Master Jack in Mass Effect 2! Learn her stats, weapon loadout, and power effectiveness, including Warp Ammo and Shockwave, for optimal squadmate use.
Alright, let's talk about Jack, one of the most… intense squadmates you can recruit in Mass Effect 2. She's a powerhouse, but understanding her strengths and how to build her is key to getting the most out of her. Think of her as a biotic artillery piece with a bit of a temper.
Stats / Weaknesses:
- HP: 230
- Barrier: 250
- Weapon Damage: +18%
- Power Recharge: -25%
- Power Damage: +20% (when Researched)
- Potential Ammo Damage: +35% Barrier/Armor/health
- Weapons: Shotgun, Hand Cannon
Powers:
- Improved Shockwave (4)
- Pull (0)
- Subject Zero (4)
- Squad Warp Ammo (4)
Notes:
- Warp Ammo is fantastic, seriously. It's a must-have for dealing with tougher enemies like those with barriers or armor.
- On lower difficulties, Pull can be a decent way to control crowds, but it's not as effective on Insanity. Plus, evolving it means sacrificing points from her other, more useful skills.
- Shockwave is generally more useful than Pull. While it might not always be the most effective power, it can still knock enemies out of cover and deal damage, which is always handy.
- If you picked Warp Ammo as Shepard's personal ability, you might want to invest Jack's points elsewhere or consider evolving it as her personal ability instead.
- Personally, if I already had Warp Ammo on Shepard, I often found myself leaning towards other squadmates like Samara, Miranda, or Thane for biotic support. They can sometimes offer more specialized utility.
- However, Jack excels at handling large groups of enemies. While Samara and Thane might be better for single-target damage, Jack's Shockwave is a natural crowd-clearing ability, even before you start upgrading it.
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