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Combat Fitness

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Combat Fitness
Combat Fitness
Type Combat Passive
Base stats +2% Max Health
Requirements Security Training - Unlocked Skill
Scrapper Training - Unlocked Skill
Operative Training - Unlocked Skill
Description
Intense physical and survival training designed to improve a combatant's stamina and versatility in battle.
Disambig.png This article is about the singleplayer version. For the multiplayer version, see Combat Fitness (multiplayer).

Combat Fitness is a passive combat skill.

Ranks[edit | edit source]

 
 
 
 
 
 
 
 
 
 
 
 
 
Rank 4
Consumables
Combat Fitness 4a - Consumables Icon.png
 
 
Rank 5
Extra Holster
Combat Fitness 3 - Extra Holster Icon.png
 
 
Rank 6
Hold the Line
Combat Fitness 6a - Hold The Line Icon.png
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Rank 1
Health
Combat Fitness 1 - Health Icon.png
 
Rank 2
Shields
Combat Fitness 2 - Shields Icon.png
 
Rank 3
Extra Holster
Combat Fitness 3 - Extra Holster Icon.png
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Rank 4
Regeneration
Combat Fitness 4b - Regeneration Icon.png
 
 
Rank 5
Heavy Lifting
Combat Fitness 5b - Heavy Lifting Icon.png
 
 
Rank 6
In the Trenches
Combat Fitness 5a - Defensive Positioning Icon.png
 
 
 
Rank Icon Description Bonus
1 - Health Combat Fitness 1 - Health Icon.png Increases maximum health with each skill point invested in the Combat Skill Group. +2% Max Health
2 - Shields Combat Fitness 2 - Shields Icon.png Increases maximum shield rating with each skill point invested in the Combat Skill Group. +2% Max Shields
3 - Extra Holster Combat Fitness 3 - Extra Holster Icon.png Up to three weapons can be equipped at once and carrying capacity is increased. +1 Weapon Loadout Size
+25% Weapon Weight Capacity
4 - Consumables Combat Fitness 4a - Consumables Icon.png Improves the effectiveness of all consumables (such as overdrive packs and shield capacitors). +30% Consumable Effectiveness
4 - Regeneration Combat Fitness 4b - Regeneration Icon.png Improves health and shield regeneration rates. +20% Health Regeneration Cap
+50% Health Regeneration
+20% Shield Regeneration
5 - Extra Holster Combat Fitness 3 - Extra Holster Icon.png Up to four weapons can be equipped at once and carrying capacity is increased. +1 Weapon Loadout Size
+25% Weapon Weight Capacity
5 - Heavy Lifting Combat Fitness 5b - Heavy Lifting Icon.png Improves thermal clip size, and thermal clip and power cell carrying capacity. +20% Weapon Clip Size
+25% Weapon Spare Ammo
+1 to all Combat Power Cell Capacities
6 - Hold the Line Combat Fitness 6a - Hold The Line Icon.png Dramatically increases Damage resistance when below 30% health. Low Health Damage Resistance: 200
6 - In the Trenches Combat Fitness 5a - Defensive Positioning Icon.png Improves Damage Resistance and reduces Shield Regeneration Delay while in cover. Regen Delay Reduction In Cover: 50%
Damage Resistance in Cover: 100

Notes[edit | edit source]

Ranks 3 & 5A are each a 25 point increase to weapon weight capacity and not percentage based. For a detailed investigation of weapon weight mechanics, see Weapon Weight Strategy.

Ranks 1 and 2 do not increase by +2% for each point invested.

The base values listed in the table above are the starting values with no points spent on any combat skill. This is a cumulative value that increases with each point spent on a combat skill. It takes 252 points to fully fill the combat skill tree. Any points spent in combat skills - active (Active Generic Skill Icon.png) or passive (Passive Generic Skill Icon.png) - will increase the value.

The maximum values available for spending all 252 points are listed below:

  • Rank 1 +59% Max Health
  • Rank 2 +59% Max Shields

The maximum values listed are with no points spent on any other tech skills or biotic skills. A full set of Rank I Initiative Armor with no augmentations or fusion mods was worn to ensure that there is no influence by the armor.

Any weapons in the third and fourth loadout slots will be unequipped during a reset at the Skill Respec Station. If Extra Holsters are purchased again, Ryder will need to re-equip those weapons.