Anti-Material Charge

Performs a punch that travels 0.5 tiles, dealing damage to any structure punched, and a base of 90 blunt damage to enemies struck. This punch will knock back smaller enemies.
    Anti-Material Charge

  • Cooldown: 12.0
  • Cost: 30.0
  • Damage: 90.0

Our Take: A vicious right haymaker that would make any boxer jealous. On the base level it's great for resource gathering but it has a long cooldown. With perks to modify it, it can become a literal wrecking ball of an ability. The Striker class (among others) really shines with it as a resource gatherer and damage dealer. It also offers great knockback capability.



Perks Associated with Anti-Material Charge

We found 7 perks associated with the Anti-Material Charge ability.

  Name Description
Charged Fist Anti-Material Charge can be charged up by holding down the activation key, dealing up to 150% additional damage.
Fist of the South Moon Reduces the cooldown of Anti-Material Charge by 5 seconds.
Iron Knuckles Increases the damage of Anti-Material Charge by an additional 150% against enemies. Also adds 15% damage Vulnerability to enemies for 15 seconds.
Kinetic Punch Increases the Impact and knockback of Anti-Material Charge.
Long Arm of the Law Increases the travel distance of Anti-Material Charge to 2 tiles.
Strike Cost Reduces the cost of Anti-Material Charge to 10 energy.
Structural Strike Dealing damage to a structure with Anti-Material Charge refunds 5 stamina and reduces the cooldown by 3 seconds.


Anti-Material Charge Tactical Squad Bonuses

We found 2 tactical squad bonuses for the Anti-Material Charge ability.

  Name Description Heroes
Kinetic Punch Increases the Impact and knock back of Anti-Material Charge.

Requires: Outlander primary hero.
Electro-pulse
Pressure Points Anti-Material Charge slows enemy movement speed by 30% for 7 seconds.

Requires: Outlander primary hero.
Shuriken Master


Hero Subclasses with Anti-Material Charge