Launch Powers is probably the coolest mechanics of mass effect . Powers diversity makes each class gameplay different, thus giving a major replay factor to games.

In this guide, we mention the 10 best powers of the entire Mass Effect trilogy. As we are taking into consideration the Squad mates too, so no problem if your Shepard cannot use some of them.

As with the weapon list, we are taking into consideration games in difficulty insanity . We will use Mass Effect 2 images because in this game the powers have fewer anches as they receive upgrades. Check out the top 10 below.

1. Overload: Mass Effect 1, 2 and 3

Mass Effect 1:

  • Classes: Engineer, Infiltrator and Sentinel
  • Squad mates: Harris, Tali, Aidan and Lara

Mass Effect 2:

  • Classes: Engineer and Sentinel
  • Squad mates: Miranda, Harris and Kashmir
  • Temporary Squad mates: Wilson and Dr. Amanda Benson

Mass Effect 3:

  • Classes: Engineer and Sentinel
  • Squad mates: Harris, EDI and Aidan
  • Temporary Squad mates: Noreen Andres

Overload The best power of mass Effect Legendary Edition is fired. With each mass Effect that was coming, he was gaining more versatility and becoming useful in almost all situations.

The premise of overload is to cause damage to Shields and synthetic enemies . As the shield is the most common protection of the highest difficulties, you will be using power all the time. All games also have many synthetics, especially Get in Mass Effect 1.

But not only that lives overload. In Mass Effect 3 the power has gained the effect of taking organic and even causing damage against barrier . Even more effective than WARP to remove barriers .

Overload also has the great differential of preparing and detonating combos on ME 3 (most powers only prepares or just detonates combos). Even though your Shepard has power, it’s always good to take at least one Squad mate that has overload.

No insanity , if you can take two characters with overload : light! Overload never hurts! You will have to really use it all the time all the time!

two. Warp: Mass Effect 1, 2 and 3

Mass Effect 1:

  • Classes: Adept and Vanguard
  • Squad mates: Lara and Rex

Mass Effect 2:

  • Classes: Adept and Sentinel
  • Squad mates: Miranda and Thane
  • Temporary Squad mates: Lara

Mass Effect 3:

  • Classes: Adept and Sentinel
  • Squad mates: Lara

WARP is practically the overload version but for armor and barrier . Although it lost a little effectiveness against barrier on ME 3, power is the best of the trilogy to deal with armor .

In addition to causing damage to the mentioned protections, Warp also causes damage over time and increases the damage that affected enemies receive from other powers or weapons (depending on how you spend the evolution points).

Warp is excellent against ogans and porches, as they prevent these enemies from regenerating life . Power can also prepare and detonate combos. While itdetonates any type of combo , Warp can only prepare for biotic combos .

If you need a power to take armor and barrier , with the versatility of causing biotic combos easily, always consider having some seatmate equipped with Warp.

3. Singularity: Mass Effect 1, 2 and 3

Mass Effect 1 and 3:

  • Classes: Adept
  • Squad mates: Lara

Mass Effect 2:

  • Classes: Adept
  • Temporary Squad mates: Lara

Singularity could be very well the best power of Mass Effect. This just does not happen because it only works in 100% of the potential against enemies without protection. As we said, at Insanity, all enemies have some protection before losing the life bar.

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Another problem is that power is quite restricted . Throughout the trilogy, it is only possible to use singularity with the ADEPT class. Not even in Squad Members we have more than one option, as only Lara has the power.

Singularity creates a energy field that sucks enemies and lets them levitate. When they are trapped in the vortex, enemies are open to combos and suffer more weapons damage. This is if they are unprotected.

If targets are Shield , armor or barrier , they will only be stunned for a while, will not be levitated and can be more easily out of the energy field. Of course, power does not work against very strong enemies and bosses.

A great asset of singularity is being able to use it in a previous area. Thus leaving a trap in doors, tickets etc. Another good idea is to use power right on Shepard’s foot, thus preventing husks or other enemies from approaching to cause some melee damage.

4. STASIS: Mass Effect 1, 2 and 3

Mass Effect 1:

  • Classes: Adept and Sentinel
  • Squad metes: Lara, Aidan and Rex

Mass Effect 2:

  • Classes: All (Advanced Training)-Penn in ME 2 Original. The power was removed from Legendary Edition .
  • Temporary Squad mates: Lara

Mass Effect 3:

  • Classes: All (bonus power)
  • Squad mates: Lara

stasis is one of the powers that might well be the best of the trilogy, if it weren’t for some problems. Freezing an enemy is very good, but only those without protection can be arrested.

The best stasis was the Mass Effect 2 , which worked even in powerful enemies with Shield and or Armor. However, stasis was removed from Advanced Training in Legendary Edition , thus making it difficult to Gameplay in Insanity.

In Mass Effect 3, power has lost this OP functionality and takes only unprotected enemies. However, it gained some extras, such as damage while it is active, in addition to being used as a trap (Singularity style).

Unfortunately stasis is useless against very boring enemies in ME 3: Banshee and ute , for example. Even so, the possibility of freezing enemies is a strong tactical advantage when it comes to floating by the battlefield.

5. Pull: Mass Effect 2 and 3

Mass Effect 2:

  • Classes: Adept and Vanguard
  • Squad mates: Jack, Jacob, Samara and Corinth

Mass Effect 3:

  • Classes: Adept and Vanguard
  • Squad mates: Davis

Pull , as well as the vast majority of biotic powers, only work on one target without protection. Nevertheless, it recharges very quickly (just over 0.5 second when upped to the maximum).

Mass Effect’s most common cycle is to use some power and then shoot. With pull, this order is reversed in insanity . First you shoot (or use a seatmate power) to remove the protection and then use pull at the enemy (because you will be without combing on the comb, probably).

As the pull recharges fast, you will not have no way out because the cooldown is less than 1 second . Pull Levite the enemies in the air, preventing them from attacking for a while. To top it off, they are vulnerable to biotic combos in this state.

At a certain level of upgrade , Pull can launch two projectiles at a time , giving an absurd battlefield control. The only problem is having to take Shields, Armor and Barriers from enemies before using and abusing the pull.

6. Throw: Mass Effect 1, 2 and 3

Mass Effect 1:

  • Classes: Adept, Sentinel and Vanguard
  • Squad mates: Lara, Aidan and Rex

Mass Effect 2:

  • Classes: Adept and Sentinel
  • Squad mates: Thane, Samara and Corinth

Mass Effect 3:

  • Classes: Adept and Sentinel
  • Squad mates: None

Throw is the detonating version of Pull. But instead of levitating enemies, Throw simply throws the targets away . The lighter the target, farther it will.

Combo Pull + Throw is one of the most basic and efficient of Mass Effect in lower difficulties. In Insanity, it is not so effective because efforts have to be joined to take protections first.

Therefore, it is advisable to use only one among them. So the preference between one and the other goes more for the party used . If you need, you can trainer combo, go from pull . If you need a detonator , go from Throw .

Throw also fun because it causes funny moments. Enemies hitting the ceiling and dying instantly, falling from abysses, trapped in certain parts of the scenarios… These are some consequences of using power.

If you don’t have a shotgun, Throw is good for the paper and ward off enemies that are close. Aiming at the power of the waist on the target makes the enemy be knocked down , when targeted from the waist down, the enemy will be thrown in the air .

7. Incinerate: Mass Effect 2 and 3

Mass Effect 2:

  • Classes: Engineer and Infiltrator
  • Squad mates: Morin
  • Temporary Soulmates: Dr. Amanda Benson

Mass Effect 3:

  • Classes: Engineer and Infiltrator
  • Squad mates: EDI
  • Temporary Squad mates: Noreen Andres

Incinerate is one of the coolest powers to use in Mass Effect. Its main use is to tear armor , but not in special effect on Shields and Barrier (most common protections of appearing).

Power, of course, also shines against unprotected organic when placing them on fire. As in insanity this never happens, Incinerate ends up being very appellate in lower difficulties . However, its use gained more effectiveness in Mass Effect 3.

This is because although it does not cause great damage to Shields and Barriers , Incinerate leaves targets prepared for incendiary combo . So even if the target is protected, it will be damaged by a combo.

Incinerate and overload can be detonated to each other in a virtually infinite process. Your only problem is the Squad mates restriction . Only Morin Souls (Me 2) and EDI (Me 3) have power. And these two characters do not have good weapons, making their presence difficult in many missions.

8. Leave: Mass Effect 2 and 3

Mass Effect 2:

  • Classes: All (Advanced Training)
  • Squad mates: Samara

Mass Effect 3:

  • Classes: All (bonus power)
  • Squad mates: Aidan
  • Temporary Squad mates: Aria T’loan

Leave is one of the biotic powers that can give damage to armor and barrier . In fact, it gives double damage to these protections, being very good for insanity. Its effect is instantaneous, in the style of overload.

It also prevents the regeneration of life , besides leaving the target paralyzed for a while and recover HP (these last two work only in ME 2). Leave serves as a trainer only for biotic combos.

Nevertheless, leaves is not detonated by Warp . Another limitation of power is its availability. While it is available as Advanced Training and with Samara, it will only be in Mass Effect 3 Case Aidan survives in Virile.

In this case, we ignore that Aria uses, as she is a temporary squad mate and does not release leave as a power bonus (only Aidan can do that).

9. Flare: Mass Effect 3

  • Classes: All (bonus power)
  • Temporary Squad mates: Aria T’loan

Flare is simply the most destructive biotic power of Mass Effect. It is like a biotic grenade that detonates combos that looks like a nuclear bomb, rocking everything destructible.

The last upgrade can increase bonuses against Shields and Barriers , being very useful for insanity mode. The big problem of power is the very high cooldown time, which prevents it from being used immensely.

The radius of action is large and there is no limit of enemies to be caught in the explosion. One downside is that it only acts biotic explosions, thus limiting the amount of explosions you can create.

Flare is original from DLC Omega of Mass Effect 3. Fortunately, this content and all the expansions of the trilogy are available in Legendary Edition.

10. Combat Drone: Mass Effect 2 and 3

Mass Effect 2:

  • Classes: Engineer
  • Squad mates: Tali and Legion

Mass Effect 3:

  • Classes: Engineer
  • Squad mates: Tali

Combat Drone is the best Distraction Power of Mass Effect. If you want to use it to cause damage, forget it, the usefulness is not that. Even more so that we are taking into account the insanity mode.

In this difficulty, the drone will be shot down quickly, but it will give two important advantages. First, most enemies will ignore Shepard and their friends to attack the Drone Combat. Giving time to recover Shield, reposition recharge weapons and so on.

Secondly, if the drone is up-up to Explosive Drone , it will explode and cause area damage. This explosion cantake protection and stun enemies that are already without Shield/Armor/Barrier.

Only one drone of each launcher can be in the field at a time. That is, a party of Shepard Engineer, Tali and Legion can have three drones together at the same time. Unfortunately the time to recharge from Aquarian and Get’s drones are much larger than Shepard’s cooldown.

Combat Drone is especially efficient in the base Base Collector: Long Walk on Suicide Mission, the last mass mission of Mass Effect 2. It is possible to put the drone out of biotic protection , with husks, abominations and scion Stay entertained and take time to arrive in Shepard.

At Legendary Edition, Harbinger eliminates drones easily . However, power is still effective in distracting Ymir much and scion on me 2, plus atlas and guardians on me 3.