Mass Effect Andromeda Combat Skills Guide
A majority of the combat skills are passives that award advanced proficiency with certain weapon types. Other skills allow Ryder to equip unique tools, like the Flak Cannon and Omni Grenade.
OMNI GRENADE
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.
Rank 1 – Omni Grenade
Rank 2 – Grenade Capacity
Rank 3 – Damage
Rank 4 – Sticky Grenade OR Frag Grenade
Rank 5 – Grenade Capacity OR Shrapnel
Rank 6 – Anti-Armor OR Anti-Shield
CONCUSSIVE SHOT
Fires a target-seeking high-impact round that knocks down unarmored, unshielded, normal-sized enemies and detonates combo primers.
Rank 1 – Concussive Shot
Rank 2 – Force
Rank 3 – Damage
Rank 4 – Recharge Speed OR Repeat Concussion
Rank 5 – Radius OR Damage & Force
Rank 6 – Anti-Armor OR Anti-Shield
BARRICADE
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.
Rank 1 – Barricade
Rank 2 – Power Cells
Rank 3 – Duration
Rank 4 – Duration OR Power Cells
Rank 5 – Weapon Feedback OR Power Feedback
Rank 6 – Regeneration OR Electric Defense
TURBOCHARGE
Temporarily vents weapon heat via armor to improve thermal clip efficiency and boost weapon firing rates.
Rank 1 – Turbocharge
Rank 2 – Recharge Speed
Rank 3 – Damage
Rank 4 – Recharge Speed OR Duration
Rank 5 – Damage & Force OR Accuracy & Stability
Rank 6 – Supercharge OR Dump Heat
TRIP MINE
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.
Rank 1 – Trip Mine
Rank 2 – Power Cells
Rank 3 – Damage & Force
Rank 4 – Sensor Range OR Power Cells
Rank 5 – Damage & Force OR Blast Radius
Rank 6 – Detonator OR EMP
FLAK CANNON
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.
Rank 1 – Flak Cannon
Rank 2 – Power Cells
Rank 3 – Damage & Force
Rank 4 – Damage & Force OR Power Cells
Rank 5 – Anti-Armor OR Stunning
Rank 6 – Flak OR Shredder
PISTOLS
Improves sidearm training for pistols (including submachine guns). Pistols are designed largely for short to mid-range combat and shooting on the move.
Rank 1 – Pistols
Rank 2 – Accuracy
Rank 3 – Mobility
Rank 4 – Weight OR Spare Ammo
Rank 5 – Reload OR Clip Size
Rank 6 – Unassisted Targeting OR Augmented Targeting Assistance
ASSAULT RIFLES
Advanced training improves facility with assault rifles for dedicated combatants. Assault rifles offer moderate accuracy, range, and stopping power.
Rank 1 – Assault Rifles
Rank 2 – Accuracy
Rank 3 – Stability
Rank 4 – Weight OR Spare Ammo
Rank 5 – Reload OR Clip Size
Rank 6 – Shatter Defenses OR Critical Hits
SHOTGUNS
Specialized training for close-quarters combatants. Shotguns deal high damage at short range at the expense of poor accuracy at long distances.
Rank 1 – Shotguns
Rank 2 – Stability
Rank 3 – Precision
Rank 4 – Weight OR Spare Ammo
Rank 5 – Reload OR Clip Size
Rank 6 – Damage & Force OR Melee Synergy
SNIPER RIFLES
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.
Rank 1 – Sniper Rifles
Rank 2 – Accuracy
Rank 3 – Headshots
Rank 4 – Weight OR Spare Ammo
Rank 5 – Reload OR Clip Size
Rank 6 – Damage & Force OR Killing Spree
COMBAT FITNESS
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.
Rank 1 – Health
Rank 2 – Shields
Rank 3 – Extra Holster
Rank 4 – Consumables OR Regeneration
Rank 5 – Extra Holster OR Heavy Lifting
Rank 6 – Hold the Line OR In the Trenches
COMBAT TOOLS
Increases combat power damage with each skill point invested in the Combat Skill Group.
Rank 1 – Power Damage
Rank 2 – Melee
Rank 3 – Detonators
Rank 4 – Hover OR Evasion
Rank 5 – Arial Melee OR Detonators
Rank 6 – Arial Combat OR Martial Arts