Overdrive

(last updated: 04/15/18)

Overdrive Effects are special effects that are significantly stronger than normal attack effects. To keep their awesomeness in check, they can only be applied to your character's supers with the following rules:

- SUPERS can have 1 Overdrive Effect

- MAXs can have 2 Overdrive Effects

- ULTRAs can have 2 Overdrive Effects

Their awesomeness does come with a trade off, however. For each Overdrive Effect you apply to a Super or a MAX, the base speed of the attack is reduced by [10]. ULTRA attacks are not diminished by Overdrive effects; they get two Overdrive effects without a speed drop.

Overdrive Effects can be added via the dojo. They cost zero AP to add. We consider them part of the core building blocks of building a super technique so they do not add any AP overhead to the attack.

We're not going to be sticklers in how you justify these effects. Just like DMs, their interpretations are very liberal. We DO expect you to pose them in your fights, however, so if you're not sure how you would go about posing a certain Overdrive with a specific attack, we recommend you don't put the effect on. When adding Overdrives via the Training Dojo, make sure to give a rough idea of how you imagine the mechanic matching your attack. Again, we're going to be very liberal here, we just want to see that you've thought about it.

Other than the Recovery ticks of ENERGIZE, all Overdrive effect bonuses stack with everything else present in the game.

Overdrive Effect Summary

Here is a brief summary of the Overdrive effects available. For the current bonus and penalty numbers, check out Effects8.

- Assault - An Assault super that hits cleanly will grant the attacker a 3-round bonus to attack speed and reactions.

- Chain - A Chain super will refund super if it does not land cleanly. (Cannot be used on ULTRAs)

- Drain - A Drain super will grant health immediately on a clean hit. (This flag can only succeed once per fight.)

- Energize - An Energize super that hits cleanly will will grant health and reserve benefits over three turns.

- Enfeeble - An Enfeeble super that hits cleanly will inflict a 3-round penalty that increases damage taken and reduces attack speed.

- Exhaust - An Exhaust super that hits cleanly will temporarily reduce the target's Reserve and Super. (This flag can only succeed on a character once per fight.)

- Impact - An Impact super that hits cleanly will inflict a 3-round penalty that weakens attacks and makes it harder to react.

- Proficient - A Proficient super costs [20] less Super to use but it reduces attack speed by [10]. (Cannot be used on ULTRAs, and you can only use one per attack list)

- Vanguard - A Vanguard super will grant the attacker a 3-round bonus against incoming damage.

Frequently Asked Questions

Why do Overdrives reduce speed? Isn't that bad?

Well -- maybe? But sometimes the effect is worth it. If your character has trouble dealing with speedy types, you might be able to apply an Enfeeble penalty with a high-speed, low power Super. Or if you need to make a beefy opponent hurt less, you can either go for an Impact or a Vanguard super. These are options that now exist for all characters, without requiring a Dramatic Moment or an Ability that might not suit the character as well. We're all about options here!

I don't understand Proficient, can you explain?

Proficient allows you to build a mini-Super -- something that bridges the gap between a Special and a Super. Some builds reward spending Super, others just don't have much "zing" until supers can be thrown.

Consider -- a Super is [40] speed faster than a Special of the same power level. (i.e. a PL6 super is [40] speed faster than a PL6 special). Adding an Overdrive reduces a Super's speed by [10], and adding Proficiency reduces it by another [10] speed, resulting in a net difference of -[20] speed. And it costs [20] Super less.

This means instead of a Super that costs [50] Super for +[40] Speed, you get a Proficient Super that costs [30] Super for +[20] Speed that can still generate some super if it hits. So a Proficient Super can be pretty useful to change up the pace of the fight -- not everyone will know if you have a Proficient Super or intend to use it. It's still more expensive than a Special attack, but sometimes you may want to make that damage count sooner rather than later.