Infamous 2 Powers Guide
Infamous 2 features some new powers and upgrades with the ability to customize these powers by leveraging the new Karma system. You can personalize each and every power of Cole into different variants using the power customization feature of Infamous 2.
Infamous 2 Powers Guide
Breakdown of each and every power Cole can use to wreck hovoc in Infamous 2.
Variants of Lightning Bolts.
Standard type of lightning bold available from the start of the game.
A high damage bolt that strikes enemies from three side simultaneously. Available at Power Level 1.
Ranged electric bolt, available at Power Level 1.
High damage single burst of lightning bolt, Available at Power Level 2 but with good Karma only.
Take the headshot with electric bolts. Available at Power Level 2, evil Karma only.
Hold R1 to release a stream of bolts. Available at Power Level 3, good Karma only.
Five bolts fired simultaneously. Available at Power Level 3, evil Karma only.
Standard type of Blast in Infamous 2.
Swirling Ball that blasts anything it touches, it sticks to it. Available at Power Level 1 and can also be used to harness energy for Super Jump.
Temporarily lowers the gravity, making enemies suspended in air. Available at Power Level 2, good Karma only.
More powerful blasts that literally punches the enemies, sending them at distance with its push for more damage. Available at Power Level 2, evil Karma only.
Throw the Spikes and then blast them on your enemies. Damaging and convenient, available at Power Level 3, good Karma only.
Different variants of grenades.
Sticky Grenade that stick to any object they touch, available at Power Level 1, good Karma only.
A grenade that explodes twice, once on impact with the object and then above it after bouncing off. Available at Power Level 2, evil Karma only.
This grenade creates a cluster of Ice Spikes, knocking enemies away and creating a shield to provide some defense. Available at Power Level 2, good Karma only.
Available at Power Level 2, evil Karma only.
Rains several clusters of itself on enemies, creating multiple blasts in the area of effect. Available at Power Level 3.
DLC power from the Hero Edition or a pre-order bonus.
Rockets are variants of Megawatt Hammer in the first game.
Standard rocket available at the start of the game.
You can redirect this rocket to your enemies after firing it. Available at Power Level 1, good Karma only.
Two Rockets fired connected by an electric tether from your hands. Available at Power Level 1, evil Karma only.
Sticky Rocket splits near its target into electric charges which then attach to its nearby objects and enemies. Available at Power Level 2.
This rocket will freeze enemies on contact. Available at Power Level 3, good Karma only.
You can also use extra powers of destruction by pressing R2 button on your PS3 controller.
Use this power to create an electromagnetic field to lift all the objects surrounding it. When these objects hit anything they create an explosion. Press and hold R2 to pick things up. Use Right Analog Stick to aim, and the X Button to throw. Available at Power Level 1.
Lightning Hook is a hero edition pre-order exclusive power. It allows you to pull enemies and objects towards you. You can also use it to grapple the wall and pull yourself, essentially providing you with another way to travel fast between two objects.
Power Level 2. Good Karma only.
Power Level 2. Evil Karma only.
Similarly to Polarity Wall from the first game.
Special powers of Cole that require him to collect Blast Shards to use them. You can only use them close to death, as a final resort.
Lightening Bolts rain from Sky destroying everything they touch.
An Ice burst that freezes everything in its path. Good Karma only.
Cole drains life out of his enemies. Evil Karma only.
Cole can create an electrified tornado using this power.
Cole can use different upgrades to customize how he uses Amp in combat.
When standing, press the Square Button to attack with the Amp.
Hit your enemies with a couple of attacks with the Square Button, then press Triangle Button for a smooth finisher move. You will need to charge up the meter with normal attacks before you will be able to use the finisher move. Available at Power Level 1.
Available after a long hit combo, ultra attacks are even stronger than Finisher Attacks. You need to charge up the Finisher Move meter even further before you will be able to use Ultra Attacks. Available Power Level 2.
Using this power you can fully replenish your health when you do an ultra attack. Available at Power Level 3.
It allows you to collect Ionic charges which then can be used for special powers.
Ionic Charge 2
Allows you to store up to 2 Ionic charges. Available at Power Level 1.
Ionic Charge 3
Allows you to store up to 3 Ionic Charges. Available at Power Level 2.
If you like this guide, don’t forget to like us on Facebook. If you are interested in finding all the Blasts Shards and Dead Drops, do check out Infamous 2 Blast Shards and Dead Drops Locations Map. Haven’t completed the game yet ? check our Walkthrough.