Pull
Talk11this wiki
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.
Contents |
Mass Effect 2
Power Ranks
- 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
- 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
- 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
- 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
Mass Effect 3
Power Ranks
Rank 1: Pull
Yank an opponent helplessly off the ground.
- Recharge Speed: 4 sec
- Duration: 4 sec
Rank 2: Recharge Speed
Increases recharge speed by 25%.
- Recharge Speed: 3.20 sec
Rank 3: Duration
Increase duration by 40%.
- Duration: 5.60 sec
Rank 4: Duration/Radius
|
Duration Increase duration by 50%.
|
Radius Increase impact radius by 2 meters. |
Rank 5: Lift Damage/Expose
|
Lift Damage Inflict 20 damage per second to lifted targets. |
Expose Increase all damage to targets lifted by Pull by 25%. |
Single Player Rank 6: Double Pull/Recharge Speed
|
Double Pull Launch two Pull projectiles to seek two targets instead of one. |
Recharge Speed Increase recharge speed by 60%.
|
Multiplayer Rank 6: Duration & Combo/Recharge Speed
|
Duration & Combo Increase duration by 50%, and increase the force and damage of biotic detonations on affected targets by 50%.
|
Recharge Speed Increase recharge speed by 60%.
|
Player Notes
- The stated value for the Lift Damage evolution is affected by power damage bonuses; 20 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 them in 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 one of the fastest base recharge times of all Mass Effect 3 Skills. Tied with concussive shot and throw, Pull can be reduced to a 1-second-or-less recharge time. This is due to it's intentional limited-to-no damage, utility-focused use.
- Pull is tied with moves like singularity and lifting shockwave and barrier's lift explosion, as the most ineffective biotic combo set-up move seeing as it requires the enemy be a normal enemy, with base health rather than armor, and no active shields or barriers active on the enemy at the time of use.
- That being said, among the biotic combo set-up moves available, Pull also has one of the lowest recharge speeds of nearly any skill, making it decent in a pinch at rolling out a quick biotic combo, as it only needs 1-2 seconds to recharge skills before a detonator can be thrown.
- While it may not work on armored or shielded enemies, 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.
Availability
- Single-Player: Adept, Vanguard, Javik
- Multiplayer: Asari Justicar, Drell Adept, Drell Vanguard