Skills in Mass Effect Andromeda are covered on this page. Skills are special abilities that can be unlocked and equipped to provide passive and active benefits in Combat.
There are no Character classes and you'll be able to spend earned skill points from leveling up on Skills you want to use. Skills can be further improved along ranks, with each new rank costing skill points and providing new benefits. As the game progresses, a narrative reason will allow you to respec.
Skills are classified as passive or power (active). Players can equip 3 active powers in combat at one time, each assigned to a button press. Skills themselves will now have individual cooldown timers rather than a global cooldown for all Skills. This is to allow players more freedom in how they operate, and gives them the flexibility to expend them all or use them in combinations. This is true across single and Multiplayer.
Each skill can be upgraded to become increasingly more devastating and effective, with different upgrade paths for even more ways to customize your play style. Certain skills can be used with squad Characters to perform devastating Power Combos.
Skills fall into the following 4 main categories:
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.
|Combat Power||Fires a target-seeking high-impact round that knocks down unarmored, unshielded, normal-sized enemies and detonates combo primers.|
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.
|Combat Power||Temporarily vents weapon heat via armor to improve thermal clip efficiency and boost weapon firing rates.|
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.
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.
|Combat Passive||Improves sidearm training for pistols (including submachine guns). Pistols are designed largely for short to mid-range combat and shooting on the move.|
|Combat Passive||Advanced training improves facility with assault rifles for dedicated combatants. Assault rifles offer moderate accuracy, range, and stopping power.|
|Combat Passive||Specialized training for close-quarters combatants. Shotguns deal high damage at short range at the expense of poor accuracy at long distances.|
|Combat Passive||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.|
|Combat Passive||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.|
|Combat Passive||Increases combat power damage with each skill point invested in the Combat Skill Group.|