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# Warcry **Warcries** are **active skill**s that provide situational benefits to players and are typically aligned with melee characters because they only affect nearby enemies and [allies](Ally). In addition to the bonuses, warcry skills naturally [[taunt]] enemies within their range to attack the player instead of his allies, allowing one [party member](Partying) to act as a "tank". Warcries also Exert the next few attacks with additional properties. Warcries aren't considered [[Spell]]s and therefore cannot be supported by [support gems](Support_Skill_Gems) such as [[Cast when Damage Taken Support]] or other spell-specific support gems. Warcries can be supported by [[Second Wind Support]] to lower their [[cooldown]]. ## Mechanics Players can be under the effect of multiple Warcries at once. Each Warcry has its own cooldown unless the [[Call to Arms]] keystone is allocated. ### Power Warcries are enhanced proportionate to the power of nearby enemies, calculated at the time they are cast. Normal monsters are counted as 1, magic monsters as 2, rare as 10, unique as 20, and players as 5. The following count power differently: - [[Rallying Cry]] gains power based on nearby [Allies](Ally) and enemies - [[General's Cry]] gains power based on nearby enemies and corpses [[Redblade Banner]] causes Warcries to have infinite power, so they always apply the maximum possible benefit, regardless of nearby enemies. ### Exerted Attacks Warcries cause a certain number of attacks to become Exerted after the Warcry is used, as long as the attack type is valid. Attacks can be Exerted by multiple Warcries and receive the benefits of each. The number of Exerted attacks remaining is shown on the Skill bar icon. Channelling skills cannot be exerted. Multistrike and Exerted attacks: [[Multistrike Support]] supported skills cannot be exerted, although skills that inherently strikes multiple times, like [[Double Strike]], consume one exerted attack per use of the skill.
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