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The action in Mass Effect: Andromeda is built around fluid, fast-paced, third-person combat. Players will experience freedom of movement with the use of a jump-jet that allows them to jump, evade, and hover in the midst of battle. Players will also discover a dynamic new cover system that enables them to seamlessly use almost anything, including their own vehicle, for cover.

Combat Basics[ | ]

HUD[ | ]

Combat - HUD

Heads-Up Display (HUD)

Combat - HUD - Purple Barrier

Barrier Reinforced Purple Shields

The Heads-Up Display (HUD) gives combat and exploration data at a quick glance.

Shields[ | ]

Shields are represented by the curved blue bar at the bottom of the Heads Up Display (HUD).

Purchasing Rank 1 of Barrier will reinforce standard blue shields with biotics and change the shields to a purple color. There is no change in the function of the shields, only the color.

Shield Mechanics[ | ]

Shields are automatic protection designed to take damage from any source and remove the danger of instant health damage.

  • Any damage first impacts shields before health damage takes place.
  • Shields keep going down as long as damage takes place.
  • Once shields are fully depleted, damage to health will occur.

As soon as any damage to shields stops, after a short delay, shields will begin automatically regenerating. If any damage is taken during shield regeneration, the shields stay at that reduced level or drop based upon damage taken. Only after damaging conditions are removed, and the delay has again taken place, will shields begin regenerating again.

It's not made clear during gameplay but there are three key concepts for shields and restoring them: total shields, shield regeneration, and shield regeneration delay.

  • Shields are the total amount of protection from health damage. The higher the total amount of shields, the higher the protection from damage.
  • Shield Regeneration is how quickly depleted shields will be restored. The higher shield regeneration is, the faster shields will be restored.
  • Shield Regeneration Delay is the length of delay before shields begin regenerating. The lower shield regeneration delay is, the faster shields will start regenerating.

Shields can regenerate at any point but shields regenerate much faster in cover. Head to cover when shields drop and this will reduce the amount of incoming damage allowing shields to regenerate faster.

The following armor increases shields:

The following armor increases shield regeneration:

The following armor decreases shield regeneration delay:

The following augmentations increase shields:

The following augmentations increase shield regeneration:

The following augmentations decrease shield regeneration delay:

The following bonus stats increase shields:

The following bonus stats decrease shield regeneration delay:

The following boosters increase shields:

The following consumables increase shields:

The following equipment increases shields:

The following equipment decreases shield regeneration delay:

The following fusion mods increase shields:

The following fusion mods decrease shields:

The following profiles increase shields:

The following skills increase shields:

The following skills increase shield regeneration:

The following skills decrease shield regeneration delay:

Detailed information about shields in singleplayer gameplay can be tracked on the General Stats tab in the statistics menu. Total shields for each character kit can be found on multiple menus during multiplayer gameplay but there is no way to track shield restoration or shield regeneration delay statistics.

Health[ | ]

Health, represented by the curved red bar, will take damage once shields are depleted. When health runs out, death occurs.

Health Mechanics[ | ]

Health damage occurs from any source when shields are no longer in place to stop damage.

  • Health damage adds a red colored filter to the HUD. The lower that health is, the darker the red coloring.
  • When health drops very low, an audio distortion will take place that makes it difficult to hear sounds. At the same time the audio is distorted, all colors change to a grey color (except the red filter).
  • Health keeps going down as long as damage takes place.

As soon as any damage to health stops, after a short delay, health will begin automatically regenerating if it drops below the health regeneration cap. If any damage is taken during health regeneration, the health stays at that reduced level or drops based upon damage taken. Only after damaging conditions are removed, and the delay has again taken place, will health begin regenerating again until it reaches the health regeneration cap.

Health is different than shields in that there is an upper limit or "cap" on how much health can be restored by just waiting. Once that cap is reached, health stops regenerating. If health damage isn't below the health regeneration cap, no health will regenerate from waiting. Only when damage drops health below the health regeneration cap will health regeneration begin and this regeneration will only continue until the health regeneration cap is reached. However, it is possible with certain skills to activate health regeneration to gain back more health once the health regeneration cap is reached but from normal waiting it isn't possible to gain back full health.

It's not made clear during gameplay but there are four key concepts for health and health restoration: total health, health regeneration, heath regeneration cap, and health regeneration delay.

  • Health is the total amount of life. The higher the total amount of health, the longer damage can be sustained before death.
  • Health Regeneration is how quickly depleted health will be restored. The higher health regeneration is, the faster health will be restored.
  • Health Regeneration Cap is the upper limit on health restored from waiting. The higher the health regeneration cap is, the higher that health will be restored before the regeneration stops.
  • Health Regeneration Delay is the length of delay before health begins regenerating. The lower health regeneration delay is, the faster health will start regenerating.

Health can regenerate at any point but health regeneration tends to be much slower than shield regeneration. Head to cover out of health damaging conditions, allow shields to regenerate to stop any incoming damage, and health regeneration can take place. It's not required to have shields for health regeneration to take place but shields help by taking any damage instead of the health allowing the health regeneration to take place.

The following armor increases health:

The following armor increases health regeneration:

The following armor decreases health regeneration delay:

The following augmentations increase health:

The following augmentations decrease health regeneration delay:

The following bonus stats increase health:

The following bonus stats increase health regeneration cap:

The following bonus stats decrease health regeneration delay:

The following fusion mods increase health:

The following fusion mods decrease health:

The following skills increase health:

The following skills increase health regeneration:

The following skills increase health regeneration cap:

The following skills decrease health regeneration delay:

The following weapons increase health regeneration:

Squadmates[ | ]

Each squadmate has a small picture.

  • Squad - Cora Harper Icon - Cora Harper
  • Squad - Nakmor Drack Icon - Nakmor Drack
  • Squad - Jaal Ama Darav Icon - Jaal Ama Darav
  • Squad - Liam Kosta Icon - Liam Kosta
  • Squad - Pelessaria B'Sayle Icon - Pelessaria B'Sayle (Peebee)
  • Squad - Vetra Nyx Icon - Vetra Nyx

Squadmates in cover will have a small shield icon next to their picture Squad - Squadmate In Cover Icon.

Squadmates that are ordered to attack a specific target will have a reticle next to their picture as long as the enemy is still alive Squad - Attack Icon.

Targets that have been marked for attack will have a squadmate icon hovering above them as long as they are alive or until the squadmate is ordered to perform a different task Squad - Attack Squadmate Icon.

Squadmates that are ordered to defend a location specified by Pathfinder Ryder will have an upward arrow next to their picture while they are in transit Squad - Defend In Transit Icon.

Squadmates that are ordered to rally back to the location of Pathfinder Ryder will have a downward arrow next to their picture while they are in transit Squad - Rally In Transit Icon.

Ordering a squadmate to a location that can't be accessed will cause the sqaudmate picture to flash orange Squad - Unable To Order Squadmate Icon.

Any time a squadmate takes damage, the squadmate picture will flash with a red outline Squad - Damage To Squadmate Icon.

When a squadmate has taken heavy damage and is close to being knocked unconscious, the squadmate picture will turn solid red Squad - Heavy Damage To Squadmate Icon.

When a squadmate is knocked unconscious, the squadmate picture will be replaced with a red skull icon Squad - Unconscious Squadmate Icon.

Skills[ | ]

Combat - Skill Display

Skills HUD

The current skills (up to three) are displayed and buttons assigned to use each skill.

  • A small white icon in the top left of a skill icon indicates the skill is a primer Combat - Skill With Primer Icon.
  • A small white icon in the top right of a skill icon indicates the skill is a detonator Combat - Skill With Detonator Icon.
  • A number in the lower right of a skill icon listing the remaining power cell charges for the skill (if the skill uses power cells) Combat - Skill With Power Cells Icon.
  • When attempting to use a skill that is out of power cells, the skill icon will flash red Combat - Red Skill Flash No Power Cells Icon and a flashing red display in the middle of the screen will alert to NO POWER CELLS.
  • Trying to use a skill that requires unobstructed space (such as Barricade) when the space isn't available, the skill icon will flash white Combat - White Skill Flash For Blocked Skill and a flashing red display in the middle of the screen alerting that the skill is BLOCKED.
  • When attempting to use a skill that has been upgraded to be powered by shields (such as Nova) and no shields are available, the skill icon will flash white Combat - White Skill Flash No Shields For Skill Use and a flashing red display in the middle of the screen will alert to NO SHIELDS.
  • Trying to use a skill that requires a target to perform (such as Charge) and there is no target in range, the skill icon will flash white Combat - White Skill Flash Target Required For Skill Use and a flashing red display in the middle of the screen will alert to TARGET REQUIRED.
  • When attempting to use a skill that requires a clear line of sight (such as Charge) and the line of sight is blocked, the skill icon will flash white and a flashing red display in the middle of the screen will alert to TARGET OBSTRUCTED.
  • Trying to use a skill that requires a target to perform (such as Charge) and the target isn't in range, the skill icon will flash white and a flashing red display in the middle of the screen will alert to TARGET UNREACHABLE.
  • Rarely when trying to use a skill that requires a target to perform (such as Charge) and the enemy is floating due to biotics, the skill icon will flash white and a flashing red display in the middle of the screen will alert to INVALID TARGET.

Each skill is clear until used and a cooldown takes place.

  • When a cooldown takes place, the skill icon is filled with a light blue color and begins to change back to clear (starting at the top of the icon travelling downwards) Combat - Skill During Cooldown Icon. When the skill icon is clear again, the skill has cooled down and can be used again.
  • Skills that take place over time will flash green while in use and then will change to a cooldown once the skill is finished being used Combat - Green Skill Flash Over Time Icon.

At the center of the screen, a secondary cooldown display is shown. Each of the three currently equipped skills are represented by one third of a circle in the center of the screen . Each third of the circle changes into a light blue segment while the skill is cooling down and begins to turn back to clear Combat - Secondary Cooldown Display. When the segment is clear again, the skill has cooled down and can be used again.

Attempting to use a skill in cooldown will cause the skill icon to flash bright red Combat - Red Skill Flash Skill In Cooldown and the corresponding secondary cooldown display arc in the center of the screen will also flash red Combat - Skill In Cooldown Secondary Cooldown Display.

Weapon[ | ]

Combat - Weapon HUD

Weapon HUD - Pathfinder Observer

The current equipped weapon will display:

Any active ammo consumables will be displayed with a circular icon above the remaining ammunition. Combat - Cryo Ammo Consumable Icon Cryo Ammo, Combat - Disruptor Ammo Consumable Icon Disruptor Ammo, Combat - Incendiary Ammo Consumable Icon Incendiary Ammo.

When the ammunition reaches 20% remaining in the current thermal clip, the counter for the remaining ammunition in the thermal clip will turn red and a flashing red display in the middle of the screen will alert to RELOAD Combat - Reload Icon .

During reloading, a small rotating red circle of arrows displays in the center of the screen until reloading is complete.Combat - Reloading Circle Icon

When the reserve ammunition for a weapon reaches 20%, the counter for the remaining reserve ammunition will turn red. There will not be an obvious onscreen display in the center of the screen.

When the remaining ammunition reaches the final thermal clip quantity for a weapon, a flashing orange display in the middle of the screen will alert LOW AMMO Combat - Low Ammo Icon .

When all ammunition is gone for a weapon that uses thermal clips, a flashing red and white display in the middle of the screen will alert NO AMMO Combat - No Ammo Icon .

For all Remnant and crafted weapons that use an infinite heat sink, there is no reserve ammunition number shown and a — takes that place. The current clip changes to display 100% when fully charged. Firing the weapon reduces the percentage based on the weapon type, tier, length of time fired, and the firing mode. Waiting for a small amount of time returns that percentage back to 100%.

Infinite heat sink weapons will not show RELOAD or LOW AMMO but the current percentage will turn red when the percentage drops below 20%. When the weapon recharges above 20%, the red percentage will disappear.

When all ammunition is gone for a weapon that uses an infinite heat sink instead of thermal clips, a flashing red and white display in the middle of the screen will alert OVERHEATED Combat - No Ammo Icon .

When a Cobra RPG consumable is readied for use from the weapon wheel, the currently equipped weapon will be replaced with an icon Combat - Cobra RPG Icon and a counter displaying the remaining number of Cobra RPGs available. As soon as the Cobra RPG is fired or holstered, the currently equipped weapon will reappear.

Aiming Reticle[ | ]

The aiming reticle is displayed when a weapon is drawn. There are five different reticles that can be displayed during gameplay: Assault Rifle, From The Hip, Pistol, Shotgun, and Sniper Rifle. A sixth reticle will temporarily appear when a Cobra RPG consumable is readied for use.

The default reticle is From The Hip. All weapons can be fired from the hip without careful aiming but accuracy is severely reduced and damage can be reduced for weapons like sniper rifles. All weapons can be zoomed in and then the weapon specific reticle will be displayed.

Each weapon type uses the same zoomed in reticle style no matter the specific weapon.

If a scope mod is attached to a weapon, the reticle changes to a Sniper Rifle reticle. If a weapon has a built-in scope, such as the Sandstorm assault rifle, the weapon automatically uses a Sniper Rifle reticle.

The reticle can change color if an ally (light blue) or an enemy (red) is close enough and targeted with the weapon.

The reticle will briefly indicate a hit to an enemy with a set of white arrows or a headshot or weak point hit to an enemy with a set of gold arrows.

The white and gold arrows are sort of a moot point though as they appear so quickly and disappear unless carefully paying attention. Also, shooting an enemy in the head and watching it explode is a clear indicator that a vulnerable spot was hit so it isn't really needed to see gold arrows to know that. It is possible with low damage weapons to make a headshot or hit a weak point and see the gold arrows appear without killing an enemy outright.

The HUD will briefly indicate an enemy is killed by placing an expanding and then contracting red X in the center of the screen. This red X will cover over the aiming reticle, white or gold arrow hits to enemies, or any other displays on screen even if the aiming reticle isn't in use. This red X appears when an enemy dies by any means such as firearm kills, melee kills, skill kills, or even by running over them over with the ND1 Nomad.

Accuracy[ | ]

Accuracy is a different weapon property than stability. The accuracy of a weapon will change the size of the aiming reticle. Stability reduces the kickback and rise of the weapon during firing.

The default reticle dynamically changes in size depending upon being stationary, moving, or in cover. The more stable the weapon is before firing, the more accurate the weapon will be, and the smaller the reticle will temporarily appear.

Firing the weapon will cause the reticle to temporarily increase in size. The reticle will return to the default size if the weapon stops firing. The X5 Ghost assault rifle has a unique property that causes the reticle to decrease in size the longer the weapon is fired.

The larger the reticle, the less accurate the weapon will be when firing at an enemy. The less accurate the weapon, the harder it will be to land a shot on an enemy to damage them.

The accuracy of all weapons increases as the weapon tier increases. Increasing the accuracy of a weapon will reduce the default size of the reticle.

The following armor increases accuracy:

The following augmentations increase accuracy:

The following augmentations decrease accuracy:

The following consumables increase accuracy:

The following mods increase accuracy:

The following mods decrease accuracy:

The following profiles increase accuracy:

The following skills increase accuracy:

Hazard Condition[ | ]

Life Support With Hazard Level 1

In the lower left of the screen, any hazard conditions and hazard level are displayed.

  • A small segmented arc displays the amount of Life Support remaining before damage will occur.
  • The higher the hazard level shown, the faster that Life Support will be depleted.

Cover[ | ]

A blue shield icon will appear at the bottom of the HUD when Pathfinder Ryder is in cover.

HUD Compass[ | ]

Map - HUD Compass

HUD Compass

This display is located at the top of the screen and provides:

  • Compass directions - N - North, S - South, E - East, W - West.
  • Overhead Map orientation - Turn in a 360 degree circle and N will always correspond to the top of the overhead map, E to the right, W to the left, and S to the bottom.
  • Indicates any nearby important locations or items with map symbols. Symbols change size based on distance away.
  • Non-hostile Remnant forces will appear as blue circles.
  • All hostile enemies will appear as red circles.
  • Distance for the compass to indicate items is limited.

Cover[ | ]

Cover is a critical component of combat and should be used liberally to stay alive.

Taking cover[ | ]

While a weapon is drawn, Ryder will automatically take cover against any large, solid object once close enough to the object. A shield icon will appear at the bottom of the HUD while in cover. While in cover, shields will regenerate much faster and most attacks from the enemies won't cause damage.

Certain enemy weapons like grenades and the Nullifier's piercing blast can cause damage even while in cover.

Shooting from cover[ | ]

Aim to pop out from cover, gaining a large accuracy bonus while being exposed to enemy fire. Unaimed shots will be made blindly from behind cover. Firing blind is ineffective at long range. To see around a corner while in cover, press the (button) to swap the camera to the other shoulder.

Squadmate cover[ | ]

Squadmates during combat will go into cover in different places on their own but this is temporary. Squadmates can leave cover, change cover, and/or even close to melee distance on their own. Allowing squadmates to automatically change cover has benefits but at times squadmates may rush into certain death.

Squadmates can be ordered to defend a location and they will go into cover (as needed).

Aerial[ | ]

A variety of combat maneuvers are possible while airborne.

  • Hover - Aim while jumping or falling to engage hover-jets. This will slow descent and give a short window to carefully aim while in mid-air. Using jump and hover can help spot a target in cover but exposes the player to enemy fire.
  • Melee - Press (button) to perform a melee attack while jumping or falling. This will prepare the omni-tool to blast out a small shockwave when hitting the ground.
  • Evade - Move in a direction and press the (button) to quickly evade danger, even while airborne. Aerial evades can also be used to extend jump distance.
  • Skills - Most skills can be used while airborne, either firing in mid-air or at the moment of hitting the ground.

Weapons[ | ]

Multiple types of weapons can be used during combat. All weapons types are available to Ryder and there are no restrictions on weapons use. However, squadmate weapons are fixed and can't be changed or upgraded.

Firearms[ | ]

Most firearms use thermal clips for ammunition that require reloading. A weapon is able to fire until waste heat reaches a maximum and then the thermal clip must be changed.

  • Drawing & holstering - Press (button) to draw a weapon. Hold (button) to holster it.
  • Aiming & shooting - Hold (button) to take careful aim with the weapon for increased accuracy or simply aim and press (button) to shoot from the hip.
  • Reloading - Press (button) to reload the weapon at any time.
  • Weapons can be modified with mods and augmentations to increase the number of shots a weapon can fire and spare ammunition available.
  • As the Tier of most weapons increase, the amount of spare shots a weapon can fire and the spare ammunition available also increases.
  • One special augmentation, the Vintage Heat Sink, can be installed during development of a firearm to give a weapon infinite, self-replenishing ammunition.
  • Certain Remnant technology weapons automatically utilize a heat sink as well for infinite, self-replenishing ammunition.

Melee Weapons[ | ]

Different melee weapons can be chosen to tailor the type of up close quarters combat involved with. Only one melee weapon can be equipped at any given time.

Melee Combat[ | ]

Melee combat allows up close and personal fighting with any enemies by unleashing deadly melee attacks.

  • Press (button) to attack with the equipped melee weapon. Melee attacks are generally most effective against unarmored, unshielded foes.

Damage Resistance[ | ]

Damage Resistance negates the amount of damage from all sources. This concept is explained during a loading screen with a single example of 100 Damage Resistance reducing damage by half but the detailed formula is not revealed in-game. However, the Damage Resistance formula[1] was revealed by BioWare to be the following:

FinalDmg = BaseDmg / (1 + DamageResist/100)

Using the Damage Resistance formula with 50 Damage Resistance and 100 incoming damage, the final damage can be computed as 100 / (1 + 50/100) = 66.7. One third of the incoming damage (33.3) will be negated by Damage Resistance.

The higher Damage Resistance is, the less the increase in benefit becomes. Increasing Damage Resistance from 100 to 200 only decreases incoming damage by an additional 16%.


Damage
Resistance
Incoming
Damage
Final
Damage
% Damage
Reduction
25 100 80 20%
50 100 66.7 33.3%
100 100 50 50%
150 100 40 60%
200 100 33.3 66.7%


All Damage Resistance is good, but higher amounts lead to diminishing returns. There may be better choices (armor, skills, etc.) that have more benefits than choosing to increase already high levels of Damage Resistance.

The following armor increases Damage Resistance:

The following augmentations increase Damage Resistance:

The following consumables increase Damage Resistance:

The following fusion mods increase Damage Resistance:

The following profiles increase Damage Resistance:

The following skills increase Damage Resistance:

The following weapons increase Damage Resistance:

Enemy offenses[ | ]

Each enemy has a unique combination of offensive capabilities that can be used during combat.

  • Enemies with firearms only carry that specific firearm. Enemies aren't able to change to other weapons.
  • Enemies will change their offensive responses based upon distance.
    • Humanoid enemies will use firearms at distances and switch to melee attacks when very close.
    • Specific enemies at distance have the ability to throw grenades.
    • Creature enemies tend to spit corrosive substances at distance for a ranged attack and then close the distance for melee attacks.
  • Certain enemies such as Adhis or Breachers will close the combat distance and grab Ryder. This interrupts any form of action until the enemy is thrown off by pressing the appropriate button. Damage to shields and then to health will take place while being grabbed.
  • Specific enemies have instant kill attacks. The Ancient Eiroch, Ascendant, Eiroch, Fiend, and Hydra each have an attack that is performed when close enough to Ryder and squadmates. There are sounds and/or other unique visual indicators that the attack is about to be performed and evasive action should be taken quickly to get out of range. As a last resort, it is possible to disrupt the instant kill attack in progress with a large amount of damage to the enemy but it isn't guaranteed to work.

Grenades[ | ]

Certain enemies will throw grenades as an offensive action. Each enemy that can throw grenades has a specific type of grenade.

  • Breacher grenade - Assembler
    • This isn't technically a grenade but uses the symbol for a grenade when it is thrown. An Assembler will throw a small device that looks like a grenade that once it stops moving after being thrown it will fabricate a Breacher.
  • Explosive grenade - Architect, Chosen, Raider
    • This grenade uses concussive explosive force to inflict damage. It is possible to hide behind sturdy cover and this will stop the blast.
  • Observer grenade - Progenitor
    • This isn't technically a grenade but uses the symbol for a grenade when it is thrown. The Progenitor will throw a small device that looks like a grenade that once it stops moving after being thrown it will fabricate an Observer.
  • Shield bubble grenade - Destined
    • This grenade uses a Remnant-like shield bubble field to inflict damage. The grenade when it detonates leaves a temporary energy bubble that causes damage even through cover so care should be taken to move away from this bubble until it dissipates.
  • Thermite grenade - Anarchist
    • This grenade uses burning metal to inflict damage. The grenade when it detonates leaves a temporary circle of black and glowing orange on the ground that causes damage even through cover so care should be taken to move away from the discolored area until it stops burning.

Grenades when thrown by enemies use a flashing red and white symbol that highlights the grenade in flight and indicates the place where it lands.

Grenades have a few seconds of fuse once they land before detonating. A transparent orange circle will indicate the explosion area of the grenade. The grenade symbol will flash red and white speeding up in flashing frequency to indicate how long until the grenade explodes.

Enemy defenses[ | ]

Some enemies have defenses which protect them from certain attacks or have weak points that can be exploited.

  • Health - Enemies with a red health bar only have no special defenses. Health Bar - Normal
  • Armor - Enemies with a yellow health bar have armor, which reduces damage received by a flat amount. Armor Bar - Normal
    • Single-shot, high damage weapons, flame-based attacks, and abilities targeting armor are particularly good for breaking the layer of armor down.
    • Enemies can either have health or armor but not both.
  • Shields - Enemies with blue health bars are shielded. The shields must be eliminated before the red health bar or yellow armor bar can be depleted. Health & Shields Bar - Normal Armor & Shields Bar - Normal
    • Shields will regenerate after not taking damage for a short time. Overload, Energy Drain, and beam or plasma-based weapons are effective at taking down shields.
    • Certain enemies also have shields on top health or armor. No enemy only has shields.
  • Enemies can have increased health or armor. The bar will be thicker than a normal bar. Health Bar - High Armor Bar - High
  • Boss-level enemies will have diamonds and/or a skull showing on the bar. These enemies may or may not have increased bars. Health Bar - Increased Health Bar - Boss Normal Health & Shields Bar - Boss Normal Armor Bar - Boss Normal Armor Bar - Boss High Armor & Shields Bar - Boss Normal
  • Special defenses - Powerful enemies may have physical or energy-based barriers that are impervious to attacks. Look for a way to strike around their protective barrier or disable it entirely.
  • Lift & knockdown - Enemies with armor or shields can't be knocked down or lifted into the air with biotics.

Headshots/Weak Points[ | ]

Most enemies have spots on their body which are particularly vulnerable. On humanoids, this is often the head, while on remnant enemies, exposed wiring and lights are usually the best target. Experiment by targeting different parts of foes to discover their weak points and effectively deal extra damage. Sniper rifles excel at targeting weak points.

The following armor increases headshot and weak point damage:

The following boosters increase headshot and weak point damage:

The following equipment increase headshot and weak point damage:

The following fusion mods increase headshot and weak point damage:

The following mods reduce headshot and weak point damage:

The following profiles increase headshot and weak point damage:

The following skills increase headshot and weak point damage:

The following weapons increase headshot and weak point damage:

Skills[ | ]

Skills main screen

The Skills menu.

Skill types break down into three main color coded categories: Combat (Red), Biotics (Violet), and Tech (Orange). Each category type has its own set of active (Active Generic Skill Icon) and passive (Passive Generic Skill Icon) skills. Each is designed to facilitate a certain style of play.

Currently chosen skills are displayed at the bottom right of the HUD.

  • Aiming - Skills such as biotic Lance require careful aim, but most skills will automatically seek the current target, i.e. the enemy with a health bar displayed.
  • Assignment - Skills can be assigned to different buttons on the Skills screen.
  • Special Functionality - The functionality of some skills can be changed based upon how the skills is activated. Each skill has a detailed menu screen which displays special functionality such as holding the activation button vs. tapping the button.
  • Recharge Time - Active skills require some recharge time after use. Passive skills are always in place and require no activation.
    • Displays on the skill icons and in the center of the HUD will display remaining recharge time.
    • Carrying heavier guns will result in longer skill recharge times due to weapon weight. For faster recharge times, use lighter weapons and/or invest in skills or mods that allow for the carrying of more weight.
    • Skills such as Omni Grenade have no recharge time, but rely on disposable power cells. The remaining cells for any given skill can be seen on the icons at the bottom right side of the HUD.

Combos[ | ]

Fire Combo

Fire Combo explosion

Coordiantion of skills with squadmates allows for devastating power combos. Power combos can be set up when an enemy (or group of enemies) is primed, setting them up for the kill, and then a detonator activates the power combo. Squadmates can be specifically upgraded in the skill menu toward making them good at priming or detonating power combos.

Many skills can be evolved to become a primer, a detonator, or even both. Look for one of the four primer icons Fire Primer Icon, Cryo Primer Icon, Tech Primer Icon, Biotic Primer Icon and detonator icons Detonator Icon when planning skill purchases.

Certain melee weapons, explosive canisters, as well as consumables, can also prime enemies for power combos. However, only skills can be used for detonators.

Weapon wheel[ | ]

Combat - Weapon Wheel

The Weapon Wheel

The weapon wheel allows players to pause the game during combat to change weapons, use consumables, or switch between favorites. It is available whenever wearing combat armor.

  • Accessing the wheel - Press (button) to open the weapon wheel.
  • Changing weapons - Select a weapon from the top of the wheel and press (button) to equip it and close the wheel.
  • Using consumables - Select a consumable from the bottom of the wheel and press (button) to use it. Consumables help in battle, from boosting shields to enhancing guns. Consumables have a cooldown time, so the wheel must be closed and wait several seconds before using another.
  • Accessing favorites - Press (button) to access Favorites. Select a favorite and press (button) to switch.
  • Choosing a loadout - At a loadout station, decide which weapons and consumables to make accessible from the weapon wheel. On the Skills screen, Favorites can be created and placed in the wheel at any time.
  • Expanding options - Initially, players will only have two weapon slots and two consumable slots. Both can be expanded. Invest in the Combat Fitness skill to unlock up to four weapon slots, or open certain cryo pod perks to unlock up to four consumable slots.
  • Holstering - Press (button) to holster the weapon and close the wheel.

Squad[ | ]

Squad

The squad menu.

Squadmates form an important part of battlefield tactics. Using them effectively can make the difference between victory and defeat. Players can choose two squadmates to take on the squad tab of the loadout screen. This can be done from a forward station or while launching into a mission. A squadmate will be locked into certain missions when they are critical to the story.

Each squadmate is represented by an icon at the bottom of the HUD. The icon flashes red when they take damage. When the icon becomes a skull, they've been knocked unconscious. Other icons can indicate when the squadmate has received orders. When a squadmate is knocked unconscious, a red down arrow icon Tutorials - Revive Icon appears to show where they are. Move to them and hold (button) to revive them. Any downed squadmates will revive automatically once a battle ends.

Squadmates level up when the player does. Players can manually invest their skill points or press (button) to automatically level them up on the Skills screen. The choices made while leveling up the squad will open up different opportunities on the battlefield. Squadmates and/or Ryder can be set to auto-level on the Settings screen. The most powerful (Rank 6) skills for each squadmate isn't available until their loyalty is earned through the completion of a loyalty mission.

Squad commands[ | ]

While squadmates can operate on their own, they decide which skills are best for a given situation, learning to command them effectively will grand a large tactical advantage. The following orders may be issued to a squad in the field:

  • Attack - While aiming at a target, press (button) to order the left-hand squadmate to attack that target, (button) for the other squadmate, or both with (button).
  • Defend - While aiming at a location, press (button) to order the left-hand squadmate to defend that position, (button) for the other squadmate, or both with (button). They will use available cover near the targeted spot.
  • Rally - Hold (button) to tell the left-hand squadmate to stop what they're doing and return, (button) for the other squadmate, or both with (button).

Supply caches[ | ]

Supply caches are the main method for Pathfinder Ryder to replenish ammunition, health, and power cells depleted during exploration and combat.

Supply Cache

Overview[ | ]

Supply caches are found in many locations and are usually associated with Combat. Be aware, if Ryder sees these containers in an area during exploration, be prepared that combat at some point may take place.

Supply caches are containers of all different sizes and shapes but will always have conspicuous symbols above the container.

Squadmates gain no benefit from supply caches as they do not use thermal clips or power cells. They use skills based on recharge times and essentially have unlimited ammo and power cells.

Mechanics[ | ]

The amount of resources remaining in the supply cache are displayed on a meter Supply Cache Full Icon next to the supply symbol.

  • As Ryder uses resources in a supply cache, the remaining bars change from blue to clear (empty) Supply Cache Depleted Icon.
  • The more depleted a resource Ryder wants to resupply, the more that the supply cache will be depleted when Ryder restocks. Four bars next to a supply resources doesn't mean four restocks for that specific resource.
  • Power cells are different than the other resources as each blue bar is equivalent to one power cell.

Each symbol identifies a unique resource in the supply cache:

  • Supply Cache Ammo Symbol Ammunition - Resupplies thermal clips for weapons.
  • Supply Cache Health Symbol Health - Restores depleted health.
  • Supply Cache Power Cells Symbol Power Cells - Resupplies power cells for any skills that use them (such as Omni Grenade).

To replenish Ryder's ammo, health, or power cells, approach an appropriate supply cache and Ryder will be restocked. A conspicuous message in the center of the screen will alert Ryder that the resource has been restocked such as HEALTH RESTORED Combat - Health Supply Cache Icon or AMMO COLLECTED Combat - Ammo Collected Icon .

Supply caches replenish over time and Ryder can return for additional supplies (if needed).

Supply caches may contain multiple types of supplies.

Forward stations also act as supply caches with larger amounts of resources available.

Profiles[ | ]

Profiles

The profiles menu.

Profiles allow SAM to optimize Ryder's implant, mind, and body for a particular combat style that provides unique bonuses. Only one profile can be active at a time, but can be switched on the profiles menu at any time. Profiles are unlocked by investing in combat, tech, and biotic skills when leveling up. Investing in a single skill group or a mix of skill groups will unlock more powerful profiles.

Favorites[ | ]

Favorites

The favorites menu.

Favorites are saved collections of one profile with up to three skills and can be switched in the middle of combat. Use favorites for easy switching between different play styles or to expand the selection of skills for a particular play style.

Changing favorites puts all skills into cooldown by default.

Favorites will be cleared out automatically by using the Skill Respec Station to reset Pathfinder Ryder's skills on the Tempest.

Notes[ | ]

Detailed statistics about Pathfinder Ryder can be tracked on the General Stats tab in the statistics menu.

Combat statistics can be tracked on the Accomplishments tab in the statistics menu.

Achievements and trophies[ | ]

The following achievements and trophies can be earned related to combat:

References[ | ]

External links[ | ]


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