PLAY ADA'S TRAIL Ada's Trail

STORM CELL

STORM CELL, as the pickup appears in Ada's Trail

STORM CELL is a charge that keeps grounding itself through the nearest body, and it runs for 10 seconds from the moment it is spent.

It stacks: a second pickup spent while the first is still running adds a whole fresh copy rather than resetting the clock, so two at once is genuinely twice the power.

A charged cell that will not hold its charge, grounding itself through whatever body is nearest on a beat the hero has no say in. It picks its own target and it never misses; the only way to waste one is to be standing somewhere with nothing in range.

What it does

The bolts

WHATVALUE
STRIKES EVERY0.45 S
DAMAGE PER BOLT25
REACHES220 PX
  • AUTHORED AT LEVEL 1every damage figure above is the blow a level-1 hero with nothing spent on INTELLIGENCE lands, measured against a reference minion carrying 45 health. It does not stay there: a power's output rides the same curve a monster's healthbar climbs, so a figure that clipped a third of a bar on the first map still clips a third of one on the last.
  • INTELLIGENCEeach point deepens every one of its blows by 5%.
STORM CELL, a powerup in Ada's Trail, lying on the floor of GOODCO HQ where it is first handed out
STORM CELL — the pickup, on GOODCO HQ.

How often it turns up

STORM CELL is weighted at the catalog's ordinary 100: inside a pool it is exactly as likely as any other unweighted power in it.

A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.

VENUEPOOLWEIGHTSHARE OF THE POOL
GOODCO HQ7 powers10020%
THE MOON9 powers10016%
MARS11 powers10014%
THE RIFT13 powers10013%
BOOT HILL15 powers10011%
THE GARAGE15 powers10011%
THE BUNKER15 powers10012%