Zero CompanyDatabank
Glossary / term
Keywords

Ranged Attack

Ranged Attacks include all attacks execute at range. Blaster, sidearm, and some force attacks also receive bonuses that apply to all ranged attacks.

Abilities that use it

The Bigger They Are...The Bigger They Are...This Operator's Ranged and Melee Attacks deal +2 Damage against Elite and Boss enemies.PassiveThe Bigger They Are... IIThe Bigger They Are... IIThis Operator's Ranged and Melee Attacks deal +3 Damage against Elite and Boss enemies.PassiveThe Bigger They Are... IIIThe Bigger They Are... IIIThis Operator's Ranged and Melee Attacks deal +4 Damage against Elite and Boss enemies.PassiveThe Bigger They Are... IVThe Bigger They Are... IVThis Operator's Ranged and Melee Attacks deal +6 Damage against Elite and Boss enemies.PassiveKeen EyeKeen EyeIncreases this Operator's Critical Chance for all Ranged Attacks by +6%.GunslingerKeen Eye IIKeen Eye IIIncreases this Operator's Critical Chance for all Ranged Attacks by +9%.GunslingerKeen Eye IIIKeen Eye IIIIncreases this Operator's Critical Chance for all Ranged Attacks by +12%.GunslingerKeen Eye IVKeen Eye IVIncreases this Operator's Critical Chance for all Ranged Attacks by +15%.GunslingerKeen Eye VKeen Eye VIncreases this Operator's Critical Chance for all Ranged Attacks by +18%.GunslingerCombat StimCombat StimGrants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage.MedicCombat Stim IICombat Stim IIGrants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.MedicCombat Stim IIICombat Stim IIIGrants Stimulant to an ally for 4 Turns, increasing Max Health, Melee Damage, and Ranged Damage.MedicCombat Stim IVCombat Stim IVGrants Stimulant to an ally for 5 Turns, increasing Max Health, Melee Damage, and Ranged Damage.MedicCombat Stim VCombat Stim VGrants Stimulant to an ally for 6 Turns, increasing Max Health, Melee Damage, and Ranged Damage.MedicCombat Stim VICombat Stim VIGrants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage.MedicTactical TimingTactical TimingProvides a 30% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack.ScoutTactical Timing IITactical Timing IIProvides a 40% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack.ScoutTactical Timing IIITactical Timing IIIProvides a 50% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack.ScoutTactical Timing IVTactical Timing IVProvides a 65% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack.ScoutTactical Timing VTactical Timing VProvides a 80% chance to gain +1 Advantage when this Operator defeats an enemy with a Ranged or Melee Attack.ScoutCombat GasCombat GasGain 5 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by +5% and Attack Damage by +1 on the next Ranged Attack or Melee Attack this turn.SniperCombat Gas IICombat Gas IIGain 6 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by +5% and Attack Damage by +1 on the next Ranged Attack or Melee Attack this turn.SniperCombat Gas IIICombat Gas IIIGain 8 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by +5% and Attack Damage by +1 on the next Ranged Attack or Melee Attack this turn.SniperCombat Gas IVCombat Gas IVGain 10 stacks of Sharpened Senses. Each stack increases Chance-To-Hit by +5% and Attack Damage by +1 on the next Ranged Attack or Melee Attack this turn.Sniper