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Charge
"Blow your enemies away with a powerful CHARGE! Deliver tornado blows or hold and release to devastate your enemies."
Fink Manufacturing advertisement
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.

Contents

BioShock Infinite

BioShock Infinite Charge (00:12)


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Charge Video
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Charge is the sixth Vigor Booker can obtain over the course of the game. In fact, the bottle containing the Vigor can be glimpsed long before it becomes available: on the
way to Shantytown through Fink Manufacturing, Charge's distinctive green bottle can be seen through a padlocked metal gate in an office, inaccessible to the player. Upon
returning to this location while aiding the Vox Populi, the gate has been sabotaged, thus granting the player access to the Vigor.

Charge
On Cast: Rams into the targeted enemy at high speed, delivering a heavy melee blow.
Charged Builds up the charge attack's power, ramming into the enemy for increased damage upon release. The
Effect: longer the attack is held, the more damaging the charge.
Cost: 25% of base Salts
Manifestation: A miniature tornado wraps around Booker's hand as he revs up to ram enemies.
Upgrade: Charge Aid - Adds brief invulnerability on attack and recharges shield. Cost: $1614
Upgrade: Charge Boost - Adds explosive damage. Cost: $555

Vigor Combos
Official
Charging into an enemy suspended in the air with Bucking Bronco will deal increased damage and send them flying through the air. If the target doesn't fall of the edge
of Columbia, they'll take increased fall damage.
Charging into an enemy ignited with Devil's Kiss will cause them to erupt, sending out fire fragments all around them and igniting other nearby foes.

Unofficial
Electrifying an enemy with Shock Jockey before charging them will double the damage of the attack, effectively killing most enemies in a single combo without having
to rev up the attack.
Undertow can throw enemies away from Booker after charging, in case the player finds themselves surrounded.
Distracting a group of enemies with Murder of Crows can allow Booker to charge into them safely, potentially even as a means of escape.
Creating a shield with Return to Sender immediately preceding or following a charge will grant the player a few more seconds of bullet immunity. Alternatively, the
player can charge into a group and then charge Return to Sender to pick up the resulting gunfire before firing it back at a priority target.

Combat Strategy
As Charge is essentially an augmented melee attack, it will benefit from Gear items that apply effects on melee hits.
Shotguns are by far the most complementary weapons to Charge, as they work best in close quarters.
In a similar vein, it is generally not advised to have a long-range weapon on hand (such as a Sniper Rifle or a Carbine) when using Charge, as they will be ineffective
at such short ranges. Likewise, explosive weapons such as the RPG or the Volley Gun will damage the player if used in proximity to their blast radius, and so are also
discouraged.
Charging into a group may end up with the player taking serious amounts of damage if they do not have a plan to back up their move. It is best to either prepare or
follow up with a stunning attack so as to allow for more leeway.
Though Charge is primarily oriented towards launching the player into the midst of battle, attacking a lone enemy at a distance can work as an escape maneuver.
Revving up Charge does not cost any Salts, and so revving up Charge while there are no enemies present will give the player an advantage in the next encounter.
Charge may be used to jump gaps provided there is an enemy on the other side. This can be used to reach places that Booker would otherwise have to use the SkyLine to get to.
Though expensive, Charge Aid offers a quick and instant way to recharge one's shield, allowing the Vigor to be used specifically to that effect. Furthermore, the
temporary invincibility can be used to great effect when melee rushing a target.
Charge Boost, on the other hand, isn't spectacularly useful. Even if the upgrade itself is cheap and adds a bit of extra power to the charge attack, the explosive
damage is both low and fairly short-ranged.
Charge is notably effective against the Siren, especially when it's been fully upgraded. When fully upgraded, it gives the player's Shield a change to replenish when
using it against enemies.

Recommended Gear
Blood to Salt has the potential to refill the player's Salts, as Charge is both relatively cheap to use and able to kill certain enemies in one shot.
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Brittle-Skinned will cause enemies hit by Charge to also become vulnerable, taking increased damage from attacks. If Charge doesn't kill the victim outright, a few
more melee attacks should down the target.
Bull Rush can be used to ram enemies off the edge of Columbia. Alternatively, it can be used to clear a path through enemies using Charge.
Burning Halo has a strong chance of igniting melee targets, which will apply to enemies hit by Charge. If the target doesn't die from the charge, the flames should finish
them off.
Coat of Harms will guarantee the player will be able to execute their target if Charge doesn't kill them outright.
Deadly Lungers grants the player a lot more maneuverability once they charge into melee range.
Electric Punch/Electric Touch has a strong change of electrifying melee targets, which will apply to enemies hit by Charge. Not only will this stun the target, it'll also
double the damage they take for the next few seconds, allowing the player to finish them off easily.
Fleet Feet can come in handy if the player launches themselves into a sticky situation, as it will facilitate escape.
Hill Runner's Hat will also help the player make an escape if they find themselves taking too much damage by making it much easier to run to cover.
Overkill synergizes excellently with Charge: killing a target with Charge will electrify all nearby enemies, allowing the player to finish them off and chain the Gear's
effects.
Spare The Rod is useful if using this Vigor on Heavy Hitters, and can work as a cheap alternative to Possession.
Vampire's Embrace will heal the player upon killing an enemy with a melee attack, Charge included.

Animation

First time drinking Charge animation.


Added by Paddywoo98

Gallery

Charge in action.

Bottle of Charge.

Charge selected on the Vigor

The bottle behind the bars of the

The previously locked gate busted

Wheel.

gate.

open.

Effects of drinking Charge for the

Booker about to lunge at a

Booker revving up his Charge

first time.

Founder Soldier.

ability, about to lunge at the Siren.

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Behind the Scenes


This ability is similar to the Drill Dash ability and the Aero Dash Plasmid from BioShock 2, and functions much in the same manner. However, while those two Plasmids
could be used to dash out of combat, or as a means of retreat, Charge is a purely offensive ability and can only be used while targeting an enemy.
The icon and bottle's design are based on the ram, an animal known for aggressively charging into foes to knock them off of mountainous terrain. The bottle is even
shaped like a ram's skull.
Charge appears to be an air-based Vigor, as Booker gets surrounded by wind and storms when this Vigor is used.
In contrast to the other bottles, which have decorative tops, the top of this bottle is but a simple cork.

vde

Plasmids/Vigors in the BioShock series


Plasmids in BioShock

[hide]

Cyclone Trap Electro Bolt Enrage Hypnotize Big Daddy Incinerate! Insect Swarm Security Bullseye Sonic Boom Target Dummy Telekinesis Winter Blast
Cyclone Trap Decoy Electro Bolt Hypnotize Incinerate! Insect Swarm Scout Security Command Telekinesis Winter Blast Summon Eleanor

Plasmids in BioShock 2
Gravity Well (Minerva's Den)
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Plasmids in BioShock 2 Multiplayer


Vigors in BioShock Infinite

Aero Dash Electro Bolt Geyser Trap Houdini Incinerate! Insect Swarm Telekinesis Winter Blast
Bucking Bronco Charge Devil's Kiss Murder of Crows Possession Return to Sender Shock Jockey Undertow

Plasmids in Burial at Sea - Episode 1 Bucking Bronco Devil's Kiss Old Man Winter Possession Shock Jockey
Removed Plasmids from Bioshock

Categories: BioShock Infinite Vigors

Aggressor Irritant Parasitic Healing Sanctuary Speed Booster Teleportation

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