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Pull

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Pull is a biotic power in Mass Effect 2 and Mass Effect 3. Adepts and Vanguards can use Pull to generate a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic, allowing any allies to finish them off effortlessly. The biotic can also combine the Pull effect with a Throw or Charge — similar to the Throw-Lift combination in the original Mass Effect — to send enemies flying higher into the air or with Warp which will biotic detonate the target. Pull inflicts a small amount of damage on foes with protection.

Note: When fired by Shepard, this power travels in the direction of the cross-hair, arcing towards the target. When fired by a squadmate, this power will travel in a straight line, instantly hitting the target.

Mass Effect 2 Edit

Power Ranks Edit

  • Rank 1
    • Recharge Time: 3.00 seconds (Shepard); 9.00 seconds (others)
    • Duration: 5.00 seconds
  • Rank 2
    • Recharge Time: 3.00 seconds (Shepard); 9.00 seconds (others)
    • Duration: 7.00 seconds
  • Rank 3
    • Recharge Time: 3.00 seconds (Shepard); 9.00 seconds (others)
    • Duration: 9.00 seconds


Rank 4

Choose to evolve the power into one of the following,

Heavy Pull Edit

  • Your levitational abilities keeps your target suspended for longer.
    • Recharge Time: 3.00 seconds (Shepard); 9.00 seconds (others)
    • Duration: 12.00 seconds

Pull Field Edit

  • Affects all nearby targets, suspending entire groups in the air.
    • Recharge Time: 3.00 seconds (Shepard); 9.00 seconds (others)
    • Duration: 9.00 seconds
    • Impact Radius: 3.00 meters

Player Notes Edit

  • Objects hit by Pull fly towards the character using the power. If they hit any obstacle, they will stop. Unlike Throw, which gives additional damage when objects hit hard surfaces, Pull just lets the objects hang in the air behind that obstacle. When Pull is used this way, the target is drawn in the direction Pull struck them. In other words, if an enemy is crouching behind a barricade and Shepard aims Pull so it arcs over the barricade and touches the target on the head after curving almost straight down, the enemy will be pulled almost straight up, rather than directly towards Shepard. Some practice will let a player Pull enemies sideways or vertically, rather than directly towards Shepard.
  • On the other hand, if the objects are suspended high enough above ground, they will die instantly when they lose their Pull field and fall to the ground. There are several areas where you can use Pull to this effect.
  • Pull slightly damages enemies' shields or barriers. It will also briefly stun any enemy with such a protection.
  • Husks die instantly when lifted off the ground. Thus Pull is great against them, once they are unprotected. Since husks often rush you while crowded together, the pull field variant can be devastating. However, it is wise not to pull Abominations as they will fly towards the player and explode when killed, inflicting severe damage.
  • As Warp Ammo grants additional damage against objects affected by biotic fields (up to 100% depending on upgrade chosen), it is a great combo to Pull something and hit it while suspended mid-air with Warp Ammo.
  • Sometimes a pulled enemy will land behind you. Should they survive the fall, they may then attack you from behind.

Availability Edit

Mass Effect 3 Edit

Power Ranks Edit

Rank 1: Pull Edit

Yank an opponent helplessly off the ground.

  • Recharge Speed: 4 sec
  • Duration: 4.40 sec (4 multiplayer)


Rank 2: Recharge Speed Edit

Increases recharge speed by 25%.

  • Recharge Speed: 3.20


Rank 3: Duration Edit

Increase duration by 40%. (50% multiplayer)

  • Duration: 6 sec (6 multiplayer)


Rank 4: Duration/Radius Edit

Duration

Increase duration by 50%. (100% multiplayer)

  • Duration: 8 sec (10 multiplayer)

Radius

Increase impact radius by 2 meters. (2.5 multiplayer)


Rank 5: Lift Damage/Expose Edit

Lift Damage

Inflict 34 (75 multiplayer) damage per second to lifted targets.

Expose

Increase all damage to targets lifted by Pull by 25% (30% multiplayer).


Single Player Rank 6: Double Pull/Recharge Speed Edit

Double Pull

Launch two Pull projectiles to seek two targets instead of one.

Recharge Speed

Increase recharge speed by 60%.

  • Recharge Speed: 2.16


Multiplayer Rank 6: Duration & Combo/Recharge Speed Edit

Duration & Combo

Increase duration by 50%, and increase the force and damage of biotic detonations on affected targets by 75%.

  • Duration: 12 sec (duration), 8 sec (radius)

Recharge Speed

Increase recharge speed by 150%.

  • Recharge Speed: 1.45 sec


Player Notes Edit

  • The stated value for the Lift Damage evolution is affected by power damage bonuses; 20 (or 75 in multiplayer) is the base damage.
  • Pull is very useful when fighting Cerberus Guardians. Should the Pull hit the shield, the shield will be ripped from their hands and force them to stumble forward, leaving them immobile for a few seconds, and permanently defenseless. Hitting them from behind has the same effect as singularity, it will lift them, resulting in them permanently dropping their shields. This makes killing guardians a breeze in comparison. It negates the need for any of the other common tactics used to take down guardians. That being said, piercing tactics still have their uses.
  • Pull, like all biotics that travel, will arc towards the target enemy which is highlighted. Therefore, you can use it aiming slightly away from a target, affecting the trajectory of the resulting pull. The side of the enemy, on which it hits, will be the direction the enemy goes, with mild, glitchy results from the Radius Rank 4 evolution. This can be used to pull enemies without over-shields (Shields or Barriers) out of cover, when they hide for safety.
  • Pull has the fastest base recharge time of all Mass Effect 3 multiplayer powers. Compared to Throw, Pull can be reduced to as little as 0.77 seconds of recharge time, 21% faster than its closest competitor at 0,93 seconds. This is due to its intentional limited-to-no damage, utility-focused use.
  • Pull is tied with moves like lifting Shockwave and Barrier's lift explosion, as the most ineffective biotic combo set-up move, seeing as it requires that the enemy not be protected by armor, shields, or barriers at the time of use.
  • While it may not lift armored or shielded enemies off their feet, it will often stun them briefly. Characters without more destructive options can use Pull to force better protected enemies to stumble, leaving them open for follow up shots. One can use this to run up to cover and trap enemies who try to run away in a stagger, allowing for a grab kill. On Gold Difficulty multiplayer, the Grab Kill will result in slightly more experience than if killed in other ways.
  • When using Double Pull on a shield wall, the wall will overload and electrocute anyone using it as cover.
  • Pull deals 100 damage (in multiplayer) when it hits an enemy.

Availability Edit

Trivia Edit

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