City of Heroes/Powers

The Role of Powers
Some novice players are confused by the combat system of City of Heroes, because powers don't work quite the same as similar aspects of other MMOGs.

Powers are any sort of action that your character makes to significantly affect gameplay. They are to City of Heroes what skills and spells are to other MMOGs. What makes City of Heroes unique is that - unlike most other MMOGs - there is no "attack" or "autoattack" function; this is because all attacks are themselves powers!

To lend a more exciting, comic-book feel to combat, you do not merely attack; you choose a specific type of attack. After your attack, you choose another. Hence do you send each given attack for a dynamic battle, rather than the same generic attack over and over (with abilities mixed in).

Power descriptions in City of Heroes do not provide specific information, but instead generalize on the power's identity with relation to similar powers. As a result, any statistics in this guide, though generally true, may be inaccurate or rendered incorrect after a game patch.

Power Sets
All powers in the game are part of a power set. Such power sets include Super Strength, Flight, and Mind Control. There are four main types of power set:



Primary Power Sets
A hero's primary set is the defining set that the hero makes the most use of. There are 9 powers in primary sets, of which either of the first two may be selected at character creation, with others becoming available as the hero gains levels.

Secondary Power Sets
The secondary set holds significant sway in a hero's style of play, though less so than the primary set. The secondary set also has 9 powers, however, you are required to choose the first power in the set (instead of one of the first 2) at character creation, and subsequent powers become available at higher levels than primary sets. Additionally, secondary powers are only 80% as effective as primary powers. For this reason, players that want to do one thing and do it very well will only get a few powers from their secondary set, while players that want a more dynamic and adaptive character will get many powers from their secondary set.

Power Pool Sets
The power pool has powers that any character, regardless of archetype, may have. It is organized into 10 sets of 4 powers each. Unlike other power sets, power pool sets have pre-requisites in addition to minimum level: To get the third power in a pool set, you must have either of the first two powers, and to get the fourth power in the set, you must have any 2 of the other three powers. A hero may have powers from 0-4 pools; they are forbidden from having more than four power pools. This is probably to prevent a player from making a hero too weak, because pool powers are generally weaker than primary and even secondary powers. Just as secondary powers are weaker, but important to round out a character, so are power pools even weaker, but with a huge potential to round out a character. Additionally, four of the power pools have a "travel power" which greatly increases a hero's movement speed when used, one of which nearly all heroes have. Many players even consider a travel power a necessity, to be obtained as early as possible. (The travel powers are Fly in the Flight set, Super Jump in the Leaping set, Super Speed in the Speed set, and Teleport in the Teleportation set.) Because power pools can make a player so well-rounded, many have less effectiveness when used by archetypes that are known for lacking such powers. (Notably the Fighting and Leadership sets.) Also note that most players refer to power pool sets as "pools". Although it is technically a misnomer, it is used more commonly and should be considered a synonym.

Tertiary Power Pool Sets
Tertiary sets are an addition to City of Heroes made after release. Like primary and secondary sets, tertiary sets are also dependent on the hero's archetype. They have four powers each, mostly out of primary and secondary sets not available to the given archetype, but some only found in tertiary sets. These are far more effective than powers from the power pool, and are powers that significantly counteract the archetype's shortcomings. The tertiary power pools become available at level 41. They have the same limitations as the normal power pool regarding obtaining the third and fourth powers in the sets. Each hero may only have powers from one tertiary pool, and may choose not to have any tertiary pool. The tertiary pool does not count against the 4-set maximum of the regular power pool, and similarly having 4 sets out of the regular power pool does not prevent one from obtaining a tertiary set.

There are two power sets which do not fit into the above categories: The Inherent set is a set of powers that the hero automatically has, without selecting them. These powers help the hero to perform in the early game, when it has few powers otherwise. Most heroes will find the inherent powers of very little use (but still some) as they expand their catalogue of powers. With the exception of one power dependent on your archetype, the powers in the inherent set are the same for all characters on a game account. Through very rare circumstances, an account can gain inherent powers that most accounts don't have; these are then inherent for all heroes belonging to that account. Temporary Powers are powers that the hero can not count on having forever. These are often given as rewards for completing missions, but can be obtained in many ways. Depending on the power, the hero will lose it after one of the following: The power's description should say how and after what degree a power will be lost. Additionally, each hero receives a temporary power based on the hero's origin. It is more accuractely an Inherent power, but has been classified as temporary. This is most likely to prevent the power from receiving enhancements, but it should be noted that the powers originally were indeed temporary; heroes would lose them upon reaching level 10.
 * It has seen a specific amount of use.
 * It has been in the possession of the hero for a certain amount of time played.
 * It has been in the possession of the hero for a certain amount of real time (even if the player is offline).

Power Requirements
Aside from requirements regarding power pool sets (see above), all powers have a minimum level. Until the hero has achieved the minimum level for a power, it cannot be chosen. ''Hopefully this can be cleaned up later with a table or image or something. --Mr Wallet 19:39, 21 February 2006 (PST)''
 * Level 1 (creation): 1st and 2nd primary set powers, 1st secondary set power
 * Level 2: 3rd primary set power, 2nd secondary set power
 * Level 4: 3rd secondary set power
 * Level 6: 4th primary set power, 1st and 2nd pool set powers
 * Level 8: 5th primary set power
 * Level 10: 4th secondary set power
 * Level 12: 6th primary set power
 * Level 14: 3rd pool set powers
 * Level 16: 5th secondary set power
 * Level 18: 7th primary set power
 * Level 20: 6th secondary set power and 4th pool set powers
 * Level 22: Additional power, but no new choices
 * Level 24: Additional power, but no new choices
 * Level 26: 8th primary set power
 * Level 28: 7th secondary set power
 * Level 30: Additional power, but no new choices
 * Level 32: 9th primary set power
 * Note that after this point, powers are no longer gained every even level.
 * Level 35: 8th secondary set power
 * Level 38: 9th secondary set power
 * Level 41: Tertiary power pools open
 * Level 44: Additional power
 * Level 47: Additional power
 * Level 49: Additional power

Wikibooks content
There are hundreds of powers available in City of Heroes and City of Villains, grouped into sets of four to fourteen each. They are used in different ways to achieve different purposes-- for instance, a click-activated power that deals damage to enemies, or a persistent toggle that raises personal damage resistance.

=Inherent Powers= Inherent Powers need not be selected by the player, and are granted automatically upon creation, or shortly after creation.

All player characters receive two basic powers upon creation, Brawl and Sprint. Upon reaching level 2, a third basic power is granted, Rest.

If created from an account with a City of Heroes pre-order code, or a City of Heroes DVD edition code, the player character also receives a prestige power upon creation. These powers are functionally identical to Sprint, but have different graphical appearances.

Player characters receive an additional inherent power depending on their archetype. Among the hero ATs, Blasters receive Defiance, Controllers receive Containment, Defenders receive Vigilance, Scrappers receive Criticals, and Tankers receive Gauntlet. Among the epic hero ATs, Peacebringers receive Cosmic Balance, and Warshades receive Dark Sustenance. Among the villain ATs, Brutes receive Fury, Corruptors receive Scourge, Dominators receive Domination, Masterminds receive Supremacy, and Stalkers receive Assassination.

Finally, a player character receives an inherent power depending on their origin. These powers disappear once the character reaches level 10, but are useful as additional attacks through the low levels.

=Primary and Secondary Sets= These sets contain nine powers each, all related by concept and purpose. For instance, the Fire Blast set primarily contains fiery powers that attack from a range, while the Traps set primarily contains tools and gadgets that buff allies and debuff enemies.

Assault Sets
Assault sets combine ranged and melee attacks. Common to each set is a selection of fast-recharging ranged attacks, hard-hitting melee or short ranged attacks, a long ranged sniper attack, and a self buff of some sort.

Dominators select an Assault set as a secondary.


 * Energy Assault - Dominators
 * Fiery Assault - Dominators
 * Ice Assault - Dominators
 * Psionic Assault - Dominators
 * Thorny Assault - Dominators

Buff Sets
Buff sets contain the strongest buffs and debuffs in the game. There is a large variety of ways in which to enhance allies or weaken enemies-- for instance, a player can drop the accuracy of a group of enemies to near zero, or recover life points that have been lost by the team. Consequently, each set specializes in a different thing, and plays differently than the rest.

Defenders select a Buff set as a primary set. Controllers, Corruptors, and Masterminds select a Buff set as a secondary.


 * Cold Domination - Corruptors
 * Dark Miasma - Corruptors, Defenders, Masterminds
 * Empathy - Controllers, Defenders
 * Force Fields - Controllers, Defenders, Masterminds
 * Kinetics - Controllers, Corruptors, Defenders
 * Poison - Masterminds
 * Radiation Emission - Controllers, Corruptors, Defenders
 * Sonic Resonance - Controllers, Corruptors, Defenders
 * Storm Summoning - Controllers, Defenders
 * Thermal Radiation - Corruptors
 * Traps - Corruptors, Masterminds
 * Trick Arrows - Controllers, Defenders, Masterminds

Control Sets
Control sets contain the strongest status effect inflicting powers in the game. These sets can often immobilize, disorient, hold, or put to sleep entire groups of enemies at a time. Control sets usually also contain a single pet with limited AI.

Controllers and Dominators select a Control set as a primary set.


 * Earth Control - Controllers
 * Fire Control - Controllers, Dominators
 * Gravity Control - Controllers, Dominators
 * Ice Control - Controllers, Dominators
 * Illusion Control - Controllers, Dominators
 * Mind Control - Controllers, Dominators
 * Plant Control - Dominators

Defense Sets
Defense sets protect their users against personal harm. They generally raise the users' defense against taking damage, resistance to damage taken, and/or tolerance to status effects.

Tankers select a Defense set as a primary set. Brutes, Scrappers, and Stalkers select a Defense set as a secondary set.


 * Dark Armor - Brutes, Scrappers, Stalkers
 * Energy Aura - Brutes, Stalkers
 * Fiery Aura - Brutes, Tankers
 * Ice Armor - Tankers
 * Invulnerability - Brutes, Scrappers, Tankers
 * Ninjitsu - Stalkers
 * Regeneration - Scrappers, Stalkers
 * Stone Armor - Brutes, Tankers
 * Super Reflexes - Scrappers, Stalkers

Melee Sets
Melee sets have a variety of melee or short range attacks to deal damage up close. They also usually contain some minor utility powers, such as a self buff, a ranged taunt or placate, or a low damage attack that inflicts a status effect.

Brutes, Scrappers, and Stalkers select a Melee set as a primary set. Tankers select a Melee set as a secondary set.


 * Battle Axe - Tankers
 * Broad Sword - Scrappers
 * Claws - Scrappers, Stalkers
 * Dark Melee - Brutes, Scrappers
 * Energy Melee - Brutes, Stalkers, Tankers
 * Fire Melee - Brutes, Tankers
 * Ice Melee - Tankers
 * Katana - Scrappers
 * Martial Arts - Scrappers, Stalkers
 * Ninja Blade - Stalkers
 * Spines - Scrappers, Stalkers
 * Stone Melee - Brutes, Tankers
 * Super Strength - Brutes, Tankers
 * War Mace - Tankers

Ranged Sets
Ranged sets have a variety of ranged attacks to deal damage from a distance. They also usually contain some minor utility powers, such as a self buff, a long range sniper attack, or a low damage attack that inflicts a status effect.

Blasters and Corruptors select a Ranged set as a primary set. Defenders select a Ranged set as a secondary set.


 * Archery - Blasters, Defenders
 * Assault Rifle - Blasters, Corruptors
 * Dark Blast - Corruptors, Defenders
 * Electric Blast - Blasters, Defenders
 * Energy Blast - Blasters, Corruptors, Defenders
 * Fire Blast - Blasters, Corruptors
 * Ice Blast - Blasters, Corruptors
 * Psychic Blast - Defenders
 * Radiation Blast - Corruptors, Defenders
 * Sonic Attack - Blasters, Corruptors, Defenders

Summon Sets
Summon sets allow Masterminds to summon up to six pets, with advanced control options. The sets also provide a selection of pet-only buffs, and three modest ranged attacks.

Masterminds select a Summon set as a primary set.


 * Mercenaries - Masterminds
 * Necromancy - Masterminds
 * Ninjas - Masterminds
 * Robotics - Masterminds

Support Sets
Support sets assist Blasters in their capacity as ranged fighters. These sets usually contain immobilizing, slowing, or knockback powers to maintain range advantage, self buffs, and powerful melee attacks to punish enemies that come too close.

Blasters select a Support sets as a secondary set.


 * Devices - Blasters
 * Electricity Manipulation - Blasters
 * Energy Manipulation - Blasters
 * Fire Manipulation - Blasters
 * Ice Manipulation - Blasters

=Epic Sets= Epic ATs are limited to predetermined power sets, one primary and one secondary. These sets are larger than the standard primary and secondary sets to compensate for the inability to select different sets.

Peacebringers have the Luminous Blast set as a primary set, and the Luminous Aura set as a secondary set.

Warshades have the Umbral Blast set as a primary set, and the Umbral Aura set as a secondary set.

=Power Pools= These are the power sets that all archetypes can access at level 6 and above. Powers in these pools tend to be weaker versions of powers found in primary and secondary sets, or are powers to aid in movement. Each player character can select from up to four power pools.


 * Concealment
 * Fighting
 * Fitness
 * Flight
 * Leadership
 * Leaping
 * Medicine
 * Presence
 * Speed
 * Teleportation

=Ancillary Pools= These are the power sets that are Archetype specific and are only available to the five non-epic hero archetypes at level 41 and above. Each hero can select from only one ancillary pool.


 * Blaster Ancillary Pools
 * Controller Ancillary Pools
 * Defender Ancillary Pools
 * Scrapper Ancillary Pools
 * Tanker Ancillary Pools