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An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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  • Charge
  • Charge
  • Charge
  • Charge
  • Charge
  • Charge
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  • __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.
sameAs
Generation
  • II
appeal
  • 0(xsd:integer)
  • 2(xsd:integer)
Level
  • 2(xsd:integer)
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