Strike the ground and send nearby enemies flying.
Description
Smackdown is an ability for Barret in Final Fantasy VII Remake, provided by the Wrecking Ball. Barret slams the ground with his gun-arm, dealing damage and launching all opponents in the vicinity; heavy enemies will not be launched.
Mechanics[]
Weapon Ability | Wrecking Ball |
---|---|
Effects | - Melee range - Physical melee damage - Large area-of-effect radius |
Interrupt stats | - Interrupts targets with ≤50 interrupt defense - Interrupted by attacks with ≥40 interrupt strength |
Compatible Support Materia | Elemental Materia |
Weapon passive/accessory bonuses | Non-conditional - Critical Hit Rate Up - Ability Critical Hit Rate Up Conditional - Enemy Parts Damage Up - Critical Damage Up - Desperate Striker |
Special interrupt(s) | Launch (launches interrupted targets) |
Damage formula:
Where Barret's Attack Power is his respective attribute, and Target's Defense is the respective attribute of the target
Stagger formula (2nd hit only):
Where 2 is used rather than 1 while the target is pressured, and Physical Melee Rate Modifier is the respective stagger rate modifier of the target
Smackdown is an ability for Barret that deals physical melee damage. Barret will charge up for a moment before striking the ground with heavy force, causing a shockwave that will strike all enemies in a large radius around him.
Smackdown has an attack power of 350, a stagger rate of 1 (Pressured: 2), and an interrupt strength of 50. Upon successful interruption, it will launch susceptible enemies. Barret has an interrupt defense of 40 while using Smackdown.
Use[]
Smackdown is useful for crowd control, being best to clear out aggressive opponents surrounding the party. The damage radius is significant, and the effect can launch and pressure many enemies. It is also useful after Overrun knocks down a group of enemies to deal another devastating blow to all the foes.
Smackdown's main drawback is that it has a slow startup, usually giving time enough for opponents to move away and avoid the damage entirely, or to interrupt him, and requires setting up to be most worthwhile. On the other hand, it can be useful against enemies such as the sahagin, who tend to gang on the party and attack in quick succession.
As with all of Barret's abilities, the player can tap to cancel into his recharge animation at the end of the ability. Doing so will reduce the cooldown of Overcharge/Overrun by 7 seconds. This can save some time on his recharge animation, as a part of the animation will be split with his ability recovery time, allowing him to use his Overcharge or Overrun more frequently.