Compare City of Heroes power ratings for Fighting, Fitness, Flight, Leadership, Leaping, and Medicine. See which powers are best for your hero.
Fighting:
- Boxing: Offers double the damage of Brawl against Scrappers. Rating: 6/10.
- Kick: Horrible effectiveness, often resulting in the enemy hitting you as you try to get up. Rating: 1/10.
- Tough: Provides a significant 16.5% resistance, especially on Scrappers. Fully slotted, it's highly effective, potentially allowing a Fire tanker to reach the 90% resistance cap when combined with Fire Shield. Rating: 9/10.
- Weave: Excellent for damage mitigation, especially when combined with Super Reflexes or other +DEF (Defense) powers, offering +10% defense. Rating: 9.5/10.
Fitness:
- Swift: Essential for movement, allowing you to reach travel power caps with SO's (Status Effects) or improve speed without Super Speed, Fly, Teleport, or Super Jump in door missions. Rating: 5/10.
- Hurdle: A decent power, though less impactful for Super Jumpers, Flyers, and Teleporters. Better than Health. Rating: 5/10.
- Health: Largely ineffective for saving your life or reducing downtime significantly. Swift and Hurdle are preferred. Rating: 1/10.
- Stamina: A highly recommended power for almost every hero, offering significant utility. Rating: 10/10.
Flight:
- Hover: A good option, providing a +5% defense bonus and unlimited vertical movement. Often taken on the way to Fly. Rating: 7/10.
- Air Superiority: Appears to be a subpar attack power, rarely useful due to infrequent flying foes. Rating: 6/10.
- Fly: The slowest travel power but offers the most control. Rating: X/10 (Refer to Other Bits and Pieces for travel power debates).
- Group Fly: Completely worthless, as all heroes receive a travel power at level 14. Rating: 0.0/10.
Leadership:
- Manuevers: Increases defense for you, your summons, and allies by 6.25%, stacking well with Weave/Stealth. Rating: 7/10.
- Assault: Currently not very effective, providing less damage bonus compared to other classes. Will be better when enhancements can be slotted. Rating: 4/10.
- Tactics: A better alternative to Assault, providing similar bonuses (Defenders give 12.5%, Controllers give 10.0%, others give 7%) and significantly reducing misses when slotted. Rating: 8/10.
- Vengeance: Relies on allies dying to function, making it undesirable. Rating: 0.0/10.
Leaping:
- Jump Kick: One of the worst powers, completely useless and leaves you vulnerable to attacks as you recover. Rating: 0.5/10.
- Combat Jumping: A much better alternative, significantly increasing jump height for scaling buildings and providing a 5% defense bonus. Rating: 7/10.
- Super Jump: A balanced travel power, lacking the pure speed of Super Speed but without vertical limitations. Rating: X/10 (Refer to Other Bits and Pieces for travel power debates).
- Acrobatics: Provides resistance to holds, which is crucial for characters lacking natural resistance. Rating: 7.5/10.
Medicine:
- Aid Other: All Medicine powers are interruptible with 3-second activation times. This power seems limited in usefulness, potentially for a Force Field Defender to heal occasional damage. Rating: 5/10.
- Stimulant: Generally not useful as most heroes have self-healing or ally-healing capabilities. Rating: 3/10.
- Aid Self: Useless as it cannot be used in battle due to being interruptible and primarily reduces downtime. Rating: 2/10.
Tips
- Prioritize powers like Tough and Weave for significant damage resistance.
- Stamina is a top-tier power essential for most heroes.
- Swift and Hurdle are generally better choices than Health for fitness.
- Fly offers more control than other travel powers, despite being slower.
- Tactics is a more effective Leadership power than Assault in its current state.
- Combat Jumping is a superior choice to Jump Kick for leaping.
- Be cautious with Medicine powers due to their interruptible nature and activation times.
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