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Martial Arts Special Attacks

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For players who use their bare hands as their weapons, there is a long list of special attacks available to supplement their damage. Although these are primarily used by the Martial artist profession, martial arts special attacks are (mostly) not limited to the Martial Artist profession, and can be used by anyone who uses their bare fists for weapons. Weapons that give an extra MA attack can be used in conjunction with MA special attacks (parry sticks, for instance).

MA Special attacks turn up as mission rewards, but the item description never tells you what they do. This guide provides a listing of all the MA special attacks, where to get them, what they do, and potentially what each one is good for.

Unless otherwise specified, all effects on self or fighting target (such as damage, nano point cost, chance to stun, skill lock time) will vary by the QL of the special attack. Damage inflicted on your fighting target by special attacks are modified by damage buffing equipment or buffs.

Start-Up


Martial artists that start at ICC shuttleport receive the following special attack.

Special AttackEffectsNotes
On Self:
* Costs 2 nano points

On Fighting Target:
* Inflicts 2 - 4 points of damage
* Locks Martial Arts skill (10s)
* Given to all Martial Artists
* Can be traded
* Just an example of special attacks given to new Martial Artists. Give it to a friend so they can see what MA special attacks do.


Rollable


The following MA special attacks can be obtained as rewards from RK missions. Occasionally they can be found inside treasure chests or on corpses of martial artist type mobs; however, MA special attacks are never the "item to be found" in RK missions. The frequency that MA special attacks appear as a mission reward is below average, but not insanely difficult to roll.

Special AttackEffectsNotes
On Self:
* Costs nano points

On Fighting Target:
* Debuffs target Agility, Sense, and Inits
* AoE damage
* Locks Martial Arts skill
* Requires Riposte
* Not a particularly effective debuff
* Useful for hitting hidden enemies, such as Crypt of Home's Cenobite Shadows
On Self:
* Costs nano points

On Fighting Target:
* Inflicts a fixed amount of damage
* Locks Martial Arts skill
* Very low damage
* This attack is probably most suited to low level MA's who don't yet have the spare IP to raise special attack skills. Damage is low and the nano point cost is relatively high, however; the skill lock is quite short.
On Fighting Target:
* Inflicts a fixed amount of damage
* Chance of stun for 2.5s
* Locks Martial Arts skill
* Requires Dimach
* Average damage
* Since this attack does not cost nano points, this is a good choice for doing some extra damage with a chance of a short stun when nano points are more crucial for other purposes, such as healing. This attack should not be ignored for that reason.
On Self:
* Costs nano points
* Temporary shield from melee damage

On Fighting Target:
* Inflicts a fixed amount of damage
* Inflicts a damage over time
* Locks Martial Arts skill
* Requires Parry and Brawl
* Average damage
* This is a popular attack for MA's that can afford spending IP on the Parry skill or who use parry sticks. The skill lock time is not prohibitively long and the damage plus damage over time is nice.
On Self:
* Very small cost in nano points

On Fighting Target:
* Inflicts a fixed amount of damage
* Stuns enemy for 4.32 seconds (100% chance)
* Init debuff for 40s
* Locks Martial Arts skill (180s)
* Requires Dimach
* Very low damage
* This special attack is used primarily to stun and init debuff the enemy. The skill lock time is on somewhat longer than average, which is the trade off to using this attack.
On Self:
* Single target heal

On Fighting Target:
* Debuffs run speed for 10s
* Debuffs add all def for 10s
* Locks Martial Arts skill (300s)
* Requires Parry
* Useful self-only heal
* This attack should not be used as a regular heal. It's best used as an emergency heal due to its long skill lock time. Also useful by professions that do not have heals but who use martial arts (such as engineers or enforcers).
On Fighting Target:
* Inflicts fixed amount of damage
* Inflicts damage over time for 40s
* Inflicts nano point drain over time for 40s
* Debuffs inits for 40s
* Debuffs run speed for 40s
* Locks Martial Arts skill
* Requires Dimach
* This attack does a lot of damage and has a 100% chance of stun, but unpopular due to long skill lock time.
On Self:
* Reduces the duration of Roots and Snares
* Buffs run speed and nano resist for 20s

On Fighting Target:
* Inflicts 1 point of damage
* Debuffs run speed for 3s
* Chance to stun for 4s
* Locks Riposte skill
* Requires Riposte
* Requires Martial Artist profession
* Can be traded
* User does not have to be in combat
* This is a popular special attack that every Martial Artist should have in their arsenal. In addition to using this attack to break roots, this attack can be used regularly when fighting nano casting targets to buff the MA's nano resist because it locks out the riposte skill rather than the MA skill.


Temple of the Three Winds


The following MA Special attacks can be obtained by collecting the appropriate books from mobs in Temple of the Three Winds. Although these attacks come in only one QL, they are still useful over the entire lifetime of a Martial Artist.

Special AttackEffectsNotes
On Fighting Target:
* Inflicts 97 points of damage
* 50% chance of stun for 2s
* Locks Martial Arts (19s)
* Requires Martial Artist profession
* This MA-only special attack is often snubbed and overlooked due to it's low damage, but it has low requirements, a 50% chance to stun the enemy and a short skill lock time.
On Team:
* Heals everyone in the team for 190 points

On Fighting Target:
* Inflicts 120 points of damage
* Locks Dimach skill (39s)
* Requires Dimach
* Requires Martial Artist profession
* With the exception that the Martial Artist has already used their Dimach special attack and is now suffering the 30 minute skill lock, Martial Artists of all levels should get and use this special attack because it locks dimach skill instead of martial arts and heals your entire team for 190 points.


Inner Sanctum


The following MA Special attacks can be obtained by collecting the appropriate books from mobs in the Inner Sanctum.

Special AttackEffectsNotes
On Fighting Target:
* Inflicts 820 points of damage
* 50% chance of stun for 2s
* Locks Martial Arts (34s)
* Requires Brawl
* Requires Martial Artist profession
* The big brother to Ape Fist of Khalum. Use in place of Ape Fist when brawl skills are high enough.


Boss Drops


The following MA Special attacks can be obtained by looting it off specific mobs.

Special AttackEffectsNotes
On Team:
* Heals everyone in the team for 1200 points

On Fighting Target:
* Inflicts 750 points of damage
* 50% chance of stun for 2s
* Locks Dimach (60s)
* Requires Dimach
* Requires Martial Artist profession
* Drops off
Prime Evolution Hazzum
- 1152.2x2343.4

* The big brother to Tree of Enlightment. Use in place of Tree of Enlightenment when skills are high enough.



Quest Rewards


Special AttackEffectsNotes
On Fighting Target:
* Inflicts 2,500 points of damage
* Inflicts a damage over time for 30s
* Inflicts a nano drain over time for 30s
* Debuffs inits and run speed for 15s
* Locks Dimach skill (120s)
* Requires Dimach
* Requires Martial Artist profession
* Requires MA Professional Cyberdeck
* Requires the MA have 1,501 nano points even though it doesn't cost any nano points to use
* Reward for the Dust Brigade: Locating the Threat quest
* Fairly good damage and crippling init debuff. Useful in place of actually using the dimach special attack because the skill lock is only 2 minutes rather than 30 minutes.


Purchase from Tower Shop


The following special attacks can be purchased using Victory Points from the Tower Shop in Old Athen, Borealis, or Rome and are intended primarily for PvP.

Special AttackEffectsNotes
On Self:
* Costs 2,500 nano points
* Buffs add all off by 300
* Debuffs add all def by 500
* Locks Strength skill (240s)
* Requires Parry
* Requires Martial Artist profession
* Use this in place of the buff given by Might of the Revenant because both lock the strength skill, and this one has a shorter lock time. Increasing offense increases chance of landing crits which in turn increases damage output.
On Self:
* Costs 1,200 nano points

On Fighting Target:
* Drains 2,000 nano points
* Inflicts a nano point drain over time for 60s
* Locks Intelligence skill (60s)
* Requires Brawl
* Target must be another player
* Intended to cripple your opponent's nano skills by wiping out the bulk of their nano points. Particularly effective against enemies with limited nano points, such as Atrox Enforcers.
On Self:
* Costs 2,500 nano points
* Buffs add all def by 50 for 20s
* Provides a 1.5K absorb shield for 20s
* Buffs all AC by 2K for 20s
* Locks Stamina skill (240s)
* Requires Parry
* Requires Martial Artist profession
* Not much more to be said about this. It locks stamina skill for 4 minutes and gives a huge AC buff and absorb.
On Self:
* Costs 1,250 nano points
* Adds +50 to all damage types for 30s

On Fighting Target:
* Inflicts 4K points of damage
* Locks Martial Arts skill (180s)
* Requires Dimach
* Target must be another player
* A fairly standard special attack. It does good damage and checks against your opponent's duck explosives skill, as all the Tower Shop attacks do.


Last updated on 02.29.2016 by Llie
Written by Llie
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