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Overcharge is one of the Combat Abilities in Battle Chasers: Nightwar.

Description[ | ]

Actions are not as powerful as Abilities, but they are free, instant and generate Overcharge, though overcharge will always be used up before Mana, so you can be efficient by using Actions to build Overcharge before performing your more powerful Abilities.

Each Will point past a hero's starting Will increases their maximum Overcharge at max Mana by 1.

Heroes[ | ]

Gully[ | ]

  • Can store up to 18 overcharge at max Mana.
    • Goes up to 27 with all relevant Beast Perks.
  • Avenger and Guardian overcharge perks apply a Damage Shield to Gully for every 10 overcharge spent.
  • While her Taunt action is active, she gets 5 overcharge every time she is attacked.
  • Her Embolden perk has a 10% chance to give her 20 overcharge when struck with an attack.
  • Her Readiness perk gives her 5 overcharge for every enemy present in the first round of combat.

Calibretto[ | ]

  • Can store up to 20 overcharge at max Mana.
    • Goes up to 28 with all relevant Beast Perks.
  • Artillery and Nature Overcharge perks heal the lowest HP ally for every 10 overcharge spent.
  • His Defensive Matrix action builds 5 overcharge when he is attacked. Defensive Matrix II increases the effect to 10 overcharge. Can it trigger multiple times before his next turn?
  • His Innervating Mist action applies a buff to all allies that generates 5 overcharge at the start of their turn for 3 turns. Innervating Mist II generates 7 overcharge per turn. His Swift Cleanse II perk gives him 5 overcharge for every debuff he removes from an ally.
  • His Rerouting Systems perk gives him 5 overcharge whenever he's attacked. Is it per attack or per hit?

Garrison[ | ]

  • Can store up to 45 overcharge at max Mana.
    • Goes up to 75 with all relevant Beast Perks.
  • Swordsman and Wanderer Overcharge perks increase Attack Power by 10% per 10 overcharge spent.
  • His Warblade ability will drain up to 40 overcharge and deal additional damage accordingly. Warblade II will use up to 60 overcharge.
  • His Seize Opportunity perk has a 10% chance to give him 20 overcharge. Is it per attack or per hit?
  • His Conserve Energy perk lets him carry up to 10 overcharge from one battle to another.
  • His Battle Ready perk lets him start with 10 overcharge.
  • His Victory Rush perk gives 25 overcharge after killing an enemy.
  • His Bloodthirsty perk gives him 5 overcharge every time an enemy takes Bleed damage from one of his attacks.

Knolan[ | ]

  • Can store up to _ overcharge at max Mana.
    • Goes up to 31 with all relevant Beast Perks.
  • Elemental and Arcane Overcharge perks increase Haste by 10% per 10 overcharge spent.
  • His Conserve Energy perk lets him carry up to 10 overcharge from one battle to another.
  • His Mana Supplement perk gives him 4 additional overcharge on his attacking actions.
  • His Fiery Will perk gives him 3 overcharge at the start of each of his turns. His Savant perk gives him 7 at the start of his turns.
  • His Mana Shield ability applies a Damage Shield that causes an ally to build 10 overcharge when they are attacked. Is it per attack or per hit?
  • His Arcane Explosion ability gives him 15 overcharge if the target is under the effect of Arcane Sickness.
  • His Mana Magnet ability gives him 15 overcharge if he is struck with an attack that deals Magical damage.

Red Monika[ | ]

  • Can store up to 30 overcharge at max Mana.
    • Goes up to 48 with all relevant Beast Perks.
  • Skirmisher and Infiltrator Overcharge perks increase Critical Chance by 10% per 10 overcharge spent.
  • Her Confident Counter perk gives her 5 overcharge for every hit she evades.

Alumon[ | ]

  • Can store up to _ overcharge at max Mana.
    • Goes up to 29 with all relevant Beast Perks.
  • Shadow and Blood Overcharge perks increase Healing Power of his next heal by 20% per 10 overcharge spent.

Trivia[ | ]

  • Enemies that drain Mana like the Giant Mana Spider will drain overcharge before draining Mana, similar to a Damage Shield.
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