Power Combos are a new combat mechanic introduced in Mass Effect 3. Attacking an Enemy with two Powers consecutively, may trigger an explosion that causes major damage in the area.
Power Combo Types & Functioning
There are four types of Power Combos available. Biotic, Cryo, Fire and Tech. No matter the type, all power combos require 2 different Powers. The first Power, let's call it the source, and a second different power, a detonator.
The Source Power determines the type of Power Combo that will be set up, and the detonator triggers the combo, causing a massive explosion.
You will know an enemy is ready for a combo when they display a colored effect. There are four colors, each associated to one of the power combo types available. Blue sparks for tech, red flames for fire, violet for biotic and white for cryo.
Keep in mind that some Powers can be both Sources and detonators. For example, Warp cannot detonate another Warp, but Reave and Warp will detonate each other regardless of the order in which they are used.
Multiple Combos
You can apply multiple Primers or sources to a single enemy. Note that the addition of a different primer or Source, does not erase the previous one. For example, if you use two Sources on the same enemy, the most recent applied source will detonate first when you use a detonator, but you can use a second detonator to explode the first-used Source.
If, for some reason, the detonator used cannot trigger the last used Source, it will continue its way chronologically backward until it finds a primer it can detonate successfully. Note that the sources skipped will not be erased and will remain ready to be triggered with the correct detonator.
Combo Damage
All Power Combos have a base damage that is based on the combo level. That damage is simply the total power level of the source and detonator. This base damage can range fromm, for a minimum combo level of 2, to 250, for a maximum possible combo level of 12. This base damage is then multiplied by a factor dependent on the game's difficulty, scaling with enemy health.
- Narrative: x.5833333
- Casual: x.83333
- Normal/Bronze: x1.5
- Hardcore/Silver: x2.25
- Insanity/Gold: x3.375
- Platinum: x4.3875
This information shows that, as difficulty levels increase, the relative importance of combos for a power-based Class damage output increases dramatically.
Also note that the combo damage is further modified based on its type and on whether it is damaging armor, shield, barrier, or health.(e.g. tech bursts do 2x damage to shields). Any debuffs on the target receiving the combo (such as Sabotage's Tech Vulnerability) will also affect the combo damage, if applicable.
Besides that, the combo damage is otherwise completely independent of the actual damage or damage bonuses of the Powers being used unluss it is a damage bonus that specifically mentions combo damage, such as Warp's Detonate Evolution
Biotic Explosions
Biotic Explosions cause a wave of biotic energy that causes damage and knocks back Enemies. These combos can be triggered without killing an enemy. Most biotic Powers that lift or suspend targets in the air ONLY prime for Biotic Explosions when a target is successfully lifted. The radius of a Biotic explosion is between 2 and 4 meters, and they do two times normal damage against biotic barriers and armor.
Source Powers
- Barrier (on detonation when target is lifted)
- Dark Channel
- Lash (when target is lifted)
- Lift Grenade (when target is lifted)
- Pull
- Reave
- Shockwave ("Lifting Shockwave" evolution)
- Singularity
- Slam (only during the lifting effect)
- Stasis
- Warp
Detonators
- Biotic Charge
- Cluster Grenade
- Flare
- Lash
- Lift Grenade (only on enemies without protection)
- Nova
- Reave
- Shockwave
- Singularity (upon self-detonation with "Detonate" evolution)
- Slam (only on Enemies without protection)
- Throw
- Warp
Cryo Explosion
Cryo explosions create a blast of ice that deals damage to the primary target and may freeze nearby Enemies. In order to be eligible to be frozen, those Enemies need to be unprotected, this means no armor, shields or barriers. Enemies killed by Cryo Explosions shatter into pieces, without leaving a corpse. Cryo explosions have a 3-to-5 meters radius and even if the Enemies within that radius may not be damager or frozen, they are still chilled, causing their movement to be reduced by 30%.
Source Powers
- Concussive Shot (with "Amplification" evolution when using Cryo Ammo)
- Cryo Ammo
- Cryo Blast
- Sentry Turret (with "Cryo Ammo" evolution)
- Sticky Grenade (when using Cryo Ammo )
Detonators
- Biotic Charge
- Carnage
- Cluster Grenade
- Combat Drone (on destruction with "Detonate" evolution)
- Concussive Shot
- Decoy (on destruction with "Exploding Decoy" evolution)
- Energy Drain (on shielded or synthetic enemies only)
- Frag Grenade
- Incinerate
- Lash
- Lift Grenade (only on enemies without protection)
- Nova
- Overload (including chain hits)
- Proximity Mine
- Shockwave
- Slam (only on enemies without protection)
- Sticky Grenade
- Throw
- Warp
Tech Burst
Tech bursts create a blast of electricity that inflicts damage to nearby Enemies and has a chance of stunning them. Tech Bursts can be triggered without being a killing blow and they have a radius of 4.5 to 7.5 meters. Tech Bursts do two times normal damage Shields.
Source Powers
- Concussive Shot (with "Amplification" evolution when using Disruptor Ammo in single player)
- Disruptor Ammo
- Energy Drain
- Overload (primary target only)
- Sabotage (Requires the backfire effect which happens around 1.5 seconds after the initial hit and which does not affect synthetics)
- Sticky Grenade (when using Disruptor Ammo or Disruptor Rounds)
Detonators
- Biotic Charge
- Carnage
- Cluster Grenade
- Combat Drone (on destruction with "Detonate" evolution)
- Concussive Shot
- Decoy (on destruction with "Exploding Decoy" evolution)
- Energy Drain (on shielded or synthetic enemies only)
- Frag Grenade
- Incinerate
- Lash
- Lift Grenade (only on enemies without protection)
- Nova
- Overload (including chain hits)
- Proximity Mine
- Shockwave
- Slam (only on enemies without protection)
- Sticky Grenade
- Throw
- Warp
Fire Explosion
Fire explosions create a blast of flames that inflicts severe damage to nearby Enemies and has a chance to set them on fire. Although visually shocking, this does not apply extra damage. Some lesser Enemies killed by fire explosions are vaporized, causing them to not leave a corpse. Fire Explosions have a radius of 3 - 6 meters and do two times normal damage against Armor.
Source Powers
- Carnage
- Concussive Shot (with Amplification evolution when using Incendiary Ammo)
- Incendiary Ammo (priming effect can apply to shielded targets but it can only be detonated once shields are destroyed)
- Incinerate
- Inferno Grenade
- Sentry Turret (with Flamethrower evolution)
- Sticky Grenade (when using Incendiary Ammo)
Detonator
- Biotic Charge
- Carnage
- Cluster Grenade
- Combat Drone (on destruction with Detonate evolution)
- Concussive Shot
- Decoy (on destruction with Exploding Decoy evolution)
- Energy Drain (on shielded or synthetic Enemies only)
- Frag Grenade
- Incinerate
- Lash
- Lift Grenade (only on Enemies without protection)
- Nova
- Overload (including chain hits)
- Proximity Mine
- Shockwave
- Slam (only on Enemies without protection)
- Sticky Grenade
- Throw
- Warp
Synergies Table
In the following table you can see all the Powers in the game and their interaction for Power Combos.
Name |
Primes |
Detonates Biotic Explosion? |
Detonates Cryo Explosion? |
Detonates Tech Burst? |
Detonates Fire explosion? |
---|---|---|---|---|---|
|
Biotic | No | No | No | No |
|
- | Yes | Yes | Yes | Yes |
|
Fire | No | Yes | Yes | Yes |
|
- | Yes | Yes | Yes | Yes |
|
No | No | Yes | Yes | Yes |
|
Cryo Fire Tech |
No | Yes | Yes | Yes |
|
Cryo | No | No | No | No |
|
Cryo | No | No | No | No |
|
Biotic | No | No | No | No |
|
No | No | Yes | Yes | Yes |
|
Tech | No | No | No | No |
|
Tech | No | Yes | Yes | Yes |
|
No | Yes | No | No | No |
|
No | No | Yes | Yes | Yes |
|
Fire | No | No | No | No |
|
Fire | No | Yes | Yes | Yes |
|
Fire | No | No | No | No |
|
Biotic | Yes | Yes | Yes | Yes |
|
Biotic | Yes | Yes | Yes | Yes |
|
No | Yes | Yes | Yes | Yes |
|
Tech | No | Yes | Yes | Yes |
|
No | No | Yes | Yes | Yes |
|
Biotic | No | No | No | No |
|
Biotic | Yes | No | No | No |
|
Tech | No | No | No | No |
|
Cryo | No | No | No | No |
|
Biotic | Yes | Yes | Yes | Yes |
|
Biotic | Yes | No | No | No |
|
Biotic | Yes | Yes | Yes | Yes |
|
Biotic | No | No | No | No |
|
Cryo Tech Fire |
No | Yes | Yes | Yes |
|
No | Yes | Yes | Yes | Yes |
|
Biotic | Yes | Yes | Yes | Yes |
- Anonymous
hi im wondering where are the tables for the flamer utilized by the vorcha with the flamethrower because im not seeing anything for him here unless he simply cant prime or detonate
Where does warp ammo come into play? Ive heard folks say you can use it as a detonator but I've ueat find a way to make it work
0
+10
-1