Base and upgraded
| Base | Upgraded | |
|---|---|---|
| Effect | Knock back a unit 4 tiles, then dash forward and attack it. | Knock back a unit 10 tiles, then dash forward and attack it. |
| Damage instance › Damage | 0 | 3+bonus_melee_ability_damage |
| Damage instance › Knockback | 4 | 10 (+6) |
| Meta › Icon damage display suffix | — | x2 |
| Meta › Icon shell frame | attack | multihit_attack |
Every field that differs between the two levels in the game files.
Classes that can get it 1
A Fighter class ability: higher Stimulation makes kittens more likely to take their ability from the parent with class abilities (table below).
Passing it to kittens
| Stimulation | Inherits an ability | This one, parent knows 1 | …knows 2 | …knows 4 | Picks the class parent |
|---|---|---|---|---|---|
| 0 | 20% | 10.9% | 5.5% | 2.7% | 50% |
| 10 | 45% | 25.2% | 12.8% | 6.5% | 55% |
| 30 | 95% | 52% | 27% | 13.7% | 65% |
Chance a kitten gets this exact ability when one parent knows it among 1, 2 or 4 abilities and the other parent doesn't, counting both inheritance rolls. Same rule for every ability; details.
Overview
- Class
- Fighter
- Mana cost
- 6
- Damage
- 0
- Type
- Melee attack
- Game ID
Ram
Raw game dataExactly as defined in data/abilities/fighter_abilities.gon
- templatemelee_attack
meta{5}
- nameABILITY_RAM_NAME
- descABILITY_RAM_DESC
- classFighter
- icon_damage_display_eq3+bonus_melee_ability_damage
- icon_shell_frameattack
cost{2}
- infcantriptrue
- mana6
damage_instance{4}
- damage0
- typemelee
- knockback4
effects{1}
ApplyToSource{1}
- ForceUseAbilityRam_chained
- categoryfighter
- upgradedToRam2