Leaping

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Overview

Leaping is one of the Power Pools available to all characters. These powers allow you to commit great feats of jumping. Most notably Super Jump, one of the four main Travel Powers.

Players are able to pick Jump Kick, Combat Jumping, and Super Jump starting from level 4 in any order without any prerequisite. Acrobatics and Spring Attack are level 14 power choices, and require two other Leaping Powers before selection.

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Jump JumpKick.png Jump Kick 4 Melee, Moderate Dmg(Smash), Foe Knockdown, Stun, Self Force Move
Jump CombatJump.png Combat Jumping 4 Toggle: Self +Jump, +Def(All), Res(Immobilization)
Jump LongJump.png Super Jump 4 Toggle: Self Long Jump
Jump Acrobatics.png Acrobatics 14 Toggle: Self +Jump, +DEF(All) +Res(Knockback, Hold)
Jump SpringAttack.png Spring Attack 14 PBAoE, High Dmg(Smash), Foe Knockback, Self Teleport, +Jump

Powers

Jump Acrobatics.png Acrobatics

While this power is active, you are very nimble and Acrobatic, increasing your Defense to all attacks. Your jump height and distance become moderately increased, and you can avoid most Knockback effects and are resistant to Hold effects. While Aerobatics is active, Acrobatics will suppress. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.

Recharge -
Minimum Level 14 (Any Archetype)
Effects Toggle
Self +Jump, +DEF(All), +Res(Knockback, Hold)
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training KnockBack Distance.png Enhance Knockback Distance
TO Training Attack Rate.png Increase Attack Rate
TO Training Jump.png Enhance Jump
TO Training Defense Buff.png Enhance Defense Buffs
Set Categories IO Defense Buff.png Defense
IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

Jump CombatJump.png Combat Jumping

While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.

The Effects of Combat Jumping will suppress when hovering of flying.

Recharge -
Minimum Level 4 (Any Archetype)
Effects Toggle
Self +Jump, +Defense(All), Resistance(Immobilization)
Enhancements TO Training Defense Buff.png Enhance Defense Buffs
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump
Set Categories IO Defense Buff.png Defense
IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

Jump JumpKick.png Jump Kick

A good jumping-kick attack that may knock foes down or stun them. Using this power allows you to jump to a nearby foe to deal heavy smashing damage.

Damage High (Smash)
Recharge Moderate
Minimum Level 4 (Any Archetype)
Effects Melee
Foe Knockdown, Stun, Self Teleport
Enhancements TO Training Accuracy.png Enhance Accuracy
TO Training Damage.png Enhance Damage
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training KnockBack Distance.png Enhance Knockback Distance
TO Training Attack Rate.png Increase Attack Rate
TO Training Disorient Duration.png Enhance Disorient Duration
Set Categories IO Melee Damage.png Melee Damage
IO Knockback Distance.png Knockback
IO Disorient Duration.png Stuns

Jump SpringAttack.png Spring Attack

You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down. The impact of this power launches you for a short time which significantly increases your Jumping Speed and Jump Height. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack and not have trained Blink Blitz, Dive Attack, or Whirlwind.

{{PowerBlock Damage|High (Smashing)}
Recharge Slow
Minimum Level 14 (Any Archetype)
Effects PBAoE
Foe Knockdown; Self Teleport, +Jump
Enhancements TO Training Accuracy.png Enhance Accuracy
TO Training Damage.png Enhance Damage
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training KnockBack Distance.png Enhance Knockback Distance
TO Training Attack Rate.png Increase Attack Rate
TO Training Range.png Enhance Range
TO Training Jump.png Enhance Jump
Set Categories IO PBAoE Damage.png PBAoE Damage
IO Knockback Distance.png Knockback
IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

Jump LongJump.png Super Jump

While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height.

Recharge -
Minimum Level 4 (Any Archetype)
Effects Toggle
Self Long Jump
Enhancements TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Jump.png Enhance Jump
Set Categories IO Jumping.png Leaping
IO Universal Travel.png Universal Travel

Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes: Rebirth. The content provided may refer to City of Heroes Freedom.
It is provided for historical purposes.
  • Issue 12 reduced Acrobatics from a static 100 points of knockback protection to 9 points, two of which are enhanceable and affected by buffs.
  • Issue 21 reduced the first three powers (Jump Kick, Combat Jumping, and Super Jump) from levels 6, 6, and 14 respectively, to each unlocking at level 4. Issue 21 also reduced the fourth power (Acrobatics) to level 14, and introduced Spring Attack at level 14.
  • Rebirth Issue 5 significantly reworked the jumping pool modifying Jump Kick and Spring Attack and adding functionality to Acrobatics.

External Links

Leaping Pool at RedTomax.com