Abilities

This page was last updated during patch v1.1.1813r0. The current patch is .
==Description==
Along with the use of Primary Weapons and Secondary Weapons, each Battleframe has access to four class-specific abilities that will enhance their offensive, defensive and movement capabilities.
The first three of these Abilities will be active immediately upon being equipped on a frame, while the fourth referred to as the Hyper-Kenesis Module (or HKM) can only be activated after charging up while in combat.
The first three ability slots are unlocked at levels 2, 4 and 6, while the HKM slot is unlocked at level 8.
Standard Accord frames have abilities that help highlight their class combat and support roles. The advanced frames in addition to being able to use all the abilities from the Accord Frames of the same class also have their own unique and exclusive abilities, specific to those frames only.
Abilities, like weapons, come in Common, Uncommon, Rare, and Epic quality. They too can be modded to improve upon certain stats using Ability Module.
 
Abilities are mostly acquired from either Loot Drops, bought from ARES vendors, or crafted in the Molecular Printer.
==Standard Abilities==
These abilities will be immediately available upon being slotted, and have cooldowns. Where one of these abilities has a number of charges, the cooldown will apply to each individual charge, with the time to regain all charges upon their being exhausted equaling number of charges X cooldown.
Where an ability is toggled on and off (such as Turret Mode), the cooldown will commence when the ability is toggled off.
Class 	Frame 	Class Specific Abilities	Class Specific Abilities	Class Specific Abilities	Frame Specific Abilities	Frame Specific Abilities	
Assault      	32px Accord Assault : 	Afterburner 	Overcharge 	Crater 	 	 	
Assault      	32px Firecat : 	Afterburner 	Overcharge 	Crater 	Thermal Wave 	Fuel Cloud 	
Assault      	32px Tigerclaw : 	Afterburner 	Overcharge 	Crater 	Pulsar 	Hellfire 	
 	 	 	 	 	 	 	
Biotech      	32px Accord Biotech : 	Healing Generator 	Adrenaline Rush 	Poison Ball 	 	 	
Biotech      	32px Dragonfly : 	Healing Generator 	Adrenaline Rush 	Poison Ball 	Emergency Response 	Healing Wave 	
Biotech      	32px Recluse : 	Healing Generator 	Adrenaline Rush 	Poison Ball 	Creeping Death 	Poison Trail 	
 	 	 	 	 	 	 	
Dreadnaught     	32px Accord Dreadnaught :	Turret Mode 	Charge 	Heavy Armor 	 	 	
Dreadnaught     	32px Mammoth : 	Turret Mode 	Charge 	Heavy Armor 	Gravity Pull 	Thunderdome 	
Dreadnaught     	32px Rhino : 	Turret Mode 	Charge 	Heavy Armor 	Sundering Wave 	Explosive Rounds 	
 	 	 	 	 	 	 	
Engineer      	32px Accord Engineer : 	Supply Station 	Heavy Turret 	Overclock 	 	 	
Engineer      	32px Bastion : 	Supply Station 	Heavy Turret 	Overclock 	Deployable Shield 	Multi Turret 	
Engineer      	32px Electron : 	Supply Station 	Heavy Turret 	Overclock 	Boomerang Shot 	Bulwark 	
 	 	 	 	 	 	 	
Recon      	32px Accord Recon : 	Cryo Shot 	Remote Explosive 	Teleport Beacon 	 	 	
Recon      	32px Nighthawk : 	Cryo Shot 	Remote Explosive 	Teleport Beacon 	SIN Beacon 	Decoy 	
Recon      	32px Raptor : 	Cryo Shot 	Remote Explosive 	Teleport Beacon 	Smoke Screen 	Assassinate 	
==Hyper-Kinesis Module==
Hyper-Kinesis Modules, often abbreviated HKM, are a special kind of ability that requires being in combat for an extended period of time before being available for use. They are always found in the fourth ability slot on the player's HUD while on the Battleframe Garage screen, and only one can be equipped at a time.
Use of an HKM relies on the player's charge bar being full. The charge bar can be found at the bottom of the ability bar, and has three different states. Orange means that the player is no longer in combat, and the bar is slowly decaying. Yellow means that the player is in combat and the bar is currently being filled. Green means that the bar is filled and the HKM can be used. A player is counted as being in combat if they have dealt or received damage in the past few seconds. As long as the player remains in combat, their charge bar will fill. The speed at which the bar fills and decays is fully dependent on the equipped HKM, so dealing or taking more or less damage is irrelevant as long as the player is in combat.
Upon use of an HKM, the entire charge bar is depleted.
Just like the standard abilities, HKM comes in Common, Uncommon, Rare, and Epic quality. They also can be modded to improve on certain stats using the same Ability Module.
Class 	Frame 	Class Specific HKM 	Frame Specific HKM
Assault      	32px Accord Assault : 	Shockwave 	
Assault      	32px Firecat : 	Shockwave 	Fuel Air Bomb
Assault      	32px Tigerclaw : 	Shockwave 	Supercharge
 	 	 	
Biotech      	32px Accord Biotech : 	Heroism 	
Biotech      	32px Dragonfly : 	Heroism 	Healing Dome
Biotech      	32px Recluse : 	Heroism 	Necrosis
 	 	 	
Dreadnaught     	32px Accord Dreadnaught :	Absorption Bomb 	
Dreadnaught     	32px Mammoth : 	Absorption Bomb 	Dreadfield
Dreadnaught     	32px Rhino : 	Absorption Bomb 	Mighty Charge
 	 	 	
Engineer      	32px Accord Engineer : 	Anti-Personnel Turret 	
Engineer      	32px Bastion : 	Anti-Personnel Turret 	Fortify
Engineer      	32px Electron : 	Anti-Personnel Turret 	Electrical Storm
 	 	 	
Recon      	32px Accord Recon : 	Accord Artillery Strike	
Recon      	32px Nighthawk : 	Accord Artillery Strike	Eruption Rounds
Recon      	32px Raptor : 	Accord Artillery Strike	Overload
Category:Equipment