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==Combat Basics== ===HUD=== [[File:Combat - HUD.png|thumb|500px|Heads-Up Display (HUD)]] [[File:Combat - HUD - Purple Barrier.png|thumb|500px|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. {{clear}} The following [[armor]] increases shields: {{cols|3| *[[File:Uncommon Helmet Icon.png|23px]] [[Andromeda Elite Helmet]] *[[File:Rare Arms Icon.png|23px]] [[Angaran Armor#Arms, Helmet, Legs|Angaran Arms]] *[[File:Rare Chest Icon.png|23px]] [[Angaran Armor#Chest|Angaran Chests]] *[[File:Rare Helmet Icon.png|23px]] [[Angaran Armor#Arms, Helmet, Legs|Angaran Helmets]] *[[File:Rare Legs Icon.png|23px]] [[Angaran Armor#Arms, Helmet, Legs|Angaran Legs]] *[[File:Uncommon Arms Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Arms]] *[[File:Uncommon Chest Icon.png|23px]] [[HyperGuardian Armor#Chest|HyperGuardian Chests]] *[[File:Uncommon Helmet Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Helmets]] *[[File:Uncommon Legs Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Legs]] *[[File:Common Arms Icon.png|23px]] [[Initiative Armor#Arms and Helmet|Initiative Arms]] *[[File:Common Chest Icon.png|23px]] [[Initiative Armor#Chest|Initiative Chests]] *[[File:Common Helmet Icon.png|23px]] [[Initiative Armor#Arms and Helmet|Initiative Helmets]] *[[File:Uncommon Arms Icon.png|23px]] [[N7 Armor#Arms, Helmet, Legs|N7 Arms]] *[[File:Uncommon Chest Icon.png|23px]] [[N7 Armor#Chest|N7 Chests]] *[[File:Uncommon Helmet Icon.png|23px]] [[N7 Armor#Arms, Helmet, Legs|N7 Helmets]] *[[File:Uncommon Legs Icon.png|23px]] [[N7 Armor#Arms, Helmet, Legs|N7 Legs]]}} The following [[armor]] increases shield regeneration: *[[File:Rare Arms Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Arms]] *[[File:Rare Chest Icon.png|23px]] [[Remnant Armor#Chest|Remnant Chests]] *[[File:Rare Helmet Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Helmets]] *[[File:Rare Legs Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Legs]] The following [[armor]] decreases shield regeneration delay: *[[File:Rare Chest Icon.png|23px]] [[Remnant Armor#Chest|Remnant Chests]] The following [[augmentation]]s increase shields: *[[File:Shield Booster Icon.png|23px]] [[Shield Booster]] The following [[augmentation]]s increase shield regeneration: *[[File:Shield Generator Icon.png|23px]] [[Shield Generator]] The following [[augmentation]]s decrease shield regeneration delay: *[[File:Shield Accelerator Icon.png|23px]] [[Shield Accelerator]] The following [[bonus stat]]s increase shields: *[[File:Max Shields Bonus Stat Icon.png|23px]] [[Bonus stat|Max Shields]] The following [[bonus stat]]s decrease shield regeneration delay: *[[File:Health & Shield Regeneration Delay Reduction Bonus Stat Icon.png|23px]] [[Bonus stat|Health & Shield Regeneration Delay Reduction]] The following [[booster]]s increase shields: *[[File:Cyclonic Mod I.png|30px]] [[Cyclonic Mod I]] *[[File:Cyclonic Mod II.png|30px]] [[Cyclonic Mod II]] *[[File:Cyclonic Mod III.png|30px]] [[Cyclonic Mod III]] *[[File:Cyclonic Mod IV.png|30px]] [[Cyclonic Mod IV]] The following [[consumable]]s increase shields: *[[File:Shield Capacitors icon.png|23px]] [[Shield Capacitors]] The following [[equipment]] increases shields: *[[File:Juggernaut Shield Equipment.png|40px]] [[Juggernaut Shield]] *[[File:Shield Enhancer Equipment.png|40px]] [[Shield Enhancer]] *[[File:Stronghold Package Equipment.png|40px]] [[Stronghold Package]] *[[File:Survivor Loadout Equipment.png|40px]] [[Survivor Loadout]] The following [[equipment]] decreases shield regeneration delay: *[[File:Multicapacitor Equipment.png|40px]] [[Multicapacitor]] *[[File:Stronghold Package Equipment.png|40px]] [[Stronghold Package]] The following [[fusion mod]]s increase shields: *[[File:Fusion Mod of Shielding Icon.png|23px]] [[Fusion Mod of Shielding]] The following [[fusion mod]]s decrease shields: *[[File:Fusion Mod of Health Icon.png|23px]] [[Fusion Mod of Health]] *[[File:Fusion Mod of Robotics Icon.png|23px]] [[Fusion Mod of Robotics]] The following [[profile]]s increase shields: *[[File:Vanguard Icon.png|21px]] [[Vanguard]] The following [[skill]]s increase shields: {{cols|3| *[[File:Defensive Training 2 - Health Icon.png|23px]] [[Aerial Assault]] - Ranks 1, 3, 4B, & 6B *[[File:Barrier 1 Icon.png|23px]] [[Barrier]] - Ranks 1, 4A & 5A *[[File:Barrier 1 Icon.png|23px]] [[Barrier (multiplayer)]] - Ranks 1, 4A, & 5A *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Ranks 1 & 3 *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 2 *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness (multiplayer)]] - Ranks 1, 3, & 4A *[[File:Defense 1 - Shields Icon.png|23px]] [[Defense]] - Ranks 1, 3, 4A, 4B, & 6A *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Ranks 2 & 5A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Ranks 2, 4A, & 6A *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Ranks 1, 4A, 5B, & 6A *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Ranks 3, 4A, & 6B *[[File:Rage 1 Icon.png|23px]] [[Rage]] - Ranks 3, 4A, & 6B *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor (multiplayer)]] - Rank 3 *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Ranks 1 & 4B *[[File:Shield Boost 1 Icon.png|23px]] [[Shield Boost (multiplayer)]] - Rank 6A *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Ranks 2 & 5A *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Ranks 1, 4A, & 6B *[[File:Team Support 1 - Shields Icon.png|23px]] [[Team Support]] - Rank 1}} The following [[skill]]s increase shield regeneration: {{cols|3| *[[File:Barrier 1 Icon.png|23px]] [[Barrier]] - Ranks 3 & 4B *[[File:Barrier 1 Icon.png|23px]] [[Barrier (multiplayer)]] - Ranks 2 & 4B *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 4B *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Rank 4A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Rank 3 *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Rank 3 *[[File:Fortify 1 Icon.png|23px]] [[Fortify]] - Rank 5A *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Rank 4A *[[File:Power Armor 1 Icon.png|23px]] [[Power Armor]] - Rank 4B *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor (multiplayer)]] - Ranks 2 & 4A *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Ranks 3 & 4A *[[File:Stealth Grid 1 Icon.png|23px]] [[Stealth Grid]] - Rank 5B *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Ranks 1 & 6A *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Ranks 3 & 4B *[[File:Team Support 1 - Shields Icon.png|23px]] [[Team Support]] - Ranks 2 & 5A *[[File:Tech Armor 1 - Protection Icon.png|23px]] [[Tech Armor]] - Rank 6A }} The following [[skill]]s decrease shield regeneration delay: {{cols|3| *[[File:Auxiliary Systems 1 - Duration Icon.png|23px]] [[Auxiliary Systems]] - Rank 6A *[[File:Barricade 1 Icon.png|23px]] [[Barricade]] - Ranks 1 & 6A *[[File:Barricade 1 Icon.png|23px]] [[Barricade (multiplayer)]] - Ranks 1 & 6A *[[File:Barrier 1 Icon.png|23px]] [[Barrier]] - Ranks 2 & 4B *[[File:Barrier 1 Icon.png|23px]] [[Barrier (multiplayer)]] - Ranks 2 & 4B *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Rank 4B *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 6B *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness (multiplayer)]] - Rank 5A *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Rank 4A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Rank 3 *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Rank 3 *[[File:Fortify 1 Icon.png|23px]] [[Fortify]] - Rank 5A *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Ranks 1 & 4B *[[File:Power Armor 1 Icon.png|23px]] [[Power Armor]] - Rank 4B *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor (multiplayer)]] - Ranks 2 & 4A *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Rank 4A *[[File:Stealth Grid 1 Icon.png|23px]] [[Stealth Grid]] - Rank 5B *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Ranks 1 & 6A *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Ranks 3 & 4B *[[File:Team Support 1 - Shields Icon.png|23px]] [[Team Support]] - Ranks 2 & 5A *[[File:Tech Armor 1 - Protection Icon.png|23px]] [[Tech Armor]] - Rank 6A }} Detailed information about shields in singleplayer gameplay can be tracked on the [[Statistics#General Stats|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: *[[File:Uncommon Arms Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Arms]] *[[File:Uncommon Chest Icon.png|23px]] [[HyperGuardian Armor#Chest|HyperGuardian Chests]] *[[File:Uncommon Helmet Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Helmets]] *[[File:Uncommon Legs Icon.png|23px]] [[HyperGuardian Armor#Arms, Helmet, Legs|HyperGuardian Legs]] The following [[armor]] increases health regeneration: *[[File:Rare Arms Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Arms]] *[[File:Rare Chest Icon.png|23px]] [[Remnant Armor#Chest|Remnant Chests]] *[[File:Rare Helmet Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Helmets]] *[[File:Rare Legs Icon.png|23px]] [[Remnant Armor#Arms, Helmet, Legs|Remnant Legs]] The following [[armor]] decreases health regeneration delay: *[[File:Rare Chest Icon.png|23px]] [[Remnant Armor#Chest|Remnant Chests]] The following [[augmentation]]s increase health: *[[File:Medi-Gel Regulator Icon.png|23px]] [[Medi-Gel Regulator]] The following [[augmentation]]s decrease health regeneration delay: *[[File:Shield Accelerator Icon.png|23px]] [[Shield Accelerator]] The following [[bonus stat]]s increase health: *[[File:Max Health Bonus Stat Icon.png|23px]] [[Bonus stat|Max Health]] The following [[bonus stat]]s increase health regeneration cap: *[[File:Health Regeneration Cap Bonus Stat Icon.png|23px]] [[Bonus stat|Health Regeneration Cap]] The following [[bonus stat]]s decrease health regeneration delay: *[[File:Health & Shield Regeneration Delay Reduction Bonus Stat Icon.png|23px]] [[Bonus stat|Health & Shield Regeneration Delay Reduction]] The following [[fusion mod]]s increase health: *[[File:Fusion Mod of Health Icon.png|23px]] [[Fusion Mod of Health]] The following [[fusion mod]]s decrease health: *[[File:Fusion Mod of Shielding Icon.png|23px]] [[Fusion Mod of Shielding]] The following [[skill]]s increase health: {{cols|3| *[[File:Defensive Training 2 - Health Icon.png|23px]] [[Aerial Assault]] - Ranks 1, 3, 4B, & 6B *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Ranks 1 & 3 *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 1 *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness (multiplayer)]] - Ranks 1, 3, & 4A *[[File:Defense 1 - Shields Icon.png|23px]] [[Defense]] - Ranks 2, 3, 4B, & 6A *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Ranks 2 & 5A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Ranks 1, 4B, & 6A *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Ranks 2, 4B, & 5B *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Ranks 1, 3, 4B, & 6B *[[File:Rage 1 Icon.png|23px]] [[Rage]] - Ranks 3, 4A, & 6B *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor]] - Rank 3 *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Rank 1 *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Ranks 2 & 5A *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Ranks 2, 4A, & 6B}} The following [[skill]]s increase health regeneration: {{cols|3| *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Rank 4B *[[File:Blood Rage 1 Icon.png|23px]] [[Blood Rage]] - Ranks 1, 4B, & 5B *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 4B *[[File:Defense 1 - Shields Icon.png|23px]] [[Defense]] - Rank 4A *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Rank 4A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Rank 4A *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Rank 4A *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Ranks 1, 4B, & 5B *[[File:Rage 1 Icon.png|23px]] [[Rage]] - Rank 1 *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor]] - Ranks 2 & 4A *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Rank 3 *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Rank 1 *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Rank 4B *[[File:Team Support 1 - Shields Icon.png|23px]] [[Team Support]] - Rank 6B}} The following [[skill]]s increase health regeneration cap: {{cols|3| *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Rank 4B *[[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 4B *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor]] - Rank 4A *[[File:Team Support 1 - Shields Icon.png|23px]] [[Team Support]] - Rank 6B}} The following [[skill]]s decrease health regeneration delay: {{cols|3| *[[File:Barrier 1 Icon.png|23px]] [[Barrier]] - Ranks 2 & 4B *[[File:Barrier 1 Icon.png|23px]] [[Barrier (multiplayer)]] - Ranks 2 & 4B *[[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Rank 4B *[[File:Blood Rage 1 Icon.png|23px]] [[Blood Rage]] - Rank 1 *[[File:Defense Drone 1 Icon.png|23px]] [[Defense Drone]] - Rank 4A *[[File:Defensive Expert 1 - Health Icon.png|23px]] [[Defensive Expert]] - Rank 3 *[[File:Defensive Training 1 - Barrier Icon.png|23px]] [[Defensive Training]] - Rank 3 *[[File:Fortify 1 Icon.png|23px]] [[Fortify]] - Rank 5A *[[File:Grizzled Veteran 1 - Resilience Icon.png|23px]] [[Grizzled Veteran]] - Ranks 1, 4B, & 5B *[[File:Power Armor 1 Icon.png|23px]] [[Power Armor]] - Rank 4B *[[File:Rage 1 Icon.png|23px]] [[Rage]] - Rank 1 *[[File:Remnant Armor 1 - Experimental Armor Icon.png|23px]] [[Remnant Armor]] - Ranks 2 & 4A *[[File:Resilience 1 - Defensive Training Icon.png|23px]] [[Resilience]] - Rank 4A *[[File:Support Systems 1 - Repair Systems Icon.png|23px]] [[Support Systems]] - Rank 1 *[[File:Survivalist 1 - Barrier Icon.png|23px]] [[Survivalist]] - Ranks 3 & 4B}} The following [[weapon]]s increase health regeneration: *All [[Character Customization (multiplayer)#Siphon|Siphon]] [[multiplayer]] weapon variants ====Squadmates==== Each [[squad]]mate has a small picture. *[[File:Squad - Cora Harper Icon.png|45px]] - Cora Harper *[[File:Squad - Nakmor Drack Icon.png|45px]] - Nakmor Drack *[[File:Squad - Jaal Ama Darav Icon.png|45px]] - Jaal Ama Darav *[[File:Squad - Liam Kosta Icon.png|45px]] - Liam Kosta *[[File:Squad - Pelessaria B'Sayle Icon.png|45px]] - Pelessaria B'Sayle (Peebee) *[[File:Squad - Vetra Nyx Icon.png|45px]] - Vetra Nyx Squadmates in cover will have a small shield icon next to their picture [[File:Squad - Squadmate In Cover Icon.png|30px]]. 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 [[File:Squad - Attack Icon.png|30px]]. 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 [[File:Squad - Attack Squadmate Icon.png|25px]]. 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 [[File:Squad - Defend In Transit Icon.png|30px]]. 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 [[File:Squad - Rally In Transit Icon.png|30px]]. Ordering a squadmate to a location that can't be accessed will cause the sqaudmate picture to flash orange [[File:Squad - Unable To Order Squadmate Icon.png|40px]]. Any time a squadmate takes damage, the squadmate picture will flash with a red outline [[File:Squad - Damage To Squadmate Icon.png|40px]]. When a squadmate has taken heavy damage and is close to being knocked unconscious, the squadmate picture will turn solid red [[File:Squad - Heavy Damage To Squadmate Icon.png|40px]]. When a squadmate is knocked unconscious, the squadmate picture will be replaced with a red skull icon [[File:Squad - Unconscious Squadmate Icon.png|40px]]. ====Skills==== [[File:Combat - Skill Display.png|thumb|500px|Skills HUD]] The current [[skill]]s (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 [[File:Combat - Skill With Primer Icon.png|60px]]. *A small white icon in the top right of a skill icon indicates the skill is a detonator [[File:Combat - Skill With Detonator Icon.png|60px]]. *A number in the lower right of a skill icon listing the remaining [[Skill#Power cells|power cell]] charges for the skill (if the skill uses power cells) [[File:Combat - Skill With Power Cells Icon.png|60px]]. *When attempting to use a skill that is out of power cells, the skill icon will flash red [[File:Combat - Red Skill Flash No Power Cells Icon.png|60px]] and a flashing red display in the middle of the screen will alert to <span style="color:#b42415">'''NO POWER CELLS'''</span>. *Trying to use a skill that requires unobstructed space (such as [[Barricade]]) when the space isn't available, the skill icon will flash white [[File:Combat - White Skill Flash For Blocked Skill.png|60px]] and a flashing red display in the middle of the screen alerting that the skill is <span style="color:#b42415">'''BLOCKED'''</span>. *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 [[File:Combat - White Skill Flash No Shields For Skill Use.png|60px]] and a flashing red display in the middle of the screen will alert to <span style="color:#b42415">'''NO SHIELDS'''</span>. *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 [[File:Combat - White Skill Flash Target Required For Skill Use.png|60px]] and a flashing red display in the middle of the screen will alert to <span style="color:#b42415">'''TARGET REQUIRED'''</span>. *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 <span style="color:#b42415">'''TARGET OBSTRUCTED'''</span>. *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 <span style="color:#b42415">'''TARGET UNREACHABLE'''</span>. *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 <span style="color:#b42415">'''INVALID TARGET'''</span>. 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) [[File:Combat - Skill During Cooldown Icon.png|60px]]. 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 [[File:Combat - Green Skill Flash Over Time Icon.png|60px]]. 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 [[File:Combat - Secondary Cooldown Display.png|45px]]. 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 [[File:Combat - Red Skill Flash Skill In Cooldown.png|60px]] and the corresponding secondary cooldown display arc in the center of the screen will also flash red [[File:Combat - Skill In Cooldown Secondary Cooldown Display.png|45px]]. ====Weapon==== [[File:Combat - Weapon HUD.png|thumb|275px|Weapon HUD - [[Pathfinder Observer]]]] The current equipped weapon will display: *An icon of equipped [[weapon]]. *Remaining [[Weapon#Ammunition|ammunition]] in the current [[Weapon#Ammunition|thermal clip]]. *The remaining total reserve of ammunition. Any active ammo [[consumable]]s will be displayed with a circular icon above the remaining ammunition. [[File:Combat - Cryo Ammo Consumable Icon.png|28px]] [[Cryo Ammo]], [[File:Combat - Disruptor Ammo Consumable Icon.png|28px]] [[Disruptor Ammo]], [[File:Combat - Incendiary Ammo Consumable Icon.png|28px]] [[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 <span style="color:#b42415">'''RELOAD'''</span> [[File:Combat - Reload Icon.png|bottom|23px]] . During reloading, a small rotating red circle of arrows displays in the center of the screen until reloading is complete.[[File:Combat - Reloading Circle Icon.png|40px]] 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 <span style="color:#d46d1c">'''LOW AMMO'''</span> [[File:Combat - Low Ammo Icon.png|bottom|23px]] . 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 <span style="color:#b42415">'''NO AMMO'''</span> [[File:Combat - No Ammo Icon.png|30px]] . For all Remnant and [[Development|crafted]] weapons that use an [[Vintage Heat Sink|infinite heat sink]], there is no reserve ammunition number shown and a β 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 <span style="color:#b42415">'''OVERHEATED'''</span> [[File:Combat - No Ammo Icon.png|30px]] . When a [[Cobra RPG]] [[consumable]] is readied for use from the [[Combat#Weapon wheel|weapon wheel]], the currently equipped weapon will be replaced with an icon [[File:Combat - Cobra RPG Icon.png|28px]] 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. <gallery mode="packed" heights="80px"> File:Combat - Low Clip Ammo.png|Low Clip Ammunition File:Combat - Low Reserve Ammo.png|Low Reserve Amumunition File:Combat - Infinite Heat Sink.png|Infinite Heat Sink File:Combat - Cobra RPG Ready For Use.png|Cobra RPG Ready For Use </gallery> ====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. <gallery mode="packed" heights="150px"> File:Assault Rifle Reticle.png|Assault Rifle File:From The Hip Reticle.png|From The Hip File:Pistol Reticle.png|Pistol File:Shotgun Reticle.png|Shotgun File:Sniper Rifle Reticle.png|Sniper Rifle File:Cobra RPG Reticle.png|Cobra RPG </gallery> 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 rifle]]s. 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 [[Mod#Scopes|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. <gallery mode="packed" heights="150px"> File:Sniper Rifle Reticle.png|Sniper Rifle File:Sniper Rifle Reticle - Ally.png|Sniper Rifle - Ally File:Sniper Rifle Reticle - Enemy.png|Sniper Rifle - Enemy </gallery> The reticle will briefly indicate a hit to an enemy with a set of white arrows or a [[Combat#Headshots/Weak Points|headshot or weak point]] hit to an enemy with a set of gold arrows. <gallery mode="packed" heights="150px"> File:Sniper Rifle Reticle.png|Sniper Rifle - Default File:Sniper Rifle Reticle - White X Enemy Hit.png|Sniper Rifle - Enemy Hit File:Sniper Rifle Reticle - Gold X Enemy Headshot Weak Point Hit.png|Sniper Rifle - Headshot Weak Point Hit </gallery> 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. <gallery mode="packed" heights="150px"> File:HUD - Red X.png|Enemy Killed </gallery> =====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#Weapon availability|weapon tier increases]]. Increasing the accuracy of a weapon will reduce the default size of the reticle. <gallery mode="packed" heights="150px"> File:Shotgun Reticle.png|Default Shotgun File:Shotgun Reticle - Increased Accuracy.png|Increased Accuracy </gallery> The following [[armor]] increases accuracy: *[[File:Uncommon Arms Icon.png|23px]] [[Pathfinder Armor#Arms, Helmet, Legs|Pathfinder Arms]] *[[File:Uncommon Chest Icon.png|23px]] [[Pathfinder Armor#Chest|Pathfinder Chests]] *[[File:Uncommon Helmet Icon.png|23px]] [[Pathfinder Armor#Arms, Helmet, Legs|Pathfinder Helmets]] *[[File:Uncommon Legs Icon.png|23px]] [[Pathfinder Armor#Arms, Helmet, Legs|Pathfinder Legs]] The following [[augmentation]]s increase accuracy: * [[File:Aerial Stabilizer Icon.png|23px]] [[Aerial Stabilizer]] * [[File:Concentration Module Icon.png|23px]] [[Concentration Module]] * [[File:Rebalanced Field Coils Icon.png|23px]] [[Rebalanced Field Coils]] * [[File:Single Fire System Icon.png|23px]] [[Single Fire System]] The following [[augmentation]]s decrease accuracy: * [[File:Automatic Fire System Icon.png|23px]] [[Automatic Fire System]] * [[File:Burst Fire System Icon.png|23px]] [[Burst Fire System]] The following [[consumable]]s increase accuracy: *[[File:Overdrive Pack icon.png|23px]] [[Overdrive Pack]] The following [[mod]]s increase accuracy: {{cols|3| * [[File:Icon Common Mod Scope.png|23px]] [[Assault rifle mod#Scope|AR Recon Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Assault rifle mod#Scope|AR Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Assault rifle mod#Scope|AR Tactical Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Assault rifle mod#Scope|AR Targeting System]] * [[File:Icon Common Mod Scope.png|23px]] [[Pistol mod#Scope|Pistol Heavy Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Pistol mod#Scope|Pistol Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Pistol mod#Scope|Pistol Tactical Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Pistol mod#Scope|Pistol Targeting System]] * [[File:Icon Common Mod Choke.png|23px]] [[Shotgun mod#Choke|Shotgun Heavy Choke]] * [[File:Icon Common Mod Choke.png|23px]] [[Shotgun mod#Choke|Shotgun Light Choke]] * [[File:Icon Common Mod Choke.png|23px]] [[Shotgun mod#Choke|Shotgun Smart Choke]] * [[File:Icon Common Mod Scope.png|23px]] [[Sniper rifle mod#Scope|SR Recon Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Sniper rifle mod#Scope|SR Scope]] * [[File:Icon Common Mod Scope.png|23px]] [[Sniper rifle mod#Scope|SR Tactical Scope]]}} The following [[mod]]s decrease accuracy: {{cols|3| * [[File:Icon Rare Mod Barrel.png|23px]] [[Assault rifle mod#Barrel|AR Short Barrel]] * [[File:Icon Common Mod Melee.png|23px]] [[Pistol mod#Melee|Pistol Heavy Melee]] * [[File:Icon Rare Mod Barrel.png|23px]] [[Pistol mod#Barrel|Pistol Short Barrel]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Shotgun mod#Clip|Shotgun Heavy Spare Clip]] * [[File:Icon Rare Mod Barrel.png|23px]] [[Shotgun mod#Barrel|Shotgun Long Barrel]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Sniper rifle mod#Clip|SR Light Spare Clip]]}} The following [[profile]]s increase accuracy: *[[File:Infiltrator Icon.png|21px]] [[Infiltrator]] *[[File:Soldier Icon.png|21px]] [[Soldier]] The following [[skill]]s increase accuracy: {{cols|3| * [[File:Defensive Training 2 - Health Icon.png|23px]] [[Aerial Assault]] - Ranks 4A & 6A * [[File:APEX Training 1 - Weapon Training Icon.png|23px]] [[APEX Training]] - Ranks 5B & 6A * [[File:Asari Commando 1 - Weapon Training Icon.png|23px]] [[Asari Commando]] - Rank 3 * [[File:Assault Rifles 1 Icon.png|23px]] [[Assault Rifles]] - Ranks 2 & 6B * [[File:Barricade 1 Icon.png|23px]] [[Barricade]] - Rank 5A * [[File:Barricade 1 Icon.png|23px]] [[Barricade (multiplayer)]] - Rank 5A * [[File:Combat Tools 1 - Power Damage Icon.png|23px]] [[Combat Tools]] - Ranks 4A & 6A * [[File:Duelist 1 - Pistol Training Icon.png|23px]] [[Duelist]] - Rank 5B * [[File:Fortify 1 Icon.png|23px]] [[Fortify]] - Rank 5B * [[File:Krogan Warrior 1 - Weapon Training Icon.png|23px]] [[Krogan Warrior]] - Rank 3 * [[File:Military Training 1 - Weapon Training Icon.png|23px]] [[Military Training]] - Rank 3 * [[File:Munitions Training 1 - Weapon Training Icon.png|23px]] [[Munitions Training]] - Rank 6B * [[File:Offensive Tech 1 - Damage Icon.png|23px]] [[Offensive Tech (multiplayer)]] - Rank 6B * [[File:Pistols 1 Icon.png|23px]] [[Pistols]] - Ranks 2, 3, 6A, & 6b * [[File:Power Armor 1 Icon.png|23px]] [[Power Armor]] - Rank 5B * [[File:Recon Visor 1 Icon.png|23px]] [[Recon Visor]] - Rank 4B * [[File:Asari Commando 3 - Precision Icon.png|23px]] [[Shotguns]] - Rank 3 * [[File:Sniper Rifles 1 Icon.png|23px]] [[Sniper Rifles]] - Rank 2 * [[File:Tech Armor 1 - Protection Icon.png|23px]] [[Tech Armor]] - Rank 5B * [[File:Turbocharge 1 Icon.png|23px]] [[Turbocharge]] - Rank 5B * [[File:Turbocharge 1 Icon.png|23px]] [[Turbocharge (Vetra)]] - Rank 5A * [[File:Turian Smuggler 1 - Weapon Training Icon.png|23px]] [[Turian Smuggler]] - Rank 3 * [[File:APEX Training 1 - Weapon Training Icon.png|23px]] [[Weapon Training]] - Ranks 5B & 6A}} ====Hazard Condition==== [[File:Life Support With Hazard Level 1.png|right|150px]] In the lower left of the screen, any [[hazard]] conditions and hazard level are displayed. *A small segmented arc displays the amount of [[Hazard#Life Support|Life Support]] remaining before damage will occur. *The higher the hazard level shown, the faster that Life Support will be depleted. {{clear}} ====Cover==== A blue shield icon will appear at the bottom of the HUD when Pathfinder Ryder is in cover. ====[[Map#Heads-Up Display (HUD) Compass|HUD Compass]]==== [[File:Map - HUD Compass.png|thumb|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#Legend|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 [[jump-jet|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 [[Weapon#Ammunition|thermal clips]] for [[Weapon#Ammunition|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 [[mod]]s and [[augmentation]]s to increase the number of shots a weapon can fire and spare ammunition available. *As the [[Weapon#Weapon availability|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 weapon]]s 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.
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