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Chain Grab

Chain Grab icon

Chain Grab

SKILL_ChainGrap · Active Physical Melee SingleHostile

Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position.
The caster is affected by the target's Taunt for 2 seconds.
Applies Rooting for 1 seconds and Slow for 3 seconds to the target.

Effects & keywords

  • Taunt (on the caster): Attack the target that taunted you first.
  • Rooting (on enemy): Unable to move from the current position.
  • Slow (on enemy): -30% Movement Speed

on user affects the caster, on enemy the target.

Range in context

Chain Grab range and area shown on a dungeon room
91 physical damage / target

Range reaches past this room, so the target sits at the edge.

15s

Damage to your units

Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.

MonsterWhereEasyNormalHardVery HardDevastation
Abyss Chain Knight SentinelAbyss F191643107134161
Chain Knight SentinelFestering Burrow F52055137171205
Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).
Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.

Numbers

Range10
Start delay0s
End delay2.5s
Cooldown15s
Energy cost0
Skill points to learn5
Required level0
Basic attack skillno
Delay scales with attack speedno
Can target over wallsyes
Raw values100, 2, 1, 3

Range and area

Range and area of Chain Grab

Blue caster; light blue range (10 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.

Skill animation

The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.