Mortal Shell II Abilities
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Shell abilities change your combat plan
Abilities are tied to individual Shells. Active abilities spend Resolve; passive abilities need their trigger condition. Resolve returns when your primary weapon deals damage, and bright Resolve effigies around the world can also refill the meter. That gives each Shell a loop: use its special tool at the useful moment, then return to melee to pay for the next one.
| Shell | Known ability direction | What it changes |
|---|---|---|
| Tiel | shadow and precise dodge | a mobile reset after a clean evade |
| Proxima | grapple and Lightning | brings a target into close-range pressure and disrupts a group |
| Eredrim | Break, riposte and execution | turns a weakened enemy into a punish opportunity |
| Smert | time stop, Chaos and extra Resolve at critical health | rewards a risky pressure plan |
| Gragu | chargeable stagger punch and kill sustain | trades safety for close-range momentum |
| Genessa | Resolve-powered summons and a second combat state | adds ranged control |
| Lazlo | armored protection and Heat bursts | holds ground against nearby enemies |
| Sariel | Curse and recoverable Grey Health | recovers from damage by staying active |
Spend with a purpose
Pick the Shell whose special tool solves the mistake that keeps ending an attempt. Tiel gives you a dodge-led escape. Proxima handles a cluster. Eredrim suits a player who can create a riposte opening. Your weapon and Sidearm remain separate equipment choices, so let the Shell bring the part of the kit your weapons do not cover.
