Leaping
Overview
Leaping is one of the Power Pools available to all characters. These powers allow you to commit great feats of jumping; most notably Super Jump, one of the four main Travel Powers.
Players are able to pick Jump Kick, Combat Jumping, and Super Jump starting from level 4 in any order without any prerequisite. Acrobatics and Spring Attack are level 14 power choices, and require two other Leaping Powers before selection.
Power Tables
The following table shows which powers are available and at what level:
Power | Level | Effect |
---|---|---|
Jump Kick | 4 | Melee, Moderate Dmg(Smash), Foe Knockdown |
Super Jump | 4 | Toggle: Self Long Jump |
Combat Jumping | 4 | Toggle: Self +Jump, +Def(All), Res(Immob) |
Acrobatics | 14 | Toggle: Self +Res(Knockback, Hold) |
Spring Attack | 14 | PBAoE, Superior Dmg(Smash), Foe Knockdown, Self Teleport |
Powers
Acrobatics
While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.
Minimum Level | 14 (Any Archetype) |
Effects | Toggle: Self +Resistance(Knockback, Hold) |
Enhancements | Reduce Endurance Cost |
Enhance Knockback Distance | |
Increase Attack Rate | |
Set Categories | None |
Combat Jumping
While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.
Minimum Level | 4 (Any Archetype) |
Effects | Toggle: Self +Jump, +Defense(All), +Resistance(Immobilization) |
Enhancements | Enhance Defense Buffs |
Reduce Endurance Cost | |
Enhance Jump | |
Set Categories | Defense |
Leaping & Sprints | |
Universal Travel |
Jump Kick
A good jumping kick attack that may knock foes back. Good if you are looking for another attack power.
Moderate attack with a slight chance for Knockdown. The long animation time discourages many from taking this power.
Damage | Moderate(Smashing) |
Recharge | Very Fast |
Minimum Level | 4 (Any Archetype) |
Effects | Melee |
Foe Knockdown | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Set Categories | Melee Damage |
Knockback |
Spring Attack
You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack.
The high recharge rate discourages some from taking it, but it's an extremely valuable power if your main attack set is lacking in the AoE department.
Damage | Superior(Smashing) |
Recharge | Very Long |
Minimum Level | 14 (Any Archetype) |
Effects | Point Blank Area of Effect |
Foe Knockdown | |
Self Teleport | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Enhance Range | |
Set Categories | Melee AoE Damage |
Knockback |
Super Jump
While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.
Minimum Level | 4 (Any Archetype) |
Effects | Toggle: Self Long Jump |
Enhancements | Reduce Endurance Cost |
Enhance Jump | |
Set Categories | Leaping & Sprints |
Universal Travel |
Double Jump
Double Jump allows you to jump and gain altitude in mid air! This ability will automatically shut down after 30 seconds of continuous use. In PvP, this power will detoggle after 10 seconds of continuous use, and disabled for 40 seconds.
Recharge Slow Minimum Level 4 (All Archetypes) Effects Toggle: Self +Special Enhancements None Set Categories None
Historical
- Issue 12 reduced Acrobatics from a static 100 points of knockback protection to 9 points, two of which are enhanceable and affected by buffs.
- Issue 21 reduced the first three powers (Jump Kick, Combat Jumping, and Super Jump) from levels 6, 6, and 14 respectively, to each unlocking at level 4. Issue 21 also reduced the fourth power (Acrobatics) to level 14, and introduced Spring Attack at level 14.
- Issue 27 Page 2 added Double Jump as a sub-power of Super Jump.
External Links
Leaping Pool at City of Data v2.0