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Resonant Guide: All 17 Abilities & Best Choices

Updated · Standard formula, shown below

Resonant Guide: All 17 Abilities & Best Choices

You enter the ability’s base value, your power stat, and any damage/healing bonuses, and it returns the final amount. Use it to decide which abilities to prioritize for your build.

All 17 Named Abilities

Resonant Guide features 17 named abilities, each with a unique effect and scaling. They fall into three categories:

  • Damage – Abilities that deal direct damage (e.g., Shockwave, Piercing Bolt).
  • Healing – Abilities that restore health (e.g., Mending Light, Soothing Rain).
  • Utility – Abilities that provide buffs, debuffs, or crowd control (e.g., Time Warp, Iron Guard).

Each ability has a base value that scales with your power stat and any bonuses.

How to Choose Which Abilities to Use

Choosing the right abilities depends on your role and the situation. Here are the key factors:

  • Role – Damage dealers should pick high-damage abilities; healers should pick healing ones; tanks should pick utility or defensive ones.
  • Power scaling – Some abilities scale better with power than others. Check the base value and the power coefficient (usually 1.0, but some have 1.2 or 0.8).
  • Synergy – Some abilities trigger effects from other abilities (e.g., a damage-over-time that boosts your next hit). Consider these combos.

For a balanced build, pick one single-target damage, one area-of-effect (AoE) damage, one healing, and one utility ability. For specialized builds, focus on one category.

Common Mistakes and Misconceptions

Players often make these errors when comparing abilities:

  • Ignoring power scaling – A low-base ability with high power scaling can outperform a high-base one with poor scaling. Always calculate.
  • Mixing up additive and multiplicative bonuses – If you have multiple bonuses, they are usually multiplicative (as in the formula). If they are additive, add them first, then apply the power factor.
  • Forgetting to include all bonuses – Gear, buffs, and passives all contribute. Missing one can skew the comparison.
  • Using the wrong base value – The base value at rank 1 is not the same as at max rank. Use the current rank’s base.

Limitations and Additional Factors

The formula assumes a linear power scaling, which is true for most abilities in Resonant Guide. However, some abilities have:

  • Non-linear scaling – Rare abilities scale with the square of power or have breakpoints.
  • Damage over time (DoT) components – The final value is the total, but the DPS may be spread over several seconds.

Use the result as a baseline, then adjust for these factors in practice.

Frequently Asked Questions

Which ability has the highest base damage?

Among the 17, Meteor Strike has the highest base damage (e.g., 250 at rank 1), but it has a long cooldown. Shockwave has a lower base (150) but a shorter cooldown, so its DPS may be higher.

Do healing abilities scale with the same power stat as damage?

No. Healing abilities scale with your Healing Power, not Attack or Spell Power. The formula is the same, but the power stat differs. Enter your Healing Power value.

How do I account for cooldown reduction?

Cooldown reduction (CDR) effectively increases your DPS. To adjust, divide the final value by (cooldown × (1 – CDR/100)). For example, a 20% CDR reduces a 10s cooldown to 8s, increasing DPS by 25%.

What is the best ability for a beginner?

For a beginner, Piercing Bolt is a reliable single-target damage ability with moderate base and short cooldown. It is easy to use and scales well. Pair it with Mending Light for self-healing.

Are there any abilities that ignore power scaling?

No, all 17 abilities scale with power in some way. However, a few (like Iron Guard) scale with a defensive stat (e.g., Armor) instead of attack power. Check the ability description for its scaling stat.

Related

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.