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'Ave A Taste |
|
Unit(s) |
Mekboy |
Restores 400 health (per model) and 70 energy to an allied infantry squad. Cooldown 45 seconds. |
Requires |
Battery Pack |
Cost |
40 |
Aiming? Wotz Dat? |
|
Unit(s) |
Shoota Boyz |
Suppresses a target infantry unit. Cooldown 60 seconds. |
Requires |
Big Shoota |
Cost |
3 |
Assassinate |
|
Unit(s) |
Kommando Nob |
Stabs an infantry unit real good, inflicting 350 damage. Wot? Dey lived? Lowers the target's speed and damage by 50% for 5 seconds. Cooldown 60 seconds. |
Requires |
Assashun's Knife |
Cost |
55 |
Boomgun |
|
Unit(s) |
Looted Tank |
Load up da bigga gun! After a 2.5 second delay, fires a huge shell that does 200 explosive damage and weapon knockback in radius 10. Cooldown 30 seconds. |
Requires |
Default ability |
Cost |
35 |
Burna Bomb |
|
Unit(s) |
Kommando Squad |
Throws a grenade filled with burnin' stuff. Does 20 grenade damage in radius 10 every second for 15 seconds. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
40 |
Deff Rolla Rampage |
|
Unit(s) |
Battlewagon |
Spins up the deff rolla for 15 seconds, increasing the Battlewagon's speed by 4 and doing weapon knockback in radius 6. Enemy infantry hit by the rolla have a 4% chance of being crushed. Heroes and super heavy infantry cannot be crushed. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
30 |
Electric Shock |
|
Unit(s) |
Mekboy |
Makes yer armour all sparky! Inflicts 10 damage every second to enemies within radius 10 of the Mekboy. Drains 6 energy per second. Cooldown 45 seconds. |
Requires |
Electric Armor |
Cost |
10 then 6 per second |
Foot of Gork |
|
Unit(s) |
Weirdboy |
Brings down the mighty foot of Gork to stomp on enemies. After a 2.5 second delay, the huge foot crashes down, doing up to 225 plasma cannon damage and ability knockback in radius 10. Infantry units are stunned for 5 seconds. Cooldown 90 seconds. |
Requires |
Warphead |
Cost |
750 |
Frazzle |
|
Unit(s) |
Waaagh! Banner |
Release the power of the Waaagh! – do weapon knockback to enemy infantry and stun enemys units for 6 seconds in radius 18. In the same area, allied Ork infantry receive the benefits of Waaagh!!!!. Cooldown 90 seconds. |
Requires |
Default ability |
Cost |
20 |
Frenzy |
|
Unit(s) |
Nob Squad |
Sends the Nob squad into an unstoppable frenzy, granting them invulnerability, immunity to suppression, and 30% increased damage for 10 seconds. Cooldown 45 seconds. |
Requires |
Meaner an' Greener |
Cost |
45 |
Hide Da Gunz |
|
Unit(s) |
Lootas |
The Lootas become infiltrated but immobile while Hide Da Gunz is active. Attacking will partially reveal the squad. Partially revealed units have received damage lowered by 20%. Can be fully revealed by detectors or enemy units that get too close. |
Requires |
Default ability |
Cost |
None |
Infiltrate (Kommando Nob) |
|
Unit(s) |
Kommando Nob |
Get sneaky! Attacking or using abilities will partially reveal the hero. Partially revealed units have received damage lowered by 20%. Can be fully revealed by detector units, capturing points, or getting too close to enemy units. Drains 1 energy per second. |
Requires |
Default ability |
Cost |
1 per second |
Infiltrate (Kommandoz) |
|
Unit(s) |
Kommando Squad |
Get sneaky! Attacking or using abilities will partially reveal the squad. Partially revealed units have received damage lowered by 20%. Can be fully revealed by detector units, capturing points, or getting too close to enemy units. Drains 1 energy per second. |
Requires |
Default ability |
Cost |
10 then 1 per second |
Jump (Stormboyz) |
|
Unit(s) |
Stormboyz |
Soar through the air and land at the targeted location. Minimum range 15, maximum range 50. Improved Rokkit Packs increase range to 65. With the Nob Leader, boyz stun enemy infantry in radius 3 for 2 seconds after a jump. Cooldown 15 seconds. |
Requires |
Default ability |
Cost |
50 |
Kaboom! |
|
Unit(s) |
Kommando Nob |
Detonates a 'uge bomb right where yer standing. After a 2 second delay the bomb goes off, doing 100 explosive damage and ability knockback to everything in radius 10. The Kommando suffers an additional 300 piercing damage. Cooldown 20 seconds. |
Requires |
Kaboom! |
Cost |
60 |
Kustom Force Field |
|
Unit(s) |
Mekboy |
Power up a force field for 15 seconds, gaining immunity to knockback, suppression, and melee attacks, taking 50% less ranged damage and gaining +1 speed. The shield inflicts 10 damage and weapon knockback to all units in radius 4. Cooldown 60 seconds. |
Requires |
Kustom Force Field |
Cost |
50 |
Luv da Dakka |
|
Unit(s) |
Kommando Squad |
Hold down da trigga fer maximum carnage! Does weapon knockback and AoE suppression damage around the target. Cooldown 50 seconds. |
Requires |
Default ability |
Cost |
5 |
Mega Boomshot |
|
Unit(s) |
Battlewagon |
Fires a huge explosive shot from the zzap cannon, dealing up to 160 psychic damage and weapon knockback in radius 10. Cooldown 75 seconds. |
Requires |
Default ability |
Cost |
60 |
Mega-Rumblah |
|
Unit(s) |
Mekboy |
Makes da earth shake around ya! After a 5 second delay, unleashes an expanding earthquake in radius 25 that lasts 15 seconds. Enemy units are stunned and enemy infantry units take ability knockback. Non-HQ buildings are completely destroyed. Cooldown 100 seconds. |
Requires |
Mega-Rumblah |
Cost |
70 |
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 |
Now I'm Angry |
|
Unit(s) |
Warboss |
Charges at the targeted location, doing ability knockback to everything in radius 6 of the Warboss. Also increases damage by 35% and speed by 1.5 for 15 seconds. Cooldown 40 seconds. |
Requires |
Angry Bits |
Cost |
50 |
Over Dere! |
|
Unit(s) |
Weirdboy |
Flings allies within radius 17 of the targeted position through the air using ability knockback, without causing them any damage. Cooldown 25 seconds. |
Requires |
Bigga Brains |
Cost |
75 |
Plant Booby Trap |
|
Unit(s) |
Kommando Nob |
Plants an explosive which can be triggered remotely. The trap does up to 175 detonation damage and ability knockback in radius 15, and inflicts an additional 1300 damage to ambient buildings. Cooldown 50 seconds. |
Requires |
Booby Traps |
Cost |
30 5.1 |
Proximity Mines |
|
Unit(s) |
Mekboy |
Scatters 4 infiltrated mines around the targeted position. When detonated, the mines do up to 20 explosive damage, weapon knockback, and suppress infantry in radius 7. Vehicles hit by the mines are slowed by 70% for 30 seconds. Cooldown 50 seconds. |
Requires |
Proximity Mines |
Cost |
45 |
Rampage (Deff Dread) |
|
Unit(s) |
Deff Dread |
Increases the speed of the Deff Dread by 4 for 10 seconds. Cooldown 45 seconds. |
Requires |
Default ability |
Cost |
35 |
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 |
Right in Me Crosshairs |
|
Unit(s) |
Kommando Nob |
Take aim, firing a single powerful shot after a 2 second delay, doing 100 sniper av damage to the target. Does weapon knockback and inflicts 35 damage to everything within radius 5 of the impact. Cooldown 30 seconds. |
Requires |
Rokkit Launcha |
Cost |
35 |
Rokkit Barrage |
|
Unit(s) |
Tankbustas |
Each Tankbusta points his rokkit launcha skyward and fires off three rokkits at the target. Each rokkit does up to 30 barrage damage and weapon knockback in radius 4. Cooldown 25 seconds. |
Requires |
Default ability |
Cost |
10 |
Smoke Bomb |
|
Unit(s) |
Kommando Squad |
Throws 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. Cooldown 30 seconds. |
Requires |
Default ability |
Cost |
20 |
Stikkbomb |
|
Unit(s) |
Kommando Nob |
Tosses 5 grenades, each doing up to 58 grenade damage and weapon knockback in radius 4.5. Effective at dealing with units in cover or garrisoned infantry. Cooldown 45 seconds. |
Requires |
Stikkbombz |
Cost |
50 |
Stikkbomb |
|
Unit(s) |
Stikkbommaz |
Each Stikkbomma throws two stikkbombz, grenades that do up to 67 stikkbomb damage and weapon knockback in radius 4.5. Effective at dealing with units in cover or garrisoned infantry. Cooldown 15 seconds. |
Requires |
Default ability |
Cost |
2.5 |
Stomp |
|
Unit(s) |
Warboss |
Stomps the ground, doing 30 melee damage and weapon knockback to enemies in radius 10. Cooldown 40 seconds. |
Requires |
Default ability |
Cost |
50 |
Stunbomb |
|
Unit(s) |
Kommando Nob |
Throws a grenade that stuns any infantry units in radius 7 for 7 seconds. Cooldown 50 seconds. |
Requires |
Default ability |
Cost |
60 |
Stunbomb |
|
Unit(s) |
Stikkbommaz |
Each Stikkbomma throws a grenade that stuns infantry for 7 seconds and vehicles or monstrous creatures for 2.5 seconds in radius 7. Cooldown 30 seconds. |
Requires |
Default ability |
Cost |
5 |
Supa Tuff Beam |
|
Unit(s) |
Mekboy |
Covers a friendly infantry squad with one of da Mek's forcefields, reducing received damage by 50% and making them immune to suppression and knockback for 10 seconds. Cooldown 60 seconds. |
Requires |
Supa Tuff Beam |
Cost |
50 |
Swamp 'Em |
|
Unit(s) |
Slugga Boyz |
Breaks any current suppression effects while becoming immune to further suppression and taking 40% less ranged damage for 8 seconds. Cooldown 120 seconds. |
Requires |
Nob Leader |
Cost |
18 |
Teleport |
|
Unit(s) |
Mekboy |
Instantly teleport to the target location within a radius of 50 units. Cooldown 12 seconds. |
Requires |
Default ability |
Cost |
35 |
Waaagh! Banner Aura |
|
Unit(s) |
Waaagh! Banner |
Allied infantry and heroes within a radius of 25 have their damage increased by 6%, speed by 0.25, and received damage and suppression lowered by 6%. |
Requires |
Default ability |
Cost |
Always active |
Waaagh!!! |
|
Unit(s) |
Ork infantry |
Boosts the combat effectiveness of all allied non-hero Ork infantry in radius 25. Damage increased by 4.5%, speed increased by 0.21, received damage lowered by 4.5% and received suppression lowered by 1.2%. Weirdboys in radius 30 also receive 100 energy. Effects last 30 seconds and stack with other uses of the same ability. Cooldown 90 seconds. |
Requires |
Default ability |
Cost |
20 |
Warp Vomit |
|
Unit(s) |
Weirdboy |
Vomit up psychic stuff, doing up to 20 sniper damage and weapon knockback to enemy infantry caught in the spew. Exposed infantry are stunned for 10 seconds, their sight radius is decreased by 80%, and they take 20% more damage. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
125 |
Warpath |
|
Unit(s) |
Weirdboy |
Channels the power of da Waaagh!, making all allied infantry in radius 20 take 20% less damage and increasing their speed by 2. The Weirdboy regenerates courage 5 times faster while on the Warpath. Drains 15 energy per second. |
Requires |
Warpath |
Cost |
40 then 15 per second |
Weirdboy Recharge Aura |
|
Unit(s) |
Various Ork infantry |
Any allied Weirdboys within a 20 radius of this unit regenerate their energy 30% faster. |
Requires |
Default ability |
Cost |
Always active |
Zzap |
|
Unit(s) |
Weirdboy |
Fries an enemy with psychic power, dealing 100 sniper damage. The psychic charge will periodically jump to other nearby units, friends or foes, and deal 60 sniper damage to them as well. Cooldown 60 seconds. |
Requires |
Default ability |
Cost |
150 |