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Tactical Skills in Eternal Return are special skills that can be selected and used by any character.

Description[]

There are 12 Tactical Skills in total, and players can choose one during the game preparation phase. The skill cannot be changed after the game starts.

Tactical Skills can be upgraded by using a Tac. Skill Module, enhancing their effects.

List of Tactical Skill[]

Tactical Skill - Blink

F
Notes:
  • Range: 3m
  • Can go through walls.
TacticalSkill Blink Teleport toward a targeted direction.

Module Enhancement: Movement Speed is increased by 15% for 2.5 seconds, avoiding collision.
Use Tac. Skill Module to reach Level 2.
Travel Distance: 3/3
Cooldown: 90/45
Skill Video
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Tactical Skill - Quake

F
Notes:
  • Radius: 4m
TacticalSkill Quake Release a quake around you, dealing 50(+Character Level*10)(+10% Additional HP) skill damage to enemies nearby and slowing them by 40% for 2 seconds.

Module Enhancement: Deals (10+Character Level*2(+2.5% Additional HP)) skill damage to enemies within 3.5m range every 0.5 seconds for 6 seconds.
Use Tac. Skill Module to reach Level 2.
Damage: 50/100
Movement Speed Reduction (%): 40%/50%
Cooldown: 40/30
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Tactical Skill - Protocol Violation

F
Notes:
  • Range: 10m
  • Radius: 5m
  • Can be used while affected by crowd control.
TacticalSkill Protocol Violation Summon the modified E.M.O.T.E to a targeted location. The summoned E.M.O.T.E will explode after 2.5 seconds.

Nearby allies' HP increases by (150+Character Level * 15) for 6 seconds, while enemies' damage taken increases by 10%.

Module Enhancement: The effect is dramatically increased.
Use Tac. Skill Module to reach Level 2.
Max HP Increase Ratio: 150/250
HP Recovery per Level: 15/20
Damage Taken Increase (%): 10%/13%
Cooldown: 40/30
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Tactical Skill - Electric Shift

F
Notes:
  • Travel Time: 0.1s
  • The dash cannot go through walls.
TacticalSkill Electric Shift Upon use, move 2.5m toward the cursor. You become Electric for 10 seconds and your Basic Attack Range is increased by 10%.
You stop being Electric when the duration is over.

Module Enhancement: The effect range is increased by 15%.
Use Tac. Skill Module to reach Level 2.
Duration: 10/12
Cooldown: 40/30
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Tactical Skill - Force Field

F
Notes:
TacticalSkill Force Field Obtain a shield worth (200+Additional HP * 75% for 3 seconds.

Module Enhancement: Gain 10%(+3% Additional HP%) Tenacity for 3 seconds.
Use Tac. Skill Module to reach Level 2.
Shield Absorption Ratio: 200/300
Additional Shield based on Additional HP: 0.75/1
Cooldown: 40/30
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Tactical Skill - Totem

F
Notes:
TacticalSkill Totem Upon use, enter Stasis for 2.5 seconds. You are not able to perform any actions while in Stasis.

Module Enhancement: Cooldown rapidly recovers to 150% while in Stasis due to Totem.
Use Tac. Skill Module to reach Level 2.
Cooldown: 90/45
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Tactical Skill - Nullification

F
Notes:
  • The movement speed increase decays over the duration.
TacticalSkill Nullification Activate to instantly cleanse debuffs or Crowd Control effects on you and increase movement speed by 60% for 2 seconds.
This excludes Airborne, Knockback, Grab, and Stasis.

Module Enhancement: You become immune to Crowd Control effects for 1 seconds.
Use Tac. Skill Module to reach Level 2.
Cooldown: 30/20
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Tactical Skill - Soul Stealer

F
Notes:
  • Movement Speed per 1 Energy: 0.4%/0.4%
  • Radius: 12m
  • Energy Charge Radius: 12m
  • Only gains energy from enemies within vision range.
  • Can only be affected by Soul Stealer once every 15s.
TacticalSkill Soul Stealer Passive: Gain energy 1.2% of HP lost during combat with nearby test subjects.
Can be charged up to 70. Energy will dissipate if not charged for 10 seconds.

Upon use, all energy is consumed, and nearby allies receive (10%+Energy * 0.4%) Movement Speed and (7+Energy * 0.1)% Omnisyphon for 4 seconds.

Module Enhancement: Increases max energy reserve and energy gain rate.
Use Tac. Skill Module to reach Level 2.
HP for Energy Charge: 1.2/1
Max Energy Charge: 70/99
Min Movement Speed Increase: 10%/20%
Min Omnisyphon: 7/11
Cooldown: 60/45
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Tactical Skill - The Strijder

F
Notes:
TacticalSkill The Strijder Increases your movement speed toward the enemy by 30% for 4 seconds when used, and if you damage an enemy during the duration, you deal (150+Character Level*10) additional skill damage and your movement speed increases by (Melee 30% | Ranged 20%) for 5 seconds.


Module Enhancement: Enemies damaged by The Strijder are slowed by (Melee 50% | Ranged 30%) for 4 seconds
Use Tac. Skill Module to reach Level 2.
Damage: 150/200
Damage per Level: 5/10
Melee Movement Speed Increase (%): 30/40
Ranged Movement Speed Increase (%): 20/30
Cooldown: 40/30
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Tactical Skill - Blade of Truth

F
Notes:
  • Radius: 2.5m
  • The damage increase debuff lasts 2.5s.
  • Must hit at least 3 enemies for max Movement Speed increase.
  • Rank 2's additional hit also contributes to the maximum Movement Speed increase.
TacticalSkill Blade of Truth Deal 100(+Character Level * 20) skill damage to nearby enemies.

Depending on the number of targets hit, Movement Speed increases by 20 - 40% for 2.5 seconds.

Module Enhancement: Another blade of truth is summoned, dealing 50(Character Level*10) additional damage.
Use Tac. Skill Module to reach Level 2.
Additional Movement Speed Increase: 5/10
Cooldown: 12/10
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Tactical Skill - False Oath

F
Notes:
  • Max Damage Increase (Melee): 18/22
  • Max Damage Increase (Ranged): 14/16
  • If used while at 200 HP or lower, the player's HP will not be reduced below 1.
TacticalSkill False Oath Consume 200 HP to become Pledged for 10 seconds.
While Pledged, you slowly recover (Melee 60 ~ 90 | Ranged 40 ~ 60) HP per second and all damage is increased by (Melee 9% ~ 18% | Ranged 7% ~ 14%).
The effect becomes stronger the longer you are Pledged.

Module Enhancement: If you help eliminate or kill a test subject, the effect is renewed.
Use Tac. Skill Module to reach Level 2.
HP Consumption Limit: 15%/30%
Cooldown: 40/30
All Damage Increase (Melee): 9/11
All Damage Increase (Ranged): 7/8
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Tactical Skill - Healing Wind

F
Notes:
  • Radius: 7m
TacticalSkill Healing Wind All allies withing range recover (150+Character Level * 15) HP.

After recovery from Healing Wind, only 50% of recovery is applied for another Healing Wind effect for the next 30 seconds.

Module Enhancement: Defense is increased by 15 for 3 seconds for allies touched by the wind.
Use Tac. Skill Module to reach Level 2.
Min HP Recovery: 150/200
Additional HP Recovery per Character Level: 15/20
Cooldown: 40/30
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Cobalt Protocol Tactical Skills[]

These Tactical Skills are exclusive to Cobalt Protocol. All players start with Blessing: Calm Mind by default. Other Tactical Skills can purchased for credits in the Synthesizer, replacing the default one. Every match will have 6 tacticals skills available for purchase: the 2 Fixed tactical skills and 4 Random tactical skills. Certain Tactical Skills can be carried by one person per team, becoming unavailable for their teammates.

Default[]

Tactical Skill - Blessing: Calm Mind

F
Notes:
TacticalSkill Blessing Calm Mind Activate to instantly heal 6.5% of your max HP and recover 5.5% of your missing HP & SP per second for 3 seconds.
Taking damage will end the effect.
'
Cooldown: 30
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Fixed[]

Tactical Skill - Blink

F
Notes:
TacticalSkill Blink Teleport a short distance toward a targeted direction.
'
Cooldown: 30
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Tactical Skill - Lock On

F
Notes:
TacticalSkill Lock On Fire the projectile in the targeted direction, dealing 50 skill damage to the first target hit and gaining vision of them.

Upon hitting your target, recast within 3 seconds to dash toward them and deal 50 skill damage.
'
Cooldown: 30
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Random[]

Tactical Skill - Fantastical Punch

F
Notes:
TacticalSkill Fantastical Punch Summon the illusory fist of a genie in the targeted direction and deliver a swift punch.
Enemies hit take 400+25 of their max HP as skill damage and fly in that direction for 1 second.
You and your allies do not take damage.
'
Cooldown: 20
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Tactical Skill - Nullification

F
Notes:
  • The movement speed increase decays over the duration.
TacticalSkill Nullification Activate to instantly cleanse debuffs or Crowd Control effects on you and increase movement speed by 60% for 2 seconds.
This excludes Airborne, Knockback, Grab, and Stasis.

You become immune to Crowd Control effects for 1s.
'
Cooldown: 30
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Tactical Skill - Soul Stealer

F
Notes:
  • Radius: 12m
  • Energy Charge Radius: 12m
  • Only gains energy from enemies within vision range.
  • Can only be affected by Soul Stealer once every 15s.
TacticalSkill Soul Stealer Passive: Gain energy 1% of HP lost during combat with nearby test subjects.
Can be charged up to 99. Energy will dissipate if not charged for 10 seconds.

Upon use, all energy is consumed, and nearby allies receive (20%+Energy * 0.4%) Movement Speed and (11+Energy * 0.1)% Omnisyphon for 4 seconds.
'
Cooldown: 45
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Tactical Skill - False Oath

F
Notes:
  • If used while at 200 HP or lower, the player's HP will not be reduced below 1.
TacticalSkill False Oath Consume 200 HP to become Pledged for 10 seconds.
While Pledged, you slowly recover (Melee 60 ~ 90 | Ranged 40 ~ 60) HP per second and all damage is increased by (Melee 11% ~ 22% | Ranged 8% ~ 16%).
The effect becomes stronger the longer you are Pledged.

If you kill or kill assist an enemy character, the effect is renewed.
'
Cooldown: 30
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Tactical Skill - Electric Shift

F
Notes:
  • Travel Time: 0.1s
TacticalSkill Electric Shift Upon use, move 2.5m toward the cursor. You become Electric for 12 seconds and your Basic Attack Range is increased by 15%.
You stop being Electric when the duration is over.
'
Cooldown: 30
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Tactical Skill - Quake

F
Notes:
  • Radius: 4m
TacticalSkill Quake Release a quake around you, dealing 100(+Character Level*10)(+10% Additional HP) skill damage to enemies nearby and slowing them by 50% for 2 seconds.

Deals (10+Character Level*2(+2.5% Additional HP)) skill damage to enemies within 3.5m range every 0.5 seconds for 6 seconds.
'
Cooldown: 24
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Tactical Skill - Force Field

F
Notes:
TacticalSkill Force Field Obtain a shield worth (300+Additional HP * 100% for 3 seconds.

Gain 10%(+3% Additional HP%) Tenacity for 3 seconds.
'
Cooldown: 24
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Tactical Skill - Blade of Truth

F
Notes:
  • Radius: 2.5m
  • The damage increase debuff lasts 2.5s.
  • Must hit at least 3 enemies for max Movement Speed increase.
TacticalSkill Blade of Truth Deal 100(+Character Level * 20) skill damage to nearby enemies.

Depending on the number of targets hit, Movement Speed increases by 20 - 40% for 2.5 seconds.

Another blade of truth is summoned, dealing 50(Character Level*10) additional damage.
'
Cooldown: 15
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Tactical Skill - The Strijder

F
Notes:
TacticalSkill The Strijder Increases your movement speed toward the enemy by 30% for 4 seconds when used, and if you damage an enemy during the duration, you deal (200+Character Level*10) additional skill damage and your movement speed increases by (Melee 40% | Ranged 30%) for 5 seconds.

Enemies damaged by The Strijder are slowed by (Melee 50% | Ranged 30%) for 4 seconds
'
Cooldown: 24
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Tactical Skill - Healing Wind

F
Notes:
  • Radius: 7m
TacticalSkill Healing Wind All allies withing range recover (200+Character Level * 20) HP.

After recovery from Healing Wind, only 50% of recovery is applied for another Healing Wind effect for the next 30 seconds.

Defense is increased by 15 for 3 seconds for allies touched by the wind.
'
Cooldown: 30
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Tactical Skill - Impulse

F
Notes:
TacticalSkill Impulse You temporarily stop for 0.5 seconds, then immediately dash toward the targeted direction when the effect is released.
'
Cooldown: 60
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Tactical Skill - Meteor

F
Notes:
  • Can only carry one per team.
TacticalSkill Meteor A meteorite will soon spawn in the targeted location, dealing true damage.

Damage: 200(+Character Level*35)
'
Cooldown: 20
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Tactical Skill - Prayer

F
Notes:
  • Can only carry one per team.
TacticalSkill Prayer Allies within 10m receive a 300(+Character Level*12) shield for 2 seconds.
'
Cooldown: 55
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Tactical Skill - Totem

F
Notes:
TacticalSkill Totem Upon use, enter Stasis for 2.5 seconds. You are not able to perform any actions while in Stasis.

Cooldown rapidly recovers to 150% while in Stasis due to Totem.
'
Cooldown: 45
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