PropertyValue
rdf:type
rdfs:label
  • Charge
  • Charge
  • Charge
  • Charge
  • Charge
  • Charge
rdfs:comment
  • __NOEDITSECTION__ __NOWYSIWYG__
  • Caution: Monsters' damage is modified by their statistics, which are in majority unknown.
  • Charge is a badge that appears only in Paper Mario: The Thousand-Year Door. Mario can wear this badge for one BP, and in battle by paying one FP, he can increase his attack power for his next attack. This effect is stack-able with other turns he uses "Charge." Charge is found near the end of Chapter two. In the bottom portions of the Great Boggly Tree. Mario can climb from pillar to pillar and eventually get onto the same spot as the pillar that has this badge on it. Although, he must fill the room with water first.
  • __NOWYSIWYG__ Charge Battle Data Affected by Contest Data Contests (RSE) Super Contests (DPPt) Contest Spectaculars (ORAS) Charge is a Electric-type move. It doubles the power of Electric type moves.
  • Because the god spells only require level 60 magic to cast, players can use a level boosting potion once to cast charge, and then be able to use the god spells in a prolonged fight as low as level 76 magic. Note: You need to claim a staff from the Chamber guardian before you can cast this spell, even if you intend to use a Staff of the dead or Void mace. Also, you must be wearing the respective god cape for the charge effect to work.
  • Charge is a core warrior ability learned at level three. It is considered the opening skill. Charge rapidly moves the warrior towards a target, stuns it, and generates rage. It cannot be used during combat and has to be used as an opener. This is useful in duels against casters and ranged classes, as the distance is covered almost instantly.
  • Doubles power of next 3 electric-type moves. Raises user's Sp. Defense by 1. If the move is used by elemental pokemons, Electric moves will also be boosted regardless of the elemental type.
  • <default>Enemy name</default> Japanese name Alternate name(s) Elemental type Hit points Score Stage(s) Appearances Other Sprite Charge is a ridable enemy from Neo Bomberman. It comes from a mechanical Egg. Charge moves quickly, only turning upon collision with a wall or bomb. Periodically it will stop moving, charge up its dash attack, and will then proceed to move at an even faster pace, randomly turning at intersections for a short period of time before returning to its regular movement pattern. It will harm the player on collision. Upon defeat, Charge becomes a mechanical Egg.
  • This effect allows a technique to be "charged" for a turn to deal double the effects on the next turn.
  • Totsuba Uchisusu (突庭(とつば) 撃進(うちすす)), also known as Charge (チャージ), is a scout character.
  • A charge is typically the ammunition of a ship's weapon systems. Most weapons will not work unless one or more charges have been loaded. Charges can include: * Missiles * Frequency Crystals * Hybrid Charges * Projectile Ammo
  • (Quelle: Innoform) Serie von Produkten, die während eines Arbeitsabschnittes und mit den gleichen Rohstoffen gefertigt und verpackt werden. Aus Bastelstube, einem Wikia-Wiki.
  • Charge is a Paladin Skill in Diablo II.
  • Charge is a keyword action.
  • Charge is a promotion in the Civilization games.
  • A sort of nessacary ninjutsu for any combustion using shinobi, this is a simple ninjutsu which allows the user to place their combustion chakra within an item which in addition to other ninjutsu allows them to do a lot of damage.
  • Charge est une attaque de type Type Normal|link=Normal introduite dans la première génération.
  • The charge action is a standard action that combines movement with an attack, within certain limitations.[PH:287][U:5/2010][RC:240]
  • Description: Lets your squad charge an enemy squad getting there faster than normal. Also stuns the target for a short duration. Note:*Charge doesn't actually stun the target; rather, it decreses its movement speed.
  • In physics, a charge may refer to one of many different quantities, such as the electric charge in electromagnetism or the color charge in quantum chromodynamics. Charges are associated with conserved quantum numbers.
  • The Iop moves forward, and can stun the target.
  • (Quelle: Innoform) Serie von Produkten, die während eines Arbeitsabschnittes und mit den gleichen Rohstoffen gefertigt und verpackt werden.
  • The Charge function, available in Arwings, Wolfens and Landmasters, allows the pilot to charge up his/her Laser to provide a devastating charged shot. The charge also receives targeting data from the Targeting Computer, allowing a charged shot to lock-on, and home to its target.
  • This level's name is not meant to imply a charge of electricity. Its name implies that you need to charge up your speed to make it to the goal. This level has a small wall at the end of two ball-wide planks. You can clip off the wall to reach the platform with the goal on it if you are fast enough. There is also a wormhole that can help increase your speed as well as get you back to the planks.
  • Image:Charge.png Image:Combonormal.png Image:Bodyskill.png Image:Meleeattack.png Image:Spiritmagic.png Image:14sec.png Self * Gain Vigour (12s). * All your attacks become Burst attacks for 12 seconds. Vigour: Physique is raised by 3 Ranks. At the end of the duration, Physique is reduced by 3 ranks again. Burst: Gain 1 rank physique on hit, but lose 1 rank physique if the attack misses.
  • Charging is a skill that makes you coming close to an enemy and stun him for a probability, but it usually ends up stunning the enemy for 2-4 seconds (because of lag). Useful to help a player fast. Recommended for tanks.
  • Charge is a gameplay mechanic in Empire: Total War.
  • Charge, also known as Charge Up, Overcharge, Boost or Countdown, is a recurring skill which precedes and enables the use of another skill, or increases a specific skill's effect if used before that skill. Occasionally it simply boosts certain stats.
  • This power also compensates for impeding obstacles by allowing the Vanguard to 'phase' through solid objects en route to their target. It can also be used on enemies who have been levitated by other biotic powers, and can multiply physics damage to send them off into the distance.
  • Charge (突入, Totsunyū) is the name of the twenty-fifth volume of the Hunter × Hunter manga series. It was released by Shueisha on March 4th, 2008 in Japanese and was released by Viz Media on March 3rd, 2009 in English.
  • Apparition Utilisateur Rang PF Charge est une habilité de base maîtrisée par Bombinette qui apparaît seulement dans Paper Mario.
  • Charge: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.
  • 30x34px| Charge on taika P2p runescapessa. Taika voimistaa jumala taikojan iskua jos käytät jumala viittaa. Sen käyttöön vaaditaan 80 34px| ja 3x 30px| 3x 30px| ja 3x 30px|
  • Charge is one of the Vigors featured in BioShock Infinite, allowing Booker to ram into enemies at high speeds and deliver a powerful melee strike. On a simple cast, Charge sends Booker hurtling into a targeted enemy, dealing heavy physical damage upon impact. Charging the Vigor revs up Booker's Sky-Hook, increasing the power of the attack the longer it is held. Charge can be used against all enemies at a sizable range, including foes atop ledges and targets floating in the air. Targeted enemies are highlighted in white while the Vigor is active. Charge deals only half damage against Beasts.
  • Charge is a Warrior skill which attempts to ram a target with a lance or spear from horseback, inflicting critical damage.How much? Success or failure is highly dependent on terrain, with grasslands or roads giving a much higher chance of success than hills or mountains. Syntax: charge Timer: 7 pulses (+fleelag)
  • Increases damage output, run speed, reduces action cost and removes snaring effects on your group. Requires: 16 Points In Squad Command 1 Point In Inspiration Rank:0/1 Grants Command: Charge! Charge!: Increases damage output, reduces action cost, provides a speed boost and removes snaring effects for all members of your party.
  • This attack is only demonstrated by Goten in the world tournament while facing his best friend Trunks. Goten ram's down to his opponent at full speed if he misses his opponent he breaks the fall with an energy beam then fly's towards the direction of his opponent. From Dragon Ball Wiki, a Wikia wiki.
  • Talk to Waboka in Cor about skills. He will give you a 2x1 quest scroll, which requires you to kill 30 Hobgoblins within 3 in-game days (108 Minutes).
  • Charge (突撃 Totsugeki, also known as Duel) is a Skill that only appears in Fire Emblem: Genealogy of the Holy War and Fire Emblem: Thracia 776. When activated by a particular user, the battle he/she participates in will be prolonged for at least one more round (highest amount of turns is 20, though anything above 5 is rare). In Thracia 776, it will always activate and initiate another round of combat if both the user's HP and Attack Speed are greater than that of the enemy's.
  • Jousting is the special skill of cavaliers and champions (in all HoMM series)), whereby the cavalier or champion deals a bonus ten percent damage for every hex traveled before he attacks.
  • Charge is a skill that knocks the target back, while creating a base 50% chance to make target Stunned.
  • Charge is the 211th chapter of Akira Amano's Katekyō Hitman Reborn!
  • Charge is a magic spell that increases the maximum damage of the God Spells from 18 to 25. This spell requires level 80 magic to use, and you must have a god staff and the corresponding cape to use. P2P mages almost always use this spell before a battle for extra damage in combat.
  • In 2153, Lieutenant Malcolm Reed set several charges up on the EPS manifold aboard the Borg-assimilated transport Arctic One, which he proceeded to detonate by remote control. (ENT: "Regeneration") In the final draft script of "Regeneration", these explosives were referred to as "circular, magnetic CHARGES." Several of these charges were sold off on the It's A Wrap! sale and auction on eBay with the comment that these charges were used in other episodes as well, known as stun grenades. [1] [2]
  • A Whitelighter is a guardian angel who protects and guides good witches and future whitelighters to protect and nurture them for their intended destiny.
  • Charge is the Alpha Team electronics expert who appeared in all three years of the theme. He has appeared in all three Alpha Team series, but was completely redesigned Mission Deep Freeze. He then had a uniform like Flex's, only with red highlights rather than orange. He also seemed to have shaved, as he went from having a goatee and mustache to having only a small amount of stubble on his chin.
  • Charge is Merin's ability. It appears to enhance the user's speed and strength. Its capabilities are unknown.
  • There are 3 types of attacks that can be used with the Charge bar:
  • Description: Chance to increase Attack when in combat with an entity (Non-PVP).
  • right Charge ist eine Fähigkeit aus Chocobo Racing, die dem Fahrer eine gewaltige Beschleunigung und Wucht verleiht, sodass andere Fahrer abgedrängt werden können. Es ist die Standardfähigkeit von Behemoth. Kategorie:Fähigkeit (CR)
  • Description: A Derby Ability for pets in the Derby Races. Rarity: Uncommon Effect: +5 Morale to Self Cooldown: 30 seconds Pets that can get Charge: Documentation on how to edit this page can be found at Hints, Guides and Discussions should be placed in the Discussion tab.
  • __NOEDITSECTION__ [[English name::| ]][[English name (linked)::| ]][[Card image::| ]] [[Card type:: Card| ]][[Card type (short)::[[ Card|]]| ]][[Attribute::| ]][[Type::| ]] [[Lore::All face-up "Satellite Cannons" you control gain 2000 ATK.| ]][[Japanese lore::「サテライト・キャノン」の攻撃力を2000ポイントアップする。| ]] [[?ATK::| ]][[ATK string::| ]][[?DEF::| ]][[DEF string::| ]][[Property::Normal Card| ]][[Property (short)::[[Normal Card|Normal]]| ]] Main card page: "[[Main card page::|]]" ==Images== == Decks == ==Search categories==
  • Usage: !pass Charge is a passive ability. Possessing the Charge ability in your current mode will result in you receiving additional Energon when you use !pass. The amount is a flat rate regardless of defense level; you will receive +4 Energon in addition to the normal amount. This functions in a manner similar to the 'secret' FC-only ability Generate, but toned down a little for general use. It is important to note that there are a few Abilities or 'builds' that Charge may not be paired with: Junkions with the Repair ability
  • Charge (measured in Coulombs) is a property which causes a force to be exerted on matter when placed in an electric field. Charge is quantized, with the smallest possible isolated charge being 1.602×10−19 C (this is magnitude of the charge on an electron and proton; although quarks have smaller charges, they have never been observed on their own). The rate of charge transfer is called current. The net transferred charge multiplied by the voltage difference between the two endpoints is equal to the energy transferred between the two points.
  • >"Metal armor is fire-proof, but a charge attack will take care of them." —Alban Charging is one of Spyro's two main attacks throughout the Spyro series, the other being Flame. Charging with Spyro's horns is used to defeat enemies or disarm foes who are wielding metal shields or armor that are invulnerable to fire. Also, the metal vases and other similar metal containers containing gems can only be destroyed by having Spyro charge into them.
  • She has quite an Eurocentric attitude, finding fault with just about everything related to Americans or the United States in general, and is not shy about voicing her opinions. Her attitude is based upon the death of her great-grandfather, killed by American soldiers during the Liberation of France, and the death of mother during childbirth. An American doctor was treating her, when she died.
  • Charge (チャージ Chāji) is the place where destroyed Z/X cards and are placed. A player may only have 4 cards in his or her Charge at a time. If the fifth card or more is put into Charge, that player choose a card(s) from his or her Charge and put it into Trash until he or she have exactly 4 cards in the Charge. Previously, when a card(s) would be put into the Charge when the limit has been reached, that card(s) will be put into Trash directly without being put into Charge first. This has been changed into the current rules since 28 August 2013.
  • Most robos will be invincible when a charge attack is performed. (Your robo usually turns red.) In older games, it is known as a collision attack. Every robo has a unique charge attack. This attack is very powerful, and it always knocks the opponent's robo down if it is done correctly. Upon charging, your robo homes in on the opponent's robo, and some even continue to home in after a short period of time. Charges can be useful in performing combos and providing high damage while the opponent when he is downed. However typically when used for combos, charges should hit before the opponent is down, thus near or at the end of a combo string. However, you will be vulnerable to attacks (pods in particular) before and after you charge, so be careful; charges should not be relied upon as one's pr
  • Charge is a term often used for explosive content, usually contained in explosive devices (e.g. bombs, grenades, etc.), but can also refer to applications such as ammunition, artillery and various firearms. An explosive material, also called an explosive, is a substance that contains a great amount of stored energy that can produce an explosion, a sudden expansion of the material after initiation, usually accompanied by the production of light, heat, sound, and pressure. An explosive charge is a measured quantity of explosive material. The energy stored in an explosive material may be
  • Charge is a useful badge in Paper Mario TTYD. The charge badge (when equiped) adds another option to the tactics menu, (where Mario can defend, run away, and change partners) that, for 1 FP, charges Mario (hence the name) to do 2 more damage on his next attack (not counting star attacks). This effect is stackable. Mario can find one in the Great Boggly Tree after smashing the first ground pound panel, using Koops, and can find the P version (for partner) in the Glitz Pit's storeroom by using Flurrie to blow away the covers, then smashing the blocks in the right of the storeroom entrance. Then, if Mario wants more, he must repeatedly Defeat Hyper Clefts located on Twilight Trail. (this gives both types.) Equiping two or more allows for more charge in one turn. With one Mario's attack goes u
  • The charges of an item restrict the number of uses of those cast spell properties that specify a number of charges per use (rather than specifying a number of uses per day or specifying "single-use"). Each use of such a property reduces the item's charge total by the specified amount; if there are not enough charges left for a property, that property cannot be used. All properties on an item draw from the same pool of charges, and there is no way to increase this pool unless a module provides a special means to do so (such as making a magic electrifier available).
  • Charges, in this sense meaning formal accusations, are what agents of the PPC use to evaluate a badfic. During the course of a mission, the agents compile a list of charges against the fic or, in cases of a Mary Sue, the Sue. When they have enough of a certain magnitude, they are then authorized to do the Duty. (The most common Duty is assassinating a Mary Sue, but it can also involve exorcising a wraith, or whatever else must be done to repair the damage a badfic does to the corresponding canon.) Charge lists for various fandoms can be found in Section D of the PPC Handbook.
  • Chanelling chakra and moulding it through the tenketsu in their hands, the user manipulates it into electricity and shrouds themselves. After this is done, the user stretches their arms sideways, with the palms facing sideways also. The user then creates a repulsive force, resulting in a sphere of electricity erupting, with the user acting as an epicentre. This sphere spreads for 8metres and, depending on the amount of chakra used, it's power may vary; from a minor sphere which causes numbness and muscles spasms, or a powerful sphere that destroys the target(s)' nervous system and puts them in a comatose state. The attack also repels matter akin to a similar technique. This technique can only be countered by senjutsu-enhanced wind techniques when it is at its peak.
  • In 2370 an away team from the USS Enterprise-D was armed with cases of charges to be put in place to destroy a complex utilised by a conspiracy within Starfleet. The team put the charges in place, but when the time came to detonate them found they had no effect as the conspirators had been able to disarm them moments after they had been set. (TNG comic: "An Inconvenient Truth")
  • Reinhardt will charge forward at triple his normal speed. He may be steered left and right, but cannot make hard turns. He will continue to charge until he either hits a wall or travels 55 meters. The first enemy he hits will be stunned and brought with him as he continues his charge. Once Reinhardt hits a wall, the pinned enemy will take 300 damage. If they are still alive after hitting the wall, they will be staggered for half a second. If the pinned enemy escape, either thanks to the help of their teammates or Reinhardt stops after charging 55 meter, they won't take any damage. Any other enemies Reinhardt hits but not pinning will be knocked back and take 50 damage.
  • Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.). * All smash attacks can be charged for a few moments by holding the Attack Button. * Certain special moves can also be charged by holding the special attack button. With some moves, (Giant Punch, Charge Shot, Aura Sphere, and Shadow Ball) the charge can be held by the character indefinitely until the move is used again. Some special moves are automatically charged with time until activated (Wario Waft, Robo Burner), at which point they are discharged. Sonic's Spin Charge is unique in that it is charged by pressing the B Button repeatedly. * There are a few items which can be charged as well. Most battering weapons, and a few projectile items can be charged. Also, the ho
  • Charge is one of the few artes that allows for the regeneration of TP. In Tales of Phantasia, Mint's version restores anywhere from 5 to 10 TP. In the iOS release of the game, there was a daily bonus that reduced TP consumption and, when combined with TP reduction equipment, actually allowed Mint to use Charge to restore more TP than it cost, allowing her to slowly restore all her TP outside of battle.
owl:sameAs
Generation
  • II
appeal
  • 0
  • 2
Level
  • 2
  • 3
  • 9
  • 48
  • 50
  • 60
  • 80
First game
  • Paper Mario: The Thousand-Year Door
Strength
  • 100
Summary
  • +4 energon during !passes.
  • Increases the normal weapon damage.
Unit
  • Knight
Drain
  • 0.600000
  • 10
questgems
  • 2
dcterms:subject
jutsu type
  • Lightning Release
Row 4 info
  • 3600.0
Größe
  • 100
Spellbook
  • Normal
Romaji Name
  • Chāji
Previous volume
  • 1
debut shippuden
  • No
appears in gx
  • 84099
ja lore
  • 「サテライト・キャノン」の攻撃力を2000ポイントアップする。
Row 7 title
  • Previous Stage
kingsrock
  • 0
Loot Tier
  • 3
cardtype
  • Skill
  • Ability
implemented
  • 8.400000
contesttype
  • Smart
literal english
  • Charge
jutsu rank
  • C
jutsu classification
  • Ninjutsu
Objectives
  • *Kill 30 Hobgoblins * Speak to Waboka
dubname
  • Pontius Blank
Cast Time
  • Instant
Classe
  • Iop
Row 1 info
image ca
  • Charge-OW.png
Rune1num
  • 3
Lore
  • All face-up "Satellite Cannons" you control gain 2000 ATK.
xpcost
  • 2
Story Romaji Title
  • Tosshin
magiccoat
  • 0
unnamed jutsu
  • No
brightpowder
  • 0
Mana
  • 100
  • 240
Volume Title
  • Charge
Techniques
  • Speed
stat change
  • Your monsters gain ATK
anim
  • Charge.gif
ja image
  • Charge-JP-Anime-GX.png
Volume Kanji Title
  • 突入
RNG
  • -
Damage Type
  • Physical
Row 4 title
  • Time Limit
Self
  • 140
Luminance
  • 0
jutsu range
  • Short, Mid
Rune
  • blood
  • fire
  • air
Rune2num
  • 3
Agi
  • -
Upgrade
  • Charge Boost - Adds explosive damage. Cost: $555
  • Charge Aid - Adds brief invulnerability on attack and recharges shield. Cost: $1614
Effet
  • -88
  • -8
  • Attaquer un ennemi au sol
TCG
  • ChargeTCG.jpg
english tv
  • Electric Jūden
related to archseries
  • Satellite
Row 2 info
hand signs
  • Ox
Row 6 info
Previous Chapter
snatch
  • 1
gcd
  • Normal
jutsu class type
  • Offensive, Defensive
Utilisateur
Runes
  • 3
  • *3 Fire *3 Air *3 Blood
Row 1 title
  • Games
Stamina
  • 210
Cout
  • 2
  • 4
graphic
Patch Link
  • Performance Update Number 2
Row 5 info
  • 32
heroclass
  • Berserker
jutsu media
  • Anime, Manga, Game
Apparition
  • Paper Mario
Row 2 title
  • Worlds
Story Kanji Title
  • 突進
Affects
  • User
  • Self
Row 6 title
  • Next Stage
portee
  • 1
Volume Romaji Title
  • Totsunyū
gameimage
  • RhinoCharge.png
reconstructed lore
  • yes
Sprite
Skill Tree
Unlock
  • 7
Next volume
nameJP
  • チャージ
Quickness
  • 110
Prerequisites
Cooldown
  • 2
  • 7
  • 10
  • 20
  • 60
  • 20.0
Waffe
Sphere
  • Gowen
card type
  • Spell
Row 5 title
  • Banana Count
detect
  • 0
Row 3 info
Rarity
  • Uncommon
  • **
archetype
  • Warrior
  • Fighter
Row 3 title
  • Difficluty
Resource
  • Mana
Portée
  • Un ennemi
Patch Introduced
collectorinfo
  • 1
loretext
  • 'As formidable as a nightmare, a fighter runs down his prey.' --Borden of Freeport
Row 7 info
playcost
  • 2
Next Chapter
dbkwik:asdastory/property/wikiPageUsesTemplate
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dbkwik:gravity/property/wikiPageUsesTemplate
dbkwik:heroesofthestorm/property/wikiPageUsesTemplate
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dbkwik:ja.lotro/property/wikiPageUsesTemplate
dbkwik:kamen-rider/property/wikiPageUsesTemplate
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dbkwik:lon/property/wikiPageUsesTemplate
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dbkwik:mass-effect/property/wikiPageUsesTemplate
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dbkwik:memory-beta/property/wikiPageUsesTemplate
dbkwik:mightandmagic/property/wikiPageUsesTemplate
dbkwik:narutofanon/property/wikiPageUsesTemplate
dbkwik:oldschoolrunescape/property/wikiPageUsesTemplate
dbkwik:overwatch/property/wikiPageUsesTemplate
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dbkwik:pokemon/property/wikiPageUsesTemplate
dbkwik:pokemontowerdefensethree/property/wikiPageUsesTemplate
dbkwik:reborn/property/wikiPageUsesTemplate
dbkwik:regnum/property/wikiPageUsesTemplate
dbkwik:rune-scape/property/wikiPageUsesTemplate
dbkwik:runescape/property/wikiPageUsesTemplate
dbkwik:runescapeclassic/property/wikiPageUsesTemplate
dbkwik:shingeki-no-kyojin/property/wikiPageUsesTemplate
dbkwik:sotnw/property/wikiPageUsesTemplate
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dbkwik:unordinary/property/wikiPageUsesTemplate
dbkwik:wakfu/property/wikiPageUsesTemplate
dbkwik:warframe/property/wikiPageUsesTemplate
dbkwik:wizard101/property/wikiPageUsesTemplate
dbkwik:wotmud/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
dbkwik:yugi-oh/property/wikiPageUsesTemplate
dbkwik:yugioh/property/wikiPageUsesTemplate
dbkwik:zxtcg/property/wikiPageUsesTemplate
dbkwik:telepath/property/wikiPageUsesTemplate
dbkwik:starfox/property/wikiPageUsesTemplate
dbkwik:fr.pokemon/property/wikiPageUsesTemplate
dbkwik:star-fox/property/wikiPageUsesTemplate
Users
Decks
  • Prince Ojin
Category
  • Status
Critical
  • *Caster: Move Towards 2 Cells *- HP *15% Chance: Stunned
Found
Range
  • 1
  • 8
  • 20
  • 55
  • -2700.0
Defense
  • 2
pp
  • 20
Box Title
  • Charge
Appearances
  • 4743
  • 4746
  • 4790
  • 6775
  • Neo Bomberman
Job
  • Knight
Key
  • E
  • Left Shift,
Element
  • Earth
  • Wind
  • Terre
  • N/A
Cast
  • Rams into the targeted enemy at high speed, delivering a heavy melee blow.
Theme
Expansion
  • DJ01
Endurance
  • 110
Rang
  • Initial
Power
Status
  • Available
Tier
  • 1
Pet
  • Unicorn
  • Treant
  • Firecat
  • Bloodbat
  • Inferno Cat
  • Life Scarab
  • Midnight Sprite
  • Power Dragon
  • Happy Piggle
  • Myth Leprechaun
  • Goat Monk
  • Stray Piggle
PF
  • 0
Tree
  • Impenetrable Shield
Discipline
  • Slashing Weapons
Volume Number
  • 25
Supports
  • Satellite Cannon
CD
  • 12
Release Date
  • 2008-03-04
  • 2009-03-03
Name
  • Charge
  • Charge
  • Exterminating the Hobgoblins
Rare
  • No
MP
  • 8
Text
  • : Move up to your Speed and then perform an attack with a Melee weapon.
Type
  • Combat
  • Direct
  • Electric
  • Attack
  • Instant
  • Grimoire
  • Derby
  • DF
  • Support Skill
  • 近接スキル
  • The name of the following ability is a placeholder.
  • Offensive, Utility
  • Damaging/stunning movement
ImageSize
  • 180
AP
  • 8
  • 10
  • 12
  • 14
  • 16
  • 20
  • 22
  • 24
  • 26
  • 30
Ratings
  • Energizer–2; Exemplar–1
Romaji
  • Jūden
  • Totsugeki
Caption
  • Charge as it appears in Paper Mario: The Thousand-Year Door
Property
  • Normal
Weakness
  • Strength, Flight, Psychic, Magic
desc
  • Closes the distance with an enemy, delivering a bash on contact.
  • Causes the user to rush toward their target and deal Fire damage to all nearby enemies.
  • Charge at your enemy like an angry bull and stun your enemy for 4 seconds.
Method
  • Ask Waboka about 'Skills' and have not learned Charge
dbkwik:planetside/property/wikiPageUsesTemplate
dbkwik:spyro/property/wikiPageUsesTemplate
dbkwik:transformers2005/property/wikiPageUsesTemplate
debuff dur
  • 1.0
spellcost
  • 1300
Obstacle
  • vrai
debuff desc
  • Stunned.
cooldowngroup
  • 2
gametext
  • When you play this ability, exert it and begin combat against an opposing avatar. You may ready one of your units. You get +1 total attack in that combat.
Manifestation
  • A miniature tornado wraps around Booker's hand as he revs up to ram enemies.
debuff image
  • Spell_Frost_Stun.png
debuff name
  • Charge Stun
RewardCEXP
  • 3600
Briefing
  • Please exterminate the Hobgoblins that devastated my village. - Waboka -
learnfrom
  • Puffels .
MagLvl
  • 0
actualspeed
  • 16.660000
dbkwik:scientology/property/wikiPageUsesTemplate
dbkwik:physics/property/wikiPageUsesTemplate
dbkwik:supermonkeyball/property/wikiPageUsesTemplate
dbkwik:alteil/property/wikiPageUsesTemplate
dbkwik:celestial-refresh/property/wikiPageUsesTemplate
dbkwik:de.flyff/property/wikiPageUsesTemplate
dbkwik:crystalhall/property/wikiPageUsesTemplate
dbkwik:warstorm/property/wikiPageUsesTemplate
exp
  • 180
Score
  • 400
Ability
  • +50% 走るスピード
Chapter
  • 211
Members
  • No
Stat
  • Stamina +2
  • Stamina +2, Str +1
  • Stamina +5, Str +1
  • Stamina +5, Str +5
effectivedate
  • 2006-12-11
Légende
  • Bombinette faisant Charge
at
  • -
Coordination
  • 110
naming
Words
  • utani tempo hur
  • utani tempo hur
Charges
  • 0
Kanji
  • 充電
  • 突撃
Update
  • Evolution of Combat: Now Live!
Volume
Title
  • Charge
Info
  • Title and content are subjected to change when the game progresses.
  • If there is not enough people with long-ranged high damage skills for killing Hobgoblins on the banks, then use Rafting and stop at the Hobgoblin village in Lappa, and you can kill Hobgoblins faster there. Use the collapsed Mana Tunnel or Goddess Wing to get out. While on the raft, it is recommended go with a party so that you can drive the raft and attack at the same time. It is recommended to kill the Bowmen and Exorcists as they have low HP Note: If you are doing any other quest that involves killing Hobgoblins , it will not count to this one.
Charged
  • Builds up the charge attack's power, ramming into the enemy for increased damage upon release. The longer the attack is held, the more damaging the charge.
Duration
  • 4
  • 7
  • N/A
Use
  • Offensive
XP
  • 10000
Icon
  • 250
  • Charge.jpg
  • Spell_Iop_Charge.png
Class
  • Warrior
  • Status
  • Warrior
  • Iop
  • Paladin
  • Unknown
  • ガーディアン
  • Lightning Elemental
Ligne
  • vrai
Description
  • 0.75
  • Reinhardt charges forth in a straight line, pinning the first enemy in his path and knocking others aside. If he collides with a wall, the foe he’s carrying suffers extreme damage.
  • The Iop throws itself forward and crashes headlong into the enemy. The force of this charge might be enough to Stun the target!
  • La charge permet à un Iop de se jeter en avant, en parcourant plusieurs cases, et de percuter son adversaire de plein fouet. Elle est utile non seulement pour causer des dégâts conséquents, mais aussi pour entrer ou sortir des zones de tacle tout en attaquant.
  • Charge un ennemi.
  • Increases the effectiveness of attack and damage.
  • Charge to an enemy, stunning it for 1.5 sec. Generates 20 Rage.
  • 戦闘に突入する
  • Hyena charges towards a target, clobbering any in his path and stomping his victim.
Weaknesses
  • Acid
premium
  • yes
  • yes
Subclass
  • Support
  • Support
section
  • synopsis
Cost
  • 2
  • 3
  • 4
  • 25
  • 41
  • 45
  • 507090110130
  • Mana
Characteristic
  • A Strong Offence
DF
  • -
JPName
  • チャージ
ape
  • 3
  • 4
RewardOther
  • * Charge skill
apH
  • 3
  • 4
  • 5
  • 6
  • 7
effectG
  • Ranged damage reduction 38%; Attack damage 140%; Maximum distance 1620
  • Ranged damage reduction 34%; Attack damage 120%; Maximum distance 1560
  • Ranged damage reduction 30%; Attack damage 100%; Maximum distance 1500
  • Ranged damage reduction 32%; Attack damage 110%; Maximum distance 1530
  • Ranged damage reduction 36%; Attack damage 130%; Maximum distance 1590
statG
  • Stamina +2
effectH
  • Ranged damage reduction 32%; Attack damage 55%; Maximum distance 1530
  • Ranged damage reduction 36%; Attack damage 65%; Maximum distance 1590
  • Ranged damage reduction 38%; Attack damage 70%; Maximum distance 1620
  • Ranged damage reduction 34%; Attack damage 60%; Maximum distance 1560
  • Ranged damage reduction 30%; Attack damage 50%; Maximum distance 1500
effectE
  • Ranged damage reduction 32%; Attack damage 55%; Maximum distance 1530
  • Ranged damage reduction 30%; Attack damage 50%; Maximum distance 1500
statH
  • Stamina +2
dbkwik:dreamlords/property/wikiPageUsesTemplate
Years
  • 2001
Japanese
  • じゅうでん Charge
  • チャージ
State
  • Stamina +2
Restrictions
  • *1 use per target
Beschreibung
  • Das ist ein normaler 1o1-Schwert-Skill, welcher bei einem einzelnem Gegner hohen Schaden verteilt.
Notes
  • Charge is a basic attack power which adds additional Slashing Damage. It is similar to Forceful Blow and Gutting. Charge can be nice for it's cheap mana cost and fast cooldown. Charge adds an additional constant damage while the power South Cross scales proportional to damage. Depending on the slower, higher damaging Warriors may benefit from the additional damage of South Cross, while lower level, faster hitting, or low damage Warriors may see Charge actually do more damage.
  • This spell has been added to the game in the Christmas Update 2008. Can be used to run away from a monster that's too strong.
  • Can be used to run away from a monster that's too strong.
Illustrator
  • YU HIJIKATA
  • Leslie Minnis
Attacks
  • Lightning
Top
  • Para
Accuracy
  • Can't Miss
  • —%
School
Casting
  • 0
Zone
  • zone_case.png
Style
  • Any Weapon
Debut
HP
  • 1
  • -
Subtype
  • - / -
Patch
  • PU2
Release
  • 2012-11-20
RES
  • Active
Ja Name
  • チャージ
Target
  • Monster
  • Self
  • Hostile Squad
Titel
  • Charge
  • Charge
Focus
  • 110
Damage
  • N/A
  • -
  • Moderate
  • , or damage
  • Weapon Damage: 100%; Slashing Damage:30-50,50-80,90-130,120-150,150-200
Gender
  • M
apG
  • 3
  • 4
  • 5
  • 6
  • 7
BP
  • 0
Health
  • 125
Race
  • Covenant
Position
  • 1
Arc
Experience
  • 180
Book
  • Standard
Variations
  • Original, Mission Deep Sea and Freeze
Quote
  • "Look for the right angle"
LP
  • -
R
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 77-85.1 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 82.9-91.7 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 89.2-98.6 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 106.3-117.4 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 96.1-106.2 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 99.7-110.2 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 102.8-113.6 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 86.1-95.1 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 92.6-102.4 Fire + 100% of weapon damage.
  • Rushes the user 5-45 meters towards the target. Cannot travel through other avatars. Deals 79.9-88.3 Fire + 100% of weapon damage.
Codename
  • Charge
Effect
  • Special
  • +2% damage
  • Ranged damage reduction 60%; Attack damage 150%; Maximum distance 2000
  • Ranged damage reduction 44%; Attack damage 95%; Maximum distance 1730
  • Ranged damage reduction 42%; Attack damage 90%; Maximum distance 1700
  • *Caster: Move Towards 2 Cells *- HP *10% Chance:
  • Charges Mario's attack power
  • Increases your speed by 90% for 5 seconds.
  • Increases your speed by 90% for 5 seconds.
  • Ranged damage reduction 48%; Attack damage 105%; Maximum distance 1790
  • Ranged damage reduction 52%; Attack damage 125%; Maximum distance 1880
  • Ranged damage reduction 46%; Attack damage 100%; Maximum distance 1760
  • Ranged damage reduction 57%; Attack damage 135%; Maximum distance 1940
  • Ranged damage reduction 40%; Attack damage 75%; Maximum distance 1650
  • Ranged damage reduction 50%; Attack damage 120%; Maximum distance 1850
  • Ranged damage reduction 55%; Attack damage 130%; Maximum distance 1910
Slogan
  • Sprite
Bild
  • Charge.gif
Contact
  • 0
Strategy
  • Whim
wikipage disambiguates
Number (in vol.)
  • 3
reqjob
  • First Job
Release date (JA)
  • 2013-09-09
attr
  • Does not exist
voc
  • Knights
  • Knights
Bislang einziger Auftritt
  • Paper Mario: Die Legende vom Äonentor
reqpts
  • 10
reqwpn
  • One-Handed Sword, Spear, Two-Handed Sword
Number (overall)
  • 49
LevelRequired
  • 25
Chance
  • 100
Wirkung
  • Papier-Mario kann mit der Technik Charge seine Angriffskraft um 2 erhöhen.
Trophies
  • None
jam
  • 0
skill image
  • Charge03.jpg
synergies
Jpwiki
  • 612
expLvl
  • 25
recover
  • 3
cooltime
  • 20
AoE
  • Single Cell
Bedingung
  • Sword Mastery Level 3
Rune3num
  • 3
derbyeff
  • +5 Morale to Self
critique
  • -110
  • -10
derbycool
  • 30
Benötigte OP
  • 1
backup
  • Euro-Promotional League
abstract
  • __NOEDITSECTION__ __NOWYSIWYG__
  • Caution: Monsters' damage is modified by their statistics, which are in majority unknown.
  • Charge is a badge that appears only in Paper Mario: The Thousand-Year Door. Mario can wear this badge for one BP, and in battle by paying one FP, he can increase his attack power for his next attack. This effect is stack-able with other turns he uses "Charge." Charge is found near the end of Chapter two. In the bottom portions of the Great Boggly Tree. Mario can climb from pillar to pillar and eventually get onto the same spot as the pillar that has this badge on it. Although, he must fill the room with water first.
  • __NOWYSIWYG__ Charge Battle Data Affected by Contest Data Contests (RSE) Super Contests (DPPt) Contest Spectaculars (ORAS) Charge is a Electric-type move. It doubles the power of Electric type moves.
  • Because the god spells only require level 60 magic to cast, players can use a level boosting potion once to cast charge, and then be able to use the god spells in a prolonged fight as low as level 76 magic. Note: You need to claim a staff from the Chamber guardian before you can cast this spell, even if you intend to use a Staff of the dead or Void mace. Also, you must be wearing the respective god cape for the charge effect to work.
  • Charge is a core warrior ability learned at level three. It is considered the opening skill. Charge rapidly moves the warrior towards a target, stuns it, and generates rage. It cannot be used during combat and has to be used as an opener. This is useful in duels against casters and ranged classes, as the distance is covered almost instantly.
  • Doubles power of next 3 electric-type moves. Raises user's Sp. Defense by 1. If the move is used by elemental pokemons, Electric moves will also be boosted regardless of the elemental type.
  • Charge (measured in Coulombs) is a property which causes a force to be exerted on matter when placed in an electric field. Charge is quantized, with the smallest possible isolated charge being 1.602×10−19 C (this is magnitude of the charge on an electron and proton; although quarks have smaller charges, they have never been observed on their own). The rate of charge transfer is called current. The net transferred charge multiplied by the voltage difference between the two endpoints is equal to the energy transferred between the two points. File:Plasma globe.jpg This electromagnetism-related article contains minimal information concerning its topic. You can help the Physics Wiki by adding to it.
  • <default>Enemy name</default> Japanese name Alternate name(s) Elemental type Hit points Score Stage(s) Appearances Other Sprite Charge is a ridable enemy from Neo Bomberman. It comes from a mechanical Egg. Charge moves quickly, only turning upon collision with a wall or bomb. Periodically it will stop moving, charge up its dash attack, and will then proceed to move at an even faster pace, randomly turning at intersections for a short period of time before returning to its regular movement pattern. It will harm the player on collision. Upon defeat, Charge becomes a mechanical Egg.
  • This effect allows a technique to be "charged" for a turn to deal double the effects on the next turn.
  • Reinhardt will charge forward at triple his normal speed. He may be steered left and right, but cannot make hard turns. He will continue to charge until he either hits a wall or travels 55 meters. The first enemy he hits will be stunned and brought with him as he continues his charge. Once Reinhardt hits a wall, the pinned enemy will take 300 damage. If they are still alive after hitting the wall, they will be staggered for half a second. If the pinned enemy escape, either thanks to the help of their teammates or Reinhardt stops after charging 55 meter, they won't take any damage. Any other enemies Reinhardt hits but not pinning will be knocked back and take 50 damage. When two Reinhardts charge into each other, they will both fall down and take 175 damage.
  • Totsuba Uchisusu (突庭(とつば) 撃進(うちすす)), also known as Charge (チャージ), is a scout character.
  • Charge is a term often used for explosive content, usually contained in explosive devices (e.g. bombs, grenades, etc.), but can also refer to applications such as ammunition, artillery and various firearms. An explosive material, also called an explosive, is a substance that contains a great amount of stored energy that can produce an explosion, a sudden expansion of the material after initiation, usually accompanied by the production of light, heat, sound, and pressure. An explosive charge is a measured quantity of explosive material. The energy stored in an explosive material may be * chemical energy, such as nitroglycerine or grain dust * pressurized compressed gas, such as a gas cylinder or aerosol can * nuclear, such as fissile isotopes of uranium-235 and plutonium-239 Explosive materials may be categorized by the speed at which they expand. Materials that detonate (explode faster than the speed of sound) are said to be high explosives and materials that deflagrate are said to be low explosives. Explosives may also be categorized by their sensitivity. Sensitive materials that can be initiated by a relatively small amount of heat or pressure are primary explosives and materials that are relatively insensitive are secondary explosives.
  • A charge is typically the ammunition of a ship's weapon systems. Most weapons will not work unless one or more charges have been loaded. Charges can include: * Missiles * Frequency Crystals * Hybrid Charges * Projectile Ammo
  • (Quelle: Innoform) Serie von Produkten, die während eines Arbeitsabschnittes und mit den gleichen Rohstoffen gefertigt und verpackt werden. Aus Bastelstube, einem Wikia-Wiki.
  • Charge is a Paladin Skill in Diablo II.
  • Charge is a keyword action.
  • Charge is a promotion in the Civilization games.
  • A sort of nessacary ninjutsu for any combustion using shinobi, this is a simple ninjutsu which allows the user to place their combustion chakra within an item which in addition to other ninjutsu allows them to do a lot of damage.
  • Charge est une attaque de type Type Normal|link=Normal introduite dans la première génération.
  • The charge action is a standard action that combines movement with an attack, within certain limitations.[PH:287][U:5/2010][RC:240]
  • Description: Lets your squad charge an enemy squad getting there faster than normal. Also stuns the target for a short duration. Note:*Charge doesn't actually stun the target; rather, it decreses its movement speed.
  • In physics, a charge may refer to one of many different quantities, such as the electric charge in electromagnetism or the color charge in quantum chromodynamics. Charges are associated with conserved quantum numbers.
  • The Iop moves forward, and can stun the target.
  • (Quelle: Innoform) Serie von Produkten, die während eines Arbeitsabschnittes und mit den gleichen Rohstoffen gefertigt und verpackt werden.
  • The Charge function, available in Arwings, Wolfens and Landmasters, allows the pilot to charge up his/her Laser to provide a devastating charged shot. The charge also receives targeting data from the Targeting Computer, allowing a charged shot to lock-on, and home to its target.
  • In 2370 an away team from the USS Enterprise-D was armed with cases of charges to be put in place to destroy a complex utilised by a conspiracy within Starfleet. The team put the charges in place, but when the time came to detonate them found they had no effect as the conspirators had been able to disarm them moments after they had been set. (TNG comic: "An Inconvenient Truth") In the alternate reality created by the temporal displacement of the Narada, bomber-type vessels, such as the Federation Defender-class and Romulan Cetratus-class, were armed with explosive charges. (TOS video game: D-A-C)
  • This level's name is not meant to imply a charge of electricity. Its name implies that you need to charge up your speed to make it to the goal. This level has a small wall at the end of two ball-wide planks. You can clip off the wall to reach the platform with the goal on it if you are fast enough. There is also a wormhole that can help increase your speed as well as get you back to the planks.
  • >"Metal armor is fire-proof, but a charge attack will take care of them." —Alban Charging is one of Spyro's two main attacks throughout the Spyro series, the other being Flame. Charging with Spyro's horns is used to defeat enemies or disarm foes who are wielding metal shields or armor that are invulnerable to fire. Also, the metal vases and other similar metal containers containing gems can only be destroyed by having Spyro charge into them. There is a Supercharge powerup which allows Spyro to charge at extreme speeds. This much stronger charge can destroy things the normal charge can't like very strong cases containing gems and doors. In Speedways, Spyro already has this supercharge to use against ground enemies.
  • Image:Charge.png Image:Combonormal.png Image:Bodyskill.png Image:Meleeattack.png Image:Spiritmagic.png Image:14sec.png Self * Gain Vigour (12s). * All your attacks become Burst attacks for 12 seconds. Vigour: Physique is raised by 3 Ranks. At the end of the duration, Physique is reduced by 3 ranks again. Burst: Gain 1 rank physique on hit, but lose 1 rank physique if the attack misses.
  • Charging is a skill that makes you coming close to an enemy and stun him for a probability, but it usually ends up stunning the enemy for 2-4 seconds (because of lag). Useful to help a player fast. Recommended for tanks.
  • Most robos will be invincible when a charge attack is performed. (Your robo usually turns red.) In older games, it is known as a collision attack. Every robo has a unique charge attack. This attack is very powerful, and it always knocks the opponent's robo down if it is done correctly. Upon charging, your robo homes in on the opponent's robo, and some even continue to home in after a short period of time. Charges can be useful in performing combos and providing high damage while the opponent when he is downed. However typically when used for combos, charges should hit before the opponent is down, thus near or at the end of a combo string. However, you will be vulnerable to attacks (pods in particular) before and after you charge, so be careful; charges should not be relied upon as one's primary attack. The lag times are different for every robo. It is important to know the charge attacks for both your robo and your opponent's because it may mean exploiting or defending a weakness.
  • Charge is a gameplay mechanic in Empire: Total War.
  • Charge, also known as Charge Up, Overcharge, Boost or Countdown, is a recurring skill which precedes and enables the use of another skill, or increases a specific skill's effect if used before that skill. Occasionally it simply boosts certain stats.
  • Charge (チャージ Chāji) is the place where destroyed Z/X cards and are placed. A player may only have 4 cards in his or her Charge at a time. If the fifth card or more is put into Charge, that player choose a card(s) from his or her Charge and put it into Trash until he or she have exactly 4 cards in the Charge. Previously, when a card(s) would be put into the Charge when the limit has been reached, that card(s) will be put into Trash directly without being put into Charge first. This has been changed into the current rules since 28 August 2013. Certain cards like "Twelve Apostles - Aquarius Gambiel" and "Fallen Angel of Grief, Lucifer" is able to modify a player Charge limit.
  • This power also compensates for impeding obstacles by allowing the Vanguard to 'phase' through solid objects en route to their target. It can also be used on enemies who have been levitated by other biotic powers, and can multiply physics damage to send them off into the distance.
  • Charge (突入, Totsunyū) is the name of the twenty-fifth volume of the Hunter × Hunter manga series. It was released by Shueisha on March 4th, 2008 in Japanese and was released by Viz Media on March 3rd, 2009 in English.
  • Apparition Utilisateur Rang PF Charge est une habilité de base maîtrisée par Bombinette qui apparaît seulement dans Paper Mario.
  • Charge: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.
  • 30x34px| Charge on taika P2p runescapessa. Taika voimistaa jumala taikojan iskua jos käytät jumala viittaa. Sen käyttöön vaaditaan 80 34px| ja 3x 30px| 3x 30px| ja 3x 30px|
  • The charges of an item restrict the number of uses of those cast spell properties that specify a number of charges per use (rather than specifying a number of uses per day or specifying "single-use"). Each use of such a property reduces the item's charge total by the specified amount; if there are not enough charges left for a property, that property cannot be used. All properties on an item draw from the same pool of charges, and there is no way to increase this pool unless a module provides a special means to do so (such as making a magic electrifier available). Items that are not flagged as plot are susceptible to being destroyed when the number of charges runs low. In the simplest case, destruction happens when using a property causes the number of charges to hit zero. Destruction can also occur near zero when there are not enough charges to use any of the item's charge-consuming properties. (That is, destruction occurs when the item appears to be useless and cluttering a player's inventory.) Exceptions to this general rule occur when the item has properties that consume 0 charges per use or that have a number of uses per day, as those properties will prevent destruction if they both have uses remaining and are listed (in the item's description) after the property that caused the charges to drop to self-destruction levels. Thus a property costing 0 charges per use or usable unlimited times per day can always prevent an item from being destroyed due to charge depletion (since it always has uses remaining), provided that property is the last one, but otherwise preventing destruction can seem random. When charges are increased (by a script), a player may need to rest to take advantage of the addition, as properties with no uses remaining will not have their number of uses immediately recalculated.
  • She has quite an Eurocentric attitude, finding fault with just about everything related to Americans or the United States in general, and is not shy about voicing her opinions. Her attitude is based upon the death of her great-grandfather, killed by American soldiers during the Liberation of France, and the death of mother during childbirth. An American doctor was treating her, when she died. Charge has some family issues associated with losing her mother, including an intense dislike of her father's young live-in girlfriend (she prefers to use the derogatory term mistress) - suspecting the girl will marry Charge's father and make everyone forget her mother. She is usually very private about her family issues. She also has a huge distrust of the MCO from their attempted abduction of her.
  • Charge is one of the Vigors featured in BioShock Infinite, allowing Booker to ram into enemies at high speeds and deliver a powerful melee strike. On a simple cast, Charge sends Booker hurtling into a targeted enemy, dealing heavy physical damage upon impact. Charging the Vigor revs up Booker's Sky-Hook, increasing the power of the attack the longer it is held. Charge can be used against all enemies at a sizable range, including foes atop ledges and targets floating in the air. Targeted enemies are highlighted in white while the Vigor is active. Charge deals only half damage against Beasts.
  • Charge is a Warrior skill which attempts to ram a target with a lance or spear from horseback, inflicting critical damage.How much? Success or failure is highly dependent on terrain, with grasslands or roads giving a much higher chance of success than hills or mountains. Syntax: charge Timer: 7 pulses (+fleelag)
  • Increases damage output, run speed, reduces action cost and removes snaring effects on your group. Requires: 16 Points In Squad Command 1 Point In Inspiration Rank:0/1 Grants Command: Charge! Charge!: Increases damage output, reduces action cost, provides a speed boost and removes snaring effects for all members of your party.
  • This attack is only demonstrated by Goten in the world tournament while facing his best friend Trunks. Goten ram's down to his opponent at full speed if he misses his opponent he breaks the fall with an energy beam then fly's towards the direction of his opponent. From Dragon Ball Wiki, a Wikia wiki.
  • Talk to Waboka in Cor about skills. He will give you a 2x1 quest scroll, which requires you to kill 30 Hobgoblins within 3 in-game days (108 Minutes).
  • Charge (突撃 Totsugeki, also known as Duel) is a Skill that only appears in Fire Emblem: Genealogy of the Holy War and Fire Emblem: Thracia 776. When activated by a particular user, the battle he/she participates in will be prolonged for at least one more round (highest amount of turns is 20, though anything above 5 is rare). In Thracia 776, it will always activate and initiate another round of combat if both the user's HP and Attack Speed are greater than that of the enemy's.
  • Jousting is the special skill of cavaliers and champions (in all HoMM series)), whereby the cavalier or champion deals a bonus ten percent damage for every hex traveled before he attacks.
  • Charge is a skill that knocks the target back, while creating a base 50% chance to make target Stunned.
  • Charge is a useful badge in Paper Mario TTYD. The charge badge (when equiped) adds another option to the tactics menu, (where Mario can defend, run away, and change partners) that, for 1 FP, charges Mario (hence the name) to do 2 more damage on his next attack (not counting star attacks). This effect is stackable. Mario can find one in the Great Boggly Tree after smashing the first ground pound panel, using Koops, and can find the P version (for partner) in the Glitz Pit's storeroom by using Flurrie to blow away the covers, then smashing the blocks in the right of the storeroom entrance. Then, if Mario wants more, he must repeatedly Defeat Hyper Clefts located on Twilight Trail. (this gives both types.) Equiping two or more allows for more charge in one turn. With one Mario's attack goes up by 2.
  • Charge is the 211th chapter of Akira Amano's Katekyō Hitman Reborn!
  • Charges, in this sense meaning formal accusations, are what agents of the PPC use to evaluate a badfic. During the course of a mission, the agents compile a list of charges against the fic or, in cases of a Mary Sue, the Sue. When they have enough of a certain magnitude, they are then authorized to do the Duty. (The most common Duty is assassinating a Mary Sue, but it can also involve exorcising a wraith, or whatever else must be done to repair the damage a badfic does to the corresponding canon.) Charges are important because they qualify why a character is a Sue, or why the fic is bad. PPC agents do not enter and destroy badfics simply because they do not like the content: their charge lists are a form of literary criticism. The fact that a mission's charge list objectively substantiates the faults of a badfic is one of the greatest defenses the PPC has against being called trolls, griefers, or bullies. Most subjective charges (such as "this fic is annoying") are more for humor than anything else. Please note that not all charges apply in all circumstances. For instance, while wearing a Daft Punk t-shirt in Middle-earth is certainly a charge, wearing one in a Doctor Who fic may not be—no matter how you feel about Daft Punk. Also, charges may not always hold the same magnitude from fic to fic. Charges are supposed to be read out before the Mary Sue is taken care of, the wraith disappears, and the mission is finished. It's Da Rules. Charge lists for various fandoms can be found in Section D of the PPC Handbook.
  • Charge is a magic spell that increases the maximum damage of the God Spells from 18 to 25. This spell requires level 80 magic to use, and you must have a god staff and the corresponding cape to use. P2P mages almost always use this spell before a battle for extra damage in combat.
  • Chanelling chakra and moulding it through the tenketsu in their hands, the user manipulates it into electricity and shrouds themselves. After this is done, the user stretches their arms sideways, with the palms facing sideways also. The user then creates a repulsive force, resulting in a sphere of electricity erupting, with the user acting as an epicentre. This sphere spreads for 8metres and, depending on the amount of chakra used, it's power may vary; from a minor sphere which causes numbness and muscles spasms, or a powerful sphere that destroys the target(s)' nervous system and puts them in a comatose state. The attack also repels matter akin to a similar technique. This technique can only be countered by senjutsu-enhanced wind techniques when it is at its peak. The technique was developed by Senkai at the age of 8, using it to push back bullies and other enemies at bay and thus electrocuting them. When Senkai used it at that time, he required the Ox handseal, however, after a few years, he could do it without handseals.
  • Charging is the powering up of an attack or item in order to increase its potency (damage, range, speed, etc.). * All smash attacks can be charged for a few moments by holding the Attack Button. * Certain special moves can also be charged by holding the special attack button. With some moves, (Giant Punch, Charge Shot, Aura Sphere, and Shadow Ball) the charge can be held by the character indefinitely until the move is used again. Some special moves are automatically charged with time until activated (Wario Waft, Robo Burner), at which point they are discharged. Sonic's Spin Charge is unique in that it is charged by pressing the B Button repeatedly. * There are a few items which can be charged as well. Most battering weapons, and a few projectile items can be charged. Also, the hothead will be charged as it receives damage on the field.
  • In 2153, Lieutenant Malcolm Reed set several charges up on the EPS manifold aboard the Borg-assimilated transport Arctic One, which he proceeded to detonate by remote control. (ENT: "Regeneration") In the final draft script of "Regeneration", these explosives were referred to as "circular, magnetic CHARGES." Several of these charges were sold off on the It's A Wrap! sale and auction on eBay with the comment that these charges were used in other episodes as well, known as stun grenades. [1] [2]
  • A Whitelighter is a guardian angel who protects and guides good witches and future whitelighters to protect and nurture them for their intended destiny.
  • Charge is the Alpha Team electronics expert who appeared in all three years of the theme. He has appeared in all three Alpha Team series, but was completely redesigned Mission Deep Freeze. He then had a uniform like Flex's, only with red highlights rather than orange. He also seemed to have shaved, as he went from having a goatee and mustache to having only a small amount of stubble on his chin.
  • Charge is Merin's ability. It appears to enhance the user's speed and strength. Its capabilities are unknown.
  • There are 3 types of attacks that can be used with the Charge bar:
  • Description: Chance to increase Attack when in combat with an entity (Non-PVP).
  • Usage: !pass Charge is a passive ability. Possessing the Charge ability in your current mode will result in you receiving additional Energon when you use !pass. The amount is a flat rate regardless of defense level; you will receive +4 Energon in addition to the normal amount. This functions in a manner similar to the 'secret' FC-only ability Generate, but toned down a little for general use. It is important to note that there are a few Abilities or 'builds' that Charge may not be paired with: Junkions with the Repair ability Charge can be used for characters who are more efficient than typical members of their species, as well as character who can absorb extra energy from their environment in a more passive way than the Feed effect(such as absorbing sunlight or ambient radiation), or even extra batteries or a dynamo for building up additional energy.
  • Charge is one of the few artes that allows for the regeneration of TP. In Tales of Phantasia, Mint's version restores anywhere from 5 to 10 TP. In the iOS release of the game, there was a daily bonus that reduced TP consumption and, when combined with TP reduction equipment, actually allowed Mint to use Charge to restore more TP than it cost, allowing her to slowly restore all her TP outside of battle. In Tales of Eternia, the spell actually gives just as much TP as it requires, using 100 TP to give the targeted ally 100 TP, and will even give the ally 3% of max TP when the enemy is defeated. In Tales of the Abyss, if the spell is used within a fully charged Earth or Dark FOF Circle, it will become Tribute instead, which expands its original single target effect into one that affects the entire party. Charge is also the name of Alvin's special ability in Tales of Xillia and Tales of Xillia 2. After performing an attack, Alvin can charge and store energy, which he can then use to alter his martial artes into stronger, charged arte versions.
  • right Charge ist eine Fähigkeit aus Chocobo Racing, die dem Fahrer eine gewaltige Beschleunigung und Wucht verleiht, sodass andere Fahrer abgedrängt werden können. Es ist die Standardfähigkeit von Behemoth. Kategorie:Fähigkeit (CR)
  • Description: A Derby Ability for pets in the Derby Races. Rarity: Uncommon Effect: +5 Morale to Self Cooldown: 30 seconds Pets that can get Charge: Documentation on how to edit this page can be found at Hints, Guides and Discussions should be placed in the Discussion tab.
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