Super MNC Skills are the upgradeable abilities available to all Pros in Super Monday Night Combat. Every Pro in S-MNC has a total of three 'Activated Skills'; that is to say, a Pro chooses when and where to use these abilities during the game. These skills usually help a Pro do damage, heal themselves or teammates, escape from battle, or just make life difficult for the enemy team.
To prevent unfair re-use of abilities, all activated skills have a cool-down period, which is the amount of time a Pro has to wait before using a skill again. Skills can be upgraded every time you level up, providing stronger upsides, and often times, lowering cooldown.
Every Pro also has the same two Passive Skills; skills that are always in effect, whether the Pro is aware of them or not. These two skills (Offensive and Defensive) improve the Pro's overall Combat Effectiveness and their ability to resist enemy attack, respectively. Some Pros get special benefits from upgrading their passive skills to a certain level, like the Assassin's Offensive skill upgrading her dagger to a Sword, for example.
Certain activated skills can be switched on and off at will, so long as the skill has some 'charge' left in it; some time left on the cooldown counter, in other words. The Assault's 'Fly' skill, or Cheston's 'Rampage' are examples of Toggled skills. The Support's Firebase is a special case: it stays on as long as the Firebase remains active on the field, and does not 'drain' the Support's cooldown for that skill.
List of SkillsEdit
Note: All Pros have Offensive and Defensive as their passive skills, unless stated otherwise.
- Irradiate -- Artemis irradiates an enemy target which removes armor, does damage over time and makes the target always visible on team vision.
- Biological Warfare -- Artemis sends out a flying Outland creature that will slow, damage, and lock out skills of an enemy.
- Outerang -- A close range context ability that blinds multiple Pros, while also slowing them and doing a bit of damage.
- Captain Spark
- Combat Girl