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Mortal Shell IIV4mp Wiki

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.

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