Smash is a biotic power in Mass Effect 3's multiplayer mode.
Power Ranks
Rank 1: Smash
Drive the lash into the ground to cause area-of-effect damage and devastating direct damage.
- Recharge Time: 8 sec
- Damage: 550
- Force: 450 N
- Radius: 1.50 m
Rank 2: Recharge Speed
Increase recharge speed by 25%.
- Recharge Time: 6.40 sec
- Damage: 550
- Force: 450 N
- Radius: 1.50 m
Rank 3: Force & Damage
Increase force and damage by 20%.
- Recharge Time: 6.40 sec
- Damage: 660
- Force: 540 N
- Radius: 1.50 m
Rank 4: Biotic Combo/Electrical Damage
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Biotic Combo Add a biotic effect to a target that can be detonated.
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Electrical Damage Add an electrical effect to a target than can be detonated. |
Rank 5: Force & Damage/Recharge Speed
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Force & Damage Increase force and damage by 40%.
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Recharge Speed Increase recharge speed by 40%.
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Rank 6: Armor Damage/Impact Radius
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Armor Damage Increase effectiveness against armor and barriers by 75%. |
Impact Radius Increase radius by 50%.
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Player Notes
- Mechanics
- Smash deals 1.5x damage to all forms of protection.[1]
- Smash reliably staggers all but the largest enemies.
- Most unprotected enemies hit by Smash that aren't immediately killed will be tossed into the air where they float downwards in a slow arcing trajectory.
- Smash can only hit a maximum of 2 enemies per use unless the rank 6 Impact Radius evolution is chosen, enabling it to hit up to 3.
- Like Shockwave, Smash is able to travel and hit enemies through walls and cover. Unlike Shockwave, which follows a straight-line path parallel to the ground, Smash can be aimed above and below the player, hitting enemies within reach.
- While the rank 4 Biotic Combo evolution states only a damage increase of 30%, the force is also increased by the same amount. This is not reflected in the text displayed.[2]
- Taking the rank 4 Electrical Damage evolution will still allow Smash to detonate biotic primers for Biotic Explosions.
- The biotic effect left by the Biotic Combo evolution lasts about 7 seconds on any and all targets hit without restriction.
- This effect also allows the biotic damage bonus from Warp Rounds to apply.
- A blue-violet border will appear around affected enemies, but this can be very difficult to see, especially on non-infantry enemies.
- The cooldown for Smash does not start until one second into the power (while the whips are in the "spinning" animation). Before this, it is possible to perform a roll or melee and prevent Smash from occurring. It is also possible to perform a heavy melee immediately after a Smash for added area-of-effect damage.
- The Smash attack utilized by the player is faster than the Smash used by Cerberus Dragoons. Should the player and a Dragoon activate the attack at the same time, the player will always strike first.
- Weapons with a charging shot can be fired during the Smash animation, as long as the shot started charging prior to using the power.
- Strategies
- Smash's attack power is impressive, enough to kill most unprotected enemies and devastate shielded and armored enemies with one cast.
- It is a good idea to avoid performing Smash while taking fire or within close range of enemies with instant-kill moves because the animation can be rather long, and the ability grants no invincibility during its animation. However, one interesting aspect of Smash is that the player can continue to move while casting it, albeit at very reduced speed. This can be used to keep some distance from dangerous enemies.
- When evolved to do maximum damage to one target, Smash is very effective against harder enemies.
- It is possible to perform a Smash dodge-cancel that still causes damage. The timing for it requires the player to dodge just as the whips are about to be swung downwards. By doing this, it is possible to "dance" around larger targets and still damage them.
- Smash can also be used relatively safely behind waist-high cover, especially against targets on a platform below you.
Availability
- Single-player: N/A
- Multiplayer: Project Phoenix Adept, Project Phoenix Vanguard