s) |
Librarian |
Increases an allied infantry unit's speed by 3 and removes all set-up time from their heavy weapons for 30 seconds. Cooldown 45 seconds. |
Requires |
Tome of Time |
Cost |
50 |
Vengeance Rounds |
|
Unit(s) |
Devastator Marine Squad |
Increases damage by 75% and damage against vehicle armour by 900% for 15 seconds and increases range by 6, but suppression is disabled for the duration. 30 second cooldown. |
Requires |
Advanced Targeting |
Cost |
None |
Vengeance Rounds (Sternguard) |
|
Unit(s) |
Sternguard veterans |
Loads Vengeance Rounds that do increased damage to Heavy and Super Heavy Infantry as well as buildings and vehicles. |
Requires |
Default ability |
Cost |
None |