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Jumpstart

Spell

Jumpstart

Nature

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Instant castSelf Only

Once all Darkfuse Mechadrones are defeated, Big M.O.M.M.A.

Jumpstart

Tooltip

Once all Darkfuse Mechadrones are defeated, Big M.O.M.M.A. attempts to jumpstart their depleted battery. This process causes it to take 200% increased damage and release jolts of energy every 1.5 sec for 12 sec. Each jolt of energy inflicts 7.2 Nature damage to all players.

Once their reserves are fully recharged, Big M.O.M.M.A. leaves behind.

How it works

  1. Effect 1 is School Damage (effect type 2). Its base value is 7.2. Its area radius is 100 yards.

What it does

Jumpstart is a Nature spell with an instant cast and no range (it targets the caster). When cast it deals Nature damage (base value 7.2) in a 100 yard radius.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolNature
RangeSelf Only
Cast timeInstant
Effect #1School Damage (2)
Value: 7.2
Radius: 100 yards

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

Used by

Where is this spell used?

Jumpstart appears in: 1 spell that casts it.

Spells that cast it

From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.

Comments

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