Railjack battle ability for damaging and disabling enemies
Released Dec 13, 2019
Blackout Pulse sends an electromagnetic pulse that damages enemies and disables them temporarily. Consider it when temporary enemy disruption is useful during Railjack combat.
Temporarily disabling enemies while dealing damage in Railjack combat.
Choosing a battle ability for an enemy control role.
Effect
Blackout Pulse is described as an Electro-Magnetic Pulse that damages enemies and disables them temporarily. No damage amount, radius, duration, or activation cost is provided, so those values should not be assumed.
Slot and rank
It is a standard Railjack Battle Slot 1 mod with universal polarity, base drain 0, and maximum rank 10. Its rank 0, 5, and 10 descriptions repeat the same effect without numeric scaling, so the available details do not establish how ranking changes its performance.
Other listed Battle Slot 1 abilities have different stated functions: Countermeasures deploy flares that distract guided projectiles, while Munitions Vortex absorbs incoming fire and detonates to release damage. Those descriptions support different tactical roles; they do not establish that any one ability is universally preferable.
Limitations and tradeoffs
The effect is described qualitatively, with no numeric damage or disable duration.
The provided rank descriptions do not show numeric rank scaling.
Common mistakes to avoid
Assuming specific range, damage, duration, or rank scaling beyond the stated qualitative effect.
Effects and reference details
Rank effects and investment
Rank
Listed effects
Unpolarized drain
Total Endo from rank 0
Total Credits from rank 0
0
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
0
0
0
1
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
1
30
1,449
2
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
2
90
4,347
3
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
3
210
10,143
4
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
4
450
21,735
5
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
5
930
44,919
6
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
6
1,890
91,287
7
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
7
3,810
184,023
8
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
8
7,650
369,495
9
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
9
15,330
740,439
10
Electro-Magnetic Pulse that damages enemies and disables them temporarily.
10
30,690
1,482,327
These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.