What Kinds of Enhancements Do You Need?
With the large number of Enhancement types to choose from, it can be overwhelming to choose what powers need what boosts. This chart can help you figure out which enhancements might be most useful for your build.
Going to the Enhancement tab and clicking "Manage" will bring you to your Enhancement screen, where you can quickly investigate each power (hover over each power's blue bar to see a small summary) to see which types of Enhancements each power accepts. Also, you can click "See detailed summary" over one of the three columns of the Enhancement screen, and then hover over powers in the other two columns to see even more technical stats, like damage, accuracy, endurance cost, etc.
Whether you're buying Training Enhancements, Single- or Dual-Origin Enhancements, Basic Invented Enhancements, or pieces from an Enhancement set, you need to be sure you're enhancing the right properties on your powers, otherwise they might not work as well as you hope. The color code on Enhancements stays the same across the board--for instance, all Damage Enhancements have a reddish background, all Accuracy enhancements have a yellowish background, etc.
In general, most heroes will have need of the following pictured enhancements:
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Accuracy | Damage | Endurance Reduction | Knockback Increase | Interrupt Reduction | Recharge Reduction | Range Increase |
If you attack at all, you'll need Accuracy and Damage, and likely Recharge Reduction to help the power recharge faster so you can use it more often. Endurance Reduction helps a power use less Endurance per activation, which can help immensely with defensive toggle powers which would otherwise drain you. Range Increase and Interrupt Reduction can help more with ranged attacks and powers which can be interrupted easily (like sniper attacks).
Most heroes will also need defensive Enhancements to help them resist damage, heal up, regenerate Endurance, and stay alive longer, like the ones below:
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Defense Buff | Endurance Modification | Healing | Resist Damage |
Defense Buff can be used to raise your own Defense; Endurance Mods can help you recover Endurance at an altered rate. Healing can help you get Health back faster, and Resist Damage can help you reduce the amount of damage you take from each attack.
Most heroes will have need of at least one type of traveling enhancements pictured below:
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Run Speed | Jumping Distance | Flight Speed |
These Enhancements will help your Sprint and Super Speed, your Flight, and your Combat Jumping or Super Jump. People who use Teleport to get around will need Range Increase instead to help them Teleport farther at a time.
Some heroes, including healers, ally buffers, and enemy neutralizers (Controllers), will need the following enhancements:
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Confuse Duration | Defense Buff | Defense Debuff | Endurance Modification | Fear Duration | Healing | Hold Duration | Immobilize Duration | Sleep Duration | Snare (Slow) Duration | Stun Duration |
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To-Hit Buff | To-Hit Debuff |
Powers which buff allies can use To-Hit Buffs and Def Buffs; powers which debuff enemies can use To-Hit Debuff and Def Debuffs. Heroes who neutralize enemies might have need of Confuse, Fear, Hold, Immobilize, Sleep, Stun, or Slow enhancements. Lastly, those who heal and help allies recover Endurance more quickly will need Heals and End Mods.
Hardly-used Enhancements appear below, for those rare heroes who need them.
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Intangibility Duration | Taunt Duration |
Those who use Illusion powers to cloak themselves (but NOT Concealment powers, like Stealth), can use Intangibility Enhancements to boost that power. Tankers who Taunt their enemies to come closer can use the Taunt Enhancement to boost the effectiveness of the Taunt.
Learn more about the different Invented Enhancements on ParagonWiki's Enhancement page. Also, learn some of the most common Recipes for Invented Enhancements.