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ME3 Electrical HammerElectrical Hammer is a tech power in Mass Effect 3's multiplayer mode.

Power Ranks[]

Rank 1: Electrical Hammer[]

Charge your hammer with electric energy, making all hammer impacts do electrical damage in a large area while stunning enemies. Your melee attacks will expend these charges.

Highly effective against shields and barriers.

  • Recharge Speed: 18 sec
  • Damage Bonus: 250
  • Impact Radius: 4 m
  • Number of Charges: 2


Rank 2: Recharge Speed[]

Increase recharge speed by 25%.

  • Recharge Speed: 14.40 sec
  • Damage Bonus: 250
  • Impact Radius: 4 m
  • Number of Charges: 2


Rank 3: Radius[]

Increase damage radius by 20%.

  • Recharge Speed: 14.40 sec
  • Damage Bonus: 250
  • Impact Radius: 4.80 m
  • Number of Charges: 2


Rank 4: Shields & Barrier/Radius[]

Shields & Barrier

Increase damage done to shields/barrier by 75%.

Radius

Increase impact radius by 40%.

  • Recharge Speed: 14.40 sec
  • Damage Bonus: 250
  • Impact Radius: 6.40 m
  • Number of Charges: 2


Rank 5: Fire Damage/Chill[]

Fire Damage

Add a fire effect to impacted targets to do 250 damage over 5 seconds.

Chill

Add a chill effect to impacted targets that decreases movement speed by 30% and increases all damage by 20%.
This effect lasts 5 seconds.


Rank 6: Radius & Combo/Number of Charges[]

Radius & Combo

Increase impact radius by 30%.
Increase the damage of tech combo detonations by 65%.

  • Recharge Speed: 14.40 sec
  • Damage Bonus: 250
  • Impact Radius: 6 m (Shields & Barrier), 7.60 m (Radius)
  • Number of Charges: 2

Number of Charges

Increase the number of charges generated by Electric Hammer by 2.

  • Recharge Speed: 14.40 sec
  • Damage Bonus: 250
  • Impact Radius: 4.80 m (Shields & Barrier), 6.40 m (Radius)
  • Number of Charges: 4


Player Notes[]

  • Electrical Hammer deals 2x damage to enemy shields and barriers.
  • The Fire Damage evolution enables Electrical Hammer to prime Fire Explosions.
  • The Chill evolution does not freeze targets, unprotected or otherwise. However, the primary target of either of the Krogan Warlord's hammer powers will usually be knocked off its feet if it is an unprotected foot soldier.
  • The rank 6 Radius & Combo evolution enhances the damage of non-biotic Power Combos detonated by Electrical Hammer. It does not enhance the damage of any Fire Explosions primed by the rank 5 Fire Damage evolution.[1]
  • Having radius evolutions will allow a large number of enemies within a large distance to be hit (up to 4 maximum). This will soften the targets up a little bit, and allow for an easier time for the Krogan Warlord to melee enemies in rapid succession. It will also allow Tech Bursts to be much more effective when the Rank 6 Radius & Combo evolution is taken.
    • Because of the target limit for Electrical Hammer, fighting too many enemies at once can make it less likely to detonate a single enemy primed for a combo. This can be especially troublesome when dealing with large numbers of Swarmers.
    • While it is possible for the Krogan Warlord to create his own combos using the Fire Damage evolution of Electrical Hammer to prime a Fire Explosion followed up by a Biotic Hammer to detonate it, the most common way to self-create combos is with Incendiary, Disruptor, or Cryo Rounds. Only Disruptor Rounds can prime Tech Bursts for extra damage from the Radius & Combo evolution. Consider using a weapon that primes single targets rapidly, or that can prime multiple targets effectively, such as the M-37 Falcon.
  • Chill damage is a very effective way to make tougher enemies more vulnerable to your attacks, as well as aid your team in killing anybody exposed to your chilling hammer. It increases damage from all sources, including from Power Combos and melee attacks.
  • With Fire Damage, one can disrupt the Tactical Cloak of Hunters and Phantoms for a few seconds, giving the team precious seconds to target and kill said foes.

Availability[]

Bugs[]

  • With the Fire Damage evolution, Electrical Hammer has a buggy interaction with Incendiary Ammo (which itself has a buggy interaction with itself); both erroneously use the same damage effect, and once Incendiary Ammo is applied on an enemy under the effect of Electrical Hammer, both damage-over-time effects get combined into an overly-damaging 3 second damage-over-time that is still technically considered by the game as "Electrical Hammer", making the ammo use Electrical Hammer's damage modifiers, which will let Incendiary Ammo do damage to shields and barriers.[2] In addition, the buggy damage-stacking of Incendiary Ammo will still work, multiplying the effect.

References[]

  1. Talk page
  2. Extensive testing along with a youtube clip and official developer confirmation of all these mechanics: https://web.archive.org/web/20160115021252/forum.bioware.com/topic/396536-incendiary-ammo-confirmed-bug-mechanics-corrections/
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