Level 1
Hold to charge while moving, then release into a short explosive launch and steep wingsuit dive. A live impact marker follows your steering so the landing explosion lands where you aim it.
Mobility / Slam / Siege
Charge, launch, steer a steep wingsuit dive, and crash down like a siege weapon.
Charge an explosive launch, knife down on wings, and crash into the projected impact zone.
Ability levels
Hold to charge while moving, then release into a short explosive launch and steep wingsuit dive. A live impact marker follows your steering so the landing explosion lands where you aim it.
1.15× launch force, 1.15× glide speed, and 250 landing damage. Turn authority is deliberately identical at every level — upgrades buy speed, damage and blast size, never steering feel. Vertical launch scaling is capped at 1.12×, so even a level 5 full charge tops out near 26m and stays inside readable gameplay space.
1.25× launch force, 400 landing damage. Secondary shockwave rider: 0.55s after the resolved impact, a separately presented 30m shockwave erupts for 400 damage before charge and legendary bonuses.
1.4× launch force, 1.3× glide speed, 16% steeper and faster descent, and 500 landing damage in a 30m radius.
1.55x launch force and 666 landing damage in a wide blast. Crater capstone: the inner impact stuns enemies for 3s and leaves slowing difficult terrain where you land.
Actual charge and re-entry speed contribute to a capped score. At maximum it adds up to 65% impact damage, 12% radius, 45% secondary-wave strength, and a 1.55× re-entry trail; bonuses are additive with the normal charge bonus.
The inner 30% marker zone deals 2.25× total impact damage and 1.65× displacement to valid regular enemies. Control-immune targets take the damage without prohibited control.
A cast charged to at least 96% gains a descent-long pull for valid regular enemies, then resolves a central collision, delayed colossal outer shockwave, and crater eruption. Non-maximum casts retain the L7 form. The old second leap is removed.