Shockwave is part of the Biotics Skill Tree in Mass Effect Andromeda

This page will list all the skills in Mass Effect: Andromeda.

Combat [ edit ]

OMNI GRENADE [ edit ]

Tap Button: Throws a grenade that causes massive area damage after a 2 second fuse.

Hold Button: Shortens the grenade's fuse timer before throwing. The grenade will explode if held too long.

Activation requires one power cell from Omni Grenade's limited power cell supply.

Rank 1: Omni Grenade

Rank 2: Grenade Capacity

Rank 3: Damage

Rank 4: Sticky Grenade OR Frag Grenade

Rank 5: Grenade Capacity OR Shrapnel

Rank 6: Anti-Armor OR Anti-Shield

CONCUSSIVE SHOT [ edit ]

Fires a target-seeking high-impact round that knocks down unarmored, unshielded, normal-sized enemies and detonates combo primers.

Rank 1: Concussive Shot

Rank 2: Force

Rank 3: Damage

Rank 4: Recharge Speed OR Repeat Concussion

Rank 5: Radius OR Damage & Force

Rank 6: Anti-Armor OR Anti-Shield

BARRICADE [ edit ]

Deploys a temporary energy barricade that will boost shield regeneration for everyone who takes cover behind it. Upgraded versions provide additional combat bonuses for allies.

Activation requires one power cell from Barricade's limited power cell supply.

Rank 1: Barricade

Rank 2: Power Cells

Rank 3: Duration

Rank 4: Duration OR Power Cells

Rank 5: Weapon Feedback OR Power Feedback

Rank 6: Regeneration OR Electric Defense

TURBOCHARGE [ edit ]

Temporarily vents weapon heat via armor to improve thermal clip efficiency and boost weapon firing rates.

Rank 1: Turbocharge

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Recharge Speed OR Duration

Rank 5: Damage & Force OR Accuracy & Stability

Rank 6: Supercharge OR Dump Heat

TRIP MINE [ edit ]

Deploys an explosive mine that triggers when an enemy comes within proximity of or crosses a sensor laser. Enemies suffer more damage the closer they are to the mine.

Activation requires one power cell from Trip Mine's limited power cell supply. The maximum number of active mines equals the current number of maximum power cells.

Rank 1: Trip Mine

Rank 2: Power Cells

Rank 3: Damage & Force

Rank 4: Sensor Range OR Power Cells

Rank 5: Damage & Force OR Blast Radius

Rank 6: Detonator OR EMP

FLAK CANNON [ edit ]

Fires krogan-designed shells that burst into shrapnel upon impact. Shrapnel damage is reduced against armored enemies.

Activation requires one power cell from Flak Cannon's limited power cell supply.

Rank 1: Flak Cannon

Rank 2: Power Cells

Rank 3: Damage & Force

Rank 4: Damage & Force OR Power Cells

Rank 5: Anti-Armor OR Stunning

Rank 6: Flak OR Shredder

PISTOLS [ edit ]

Improves sidearm training for pistols (including submachine guns). Pistols are designed largely for short to mid-range combat and shooting on the move.

Rank 1: Pistols

Rank 2: Accuracy

Rank 3: Mobility

Rank 4: Weight OR Spare Ammo

Rank 5: Reload OR Clip Size

Rank 6: Unassisted Targeting OR Augmented Targeting Assistance

ASSAULT RIFLES [ edit ]

Advanced training improves facility with assault rifles for dedicated combatants. Assault rifles offer moderate accuracy, range, and stopping power.

Rank 1: Assault Rifles

Rank 2: Accuracy

Rank 3: Stability

Rank 4: Weight OR Spare Ammo

Rank 5: Reload OR Clip Size

Rank 6: Shatter Defenses OR Critical Hits

SHOTGUNS [ edit ]

Specialized training for close-quarters combatants. Shotguns deal high damage at short range at the expense of poor accuracy at long distances.

Rank 1: Shotguns

Rank 2: Stability

Rank 3: Precision

Rank 4: Weight OR Spare Ammo

Rank 5: Reload OR Clip Size

Rank 6: Damage & Force OR Melee Synergy

SNIPER RIFLES [ edit ]

Improves specialist sniper training for long-range combatants. Sniper rifles deal high damage at a distance at the cost of slow firing rates and capacities.

Rank 1: Sniper Rifles

Rank 2: Accuracy

Rank 3: Headshots

Rank 4: Weight OR Spare Ammo

Rank 5: Reload OR Clip Size

Rank 6: Damage & Force OR Killing Spree

COMBAT FITNESS [ edit ]

Intense physical and survival training designed to improve a combatant's stamina and versatility in battle. Improves Max Health and shields by a set percentage.

Rank 1: Health

Rank 2: Shields

Rank 3: Extra Holster

Rank 4: Consumables OR Regeneration

Rank 5: Extra Holster OR Heavy Lifting

Rank 6: Hold the Line OR In the Trenches

Increases combat power damage with each skill point invested in the Combat Skill Group.

Rank 1: Power Damage

Rank 2: Melee

Rank 3: Detonators

Rank 4: Hover OR Evasion

Rank 5: Arial Melee OR Detonators

Rank 6: Arial Combat OR Martial Arts

Biotics [ edit ]

PULL [ edit ]

Tap Button: Lifts an unshielded, unarmored enemy helplessly in the air and primes the target for combo detonations.

Hold Button: Drags the target enemy or object along with the user.

Combine with the Throw power to hurl a held target.

Rank 1: Pull

Rank 2: Recharge Speed

Rank 3: Duration

Rank 4: Duration OR Radius

Rank 5: Crushing Grip OR Expose

Rank 6: Anti-Shields OR Biotic Drain

THROW [ edit ]

Hurls a gravity field projectile to throw unshielded and unarmored targets away and detonate combo primers. Combine with Pull to hurl held targets.

Rank 1: Throw

Rank 2: Recharge Speed

Rank 3: Damage & Force

Rank 4: Damage & Force OR Radius

Rank 5: Duration OR Recharge Speed

Rank 6: Double Throw OR Swift Detonation

CHARGE [ edit ]

Alters the biotic's mass, launching the user at an opponent. Restores some shield strength at the charge's end. Charge detonates combo primers on targets.

Requirement: 9 skill points invested in Biotics

Rank 1: Charge

Rank 2: Recharge Speed

Rank 3: Damage & Force

Rank 4: Damage & Force OR Radius

Rank 5: Weapons & Melee OR Power Synergy

Rank 6: Shock Trooper OR Bastion

NOVA [ edit ]

Channels energy into a point-blank, high-damage explosion around the user.

Rank 1: Nova

Rank 2: Radius

Rank 3: Damage & Force

Rank 4: Damage & Force OR Radius

Rank 5: Anti-Armor OR Anti-Shield

Rank 6: Seismic Nova OR Shield-Powered

SHOCKWAVE [ edit ]

Blasts enemies with a line of explosions that proceeds through walls and other solid objects. Shockwave detonates combo primers.

Rank 1: Shockwave

Rank 2: Recharge Speed

Rank 3: Damage & Force

Rank 4: Damage & Force OR Radius

Rank 5: Recharge Speed OR Reach

Rank 6: Anti-Armor OR Lifting Shockwave

ANNIHILATION [ edit ]

Weaves rapidly shifting mass effect fields to slowly damage nearby enemies. Enemies caught are primed for combo detonations. Other powers activated while Annihilation is in use suffer reduced recharge speed.

Requirements: 9 skill points invested in Biotics

Rank 1: Annihilation

Rank 2: Recharge Penalty

Rank 3: Damage

Rank 4: Radius OR Recharge Penalty

Rank 5: Damage Attractor OR Biotic Wind

Rank 6: Draining Field OR Vortex

BACKLASH [ edit ]

Hold Button: Generates a frontal biotic aegis barrier that reflects most projectiles and reduces the damage of other enemy attacks. A well-timed initial activation interrupts melee attacks.

Rank 1: Backlash

Rank 2: Recharge Speed

Rank 3: Durability

Rank 4: Durability OR Recharge Speed

Rank 5: Durability OR Reflection

Rank 6: Shield Resurgence OR Damage Aftermath

SINGULARITY [ edit ]

Tap Button: Deploys a gravity well that lifts and damages unshielded and unarmored enemies. Primes enemies for combo detonations.

Tap Again: End the effect early.

Requirements: 9 skill points invested in Biotics

Rank 1: Singularity

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Duration OR Radius

Rank 5: Anti-Shield OR Recharge Speed

Rank 6: Exploding Singularity OR Expanding Singularity

LANCE [ edit ]

Devastates a small area with a swiftly thrown shaft of energy. Inflicts bonus damage against enemy weak points (such as heads) and detonates combo primers.

Rank 1: Lance

Rank 2: Recharge Speed

Rank 3: Damage & Force

Rank 4: Damage & Force OR Radius

Rank 5: Focused Blast OR Anti-Shield

Rank 6: Knockdown OR Shield-Powered

BARRIER [ edit ]

Maximum Shield strength scales with each skill point invested in the Biotic Skill Group.

Requirements: 9 skill points invested in Biotics.

Rank 1: Barrier

Rank 2: Barrier Speed

Rank 3: Barrier Regeneration

Rank 4: Unyielding Barrier OR Recuperative Barrier

Rank 5: Biotic Link OR Biotic Alacrity

Rank 6: Active Barrier OR Saving Barrier

OFFENSIVE BIOTICS [ edit ]

Increases biotic power damage and force with each skill point invested in the Biotic Skill Group.

Rank 1: Offensive Biotics

Rank 2: Speed

Rank 3: Detonators

Rank 4: Amplitude OR Alacrity

Rank 5: Exploitation OR Detonation

Rank 6: Biotic Expert OR Biotic Warrior

CONTAINMENT [ edit ]

Increases the duration of biotic power effects with each skill point invested in the Biotic Skill Group.

Rank 1: Containment

Rank 2: Effectiveness

Rank 3: Anti-Shield

Rank 4: Radius OR Duration

Rank 5: Shield Detonation OR Concussive Detonation

Rank 6: Manifold Duration OR Event Horizon

Tech [ edit ]

OVERLOAD [ edit ]

Tap Button: Unleashes an electronic discharge upon a target. High damage to shields and synthetic enemies. Detonates combo primers.

Hold Button: Charges Overload, causing it to "chain" two additional targets.

Rank 1: Overload

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Damage OR Recharge Speed

Rank 5: Charged Overload OR Anti-Shield

Rank 6: Maximum Charge OR EMP

INCINERATE [ edit ]

Fires a plasma projectile that does bonus damage to armor and inflicts ongoing burning damage to unshielded foes. Burning enemies are primed for combo detonations.

Rank 1: Incinerate

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Radius OR Burning

Rank 5: Impact OR Anti-Armor

Rank 6: Detonator OR Double Incinerate

ASSAULT TURRET [ edit ]

Deploys an automated assault turret that counts as a tech construct.

Tap Button: Directs the turret to attack a particular target.

Hold Button: Detonates the turret, damaging nearby enemies.

Requirements: 9 skill points invested in Tech

Rank 1: Assault Turret

Rank 2: Durability

Rank 3: Damage

Rank 4: Durability OR Recharge Speed

Rank 5: Damage OR Omni-Link

Rank 6: Cryo Ammo OR Flamethrower

CRYO BEAM [ edit ]

Hold Button: Directs a continuous stream of super-cooled particles that freezes targets, priming them for combo detonations. Freezing disables unarmored enemies and weakens enemy armor, but has no effect on shielded foes.

Rank 1: Cryo Beam

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Damage OR Recharge Speed

Rank 5: Brittle Freeze OR Radius

Rank 6: Snap Freeze OR Cryo Trap

ENERGY DRAIN [ edit ]

Restores Shields by sapping electromagnetic energy around a target. Causes bonus damage to shields and synthetic enemies, and detonates combo primers on all primed enemies.

Rank 1: Energy Drain

Rank 2: Recharge Speed

Rank 3: Effectiveness

Rank 4: Effectiveness OR Recharge Speed

Rank 5: Extended Drain OR Auxiliary Drain

Rank 6: Damage OR Team Drain

TACTICAL CLOAK [ edit ]

Employs light-bending technology to render the user invisible at the cost of shield and health regeneration. Guns, powers, and melee attacks used from cloak gain a damage bonus but break the cloaking effect.

Requirements: 9 skill points invested in Tech

Rank 1: Tactical Cloak

Rank 2: Recharge Speed

Rank 3: Duration

Rank 4: Recharge Speed OR Damage Bonus

Rank 5: Duration OR Speed

Rank 6: Escape Artist OR Combat Cloak

FLAMETHROWER [ edit ]

Hold Button: Unleashes a short-range jet of flame that causes bonus damage to armor and ongoing burn damage. Unshielded enemies held in the jet catch fire, priming them for combo detonations.

Rank 1: Flamethrower

Rank 2: Recharge Speed

Rank 3: Damage

Rank 4: Damage OR Recharge Speed

Rank 5: Reach OR Lingering Burn

Rank 6: Anti-Armor OR Blinding Heat

UNKNOWN [ edit ]

Investigate Remnant technology to unlock this skill

Rank 1: Unknown

Rank 2: Unknown

Rank 3: Unknown

Rank 4: Unknown

Rank 5: Unknown

Rank 6: Unknown

INVASION [ edit ]

Infects opponents with an invasive VI-controlled machine swarm that weakens defenses and spreads itself to nearby enemies.

Rank 1: Invasion

Rank 2: Recharge Speed

Rank 3: Duration

Rank 4: Recharge Speed OR Outbreak

Rank 5: Epidemic OR Weaken

Rank 6: Virulence OR Sabotage

TEAM SUPPORT [ edit ]

Improves defenses and support for the whole squad through kinetic barrier generator and hardsuit enhancements.

Requirements: 9 skill points invested in Tech

Rank 1: Shields

Rank 2: Shield Recovery

Rank 3: Support

Rank 4: Squad Offensive OR Support

Rank 5: Team Recovery OR Tactical Revive

Rank 6: Defense Grid OR Life Support

OFFENSIVE TECH [ edit ]

Increases tech power damage with each skill point invested in the Tech Skill Group.

Rank 1: Damage

Rank 2: Recharge Speed

Rank 3: Detonators

Rank 4: Anti-Armor OR Anti-Shield

Rank 5: Detonators OR Anti-Synthetic

Rank 6: Elemental Tech OR Technical Rounds

AUXILIARY SYSTEMS [ edit ]

Increases the effect duration with each skill point invested in the Tech Skill Group.