Pinned
Pinned is a status effect that prevents the target from moving.
<name> cannot move, and defenses are lowered.
Specifics
- Pinned can be stacked
- Pinned enemies can still attack
Hero abilities
Basic Interfusion (Interfusion):
Wild Grasp (Plant): ( single action, ends turn) Send vines out to grab a foe and drag them to the specified tile, also pinning and dealing damage.
Basic Interfusion (Interfusion):
Shackle (Metal): ( single action, ends turn) Warp metal into grasping appendages that pin a single enemy for two turns.
Basic Interfusion (Interfusion):
Sharktrap (Shards): ( single action, ends turn) Lays a single trap on the floor occupying multiple tiles, and affects the first enemy to step into any of the tiles. The traps work the same as Hunter Jumpjaw traps, except that each tile is a separate trap that is triggered independently.
Arches (Mystic Ability):
Arches: ( single action, ends turn) Summons a tree in specified area. Pinning enemies in range.
Jumpjaw (Hunter Ability):
Jumpjaw: ( swift action) Twice per combat, as a swift action, Hero throws a Jumpjaw trap that will deal [2 + Potency] damage and pin the first enemy who walks near.
Zealous Leap (Warrior Ability):
Zealous Leap (Upgrade): ( swift action) Cooldown reduced from once every other turn to once per turn. Clears pin on use.
Net (Off-Hand):
Net: (Action) Once per combat, hero hurls a throwing net. If it connects, it will pin the foe for two turns.
Enemies
True Gorgon (Gorgon):
Pinning Toxin: As a swift action, attacks and pins the target in place.
Seacaller (Gorgon):
Summon Seathings : Spawns up to 6 Tentacles on corrupted tiles. Tentacles Grab a nearby target, dragging them to itself and pinning them. Disappears after using Grab.
Special Enemies:
Unstoppable: Cannot be pinned or hobbled.
Status effects |
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Blinded · Deafened · Dominated · Engaged · Hidden · Hobbled · Pinned · Poisoned · Stasis · Stunned |