FREE! Click here to Join FunTrivia. Thousands of games, quizzes, and lots more!
Quiz about Predecessor  Ikra
Quiz about Predecessor  Ikra

"Predecessor" - Ikra Trivia Quiz


The tide is rising, and the world above is not ready for what lies beneath. Try to not get sunk on this quiz about Ikra of "Predecessor" for the PS5, XBox Series X and PC.

A multiple-choice quiz by cavalier87. Estimated time: 3 mins.
  1. Home
  2. »
  3. Quizzes
  4. »
  5. Video Game Trivia
  6. »
  7. Video Games L-P
  8. »
  9. Predecessor

Author
cavalier87
Time
3 mins
Type
Multiple Choice
Quiz #
425,750
Updated
Oct 02 26
# Qns
10
Difficulty
New Game
Avg Score
6 / 10
Plays
9
Last 3 plays: neon000 (1/10), xchasbox (4/10), PurpleComet (5/10).
- -
Question 1 of 10
1. Ikra is curiously labeled as a "Fighter". What role is he recommended for? Hint


Question 2 of 10
2. Ikra's stats are definitely distinctive. What is his highest stat? Hint


Question 3 of 10
3. Ikra's Alternate Ability is Brine. It is a fairly simple ability, featuring him simply firing a beam forward that damages the first target it hits. It is particularly good for clearing out waves of minions. What reward does the player get for killing a unit with Brine? Hint


Question 4 of 10
4. Narcosis is Ikra's Primary Ability. With it debuted a brand new status effect, Ikra becoming the first character to showcase it. What status does Narcosis inflict on hit? Hint


Question 5 of 10
5. Hydroclasm is Ikra's Secondary Ability, and where the player can force their opponent into a deadly game of 'Predecessor Chess'. On activating the ability, Ikra can spawn a bubble within a range as long as he can physically see the location. What is the range on Hydroclasm? Hint


Question 6 of 10
6. Ikra's Ultimate Ability is Genesis. As Ikra calls it, this is the fury of the sea! Much like Hydroclasm, Genesis has quite the impressive range of 5500 units. Does this raging maelstrom go through walls?


Question 7 of 10
7. Ordinarily, a character's Passive frontloads the quiz. But for contextual sense, it is happening later in this one. Ikra's Passive is Herald, and it is truly all over the place. This Passive does something completely different based on the Ikra player's choice of what? Hint


Question 8 of 10
8. All characters may choose one of three Augments, and Ikra is one such beneficiary. His first option is Undertow, an Augment impacting Narcosis. Upon specifically damaging an enemy player with it, what does Undertow do? Hint


Question 9 of 10
9. Cascade is Ikra's second Augment up for considering. It causes Brine to, on hitting an enemy player, now apply what? Hint


Question 10 of 10
10. Ikra's final Augment option is The Gloom. This Augment extends the size of Hydroclasm Bubbles. Moreover, it does something highly unique when Ikra or an ally steps into these bubbles. What does it do? Hint



(Optional) Create a Free FunTrivia ID to save the points you are about to earn:

arrow Select a User ID:
arrow Choose a Password:
arrow Your Email:




Most Recent Scores
Today : neon000: 1/10
Today : xchasbox: 4/10
Today : PurpleComet: 5/10
Today : mjgrimsey: 3/10
Today : 1nn1: 9/10
Today : GBfan: 9/10
Today : gracemercy1: 10/10
Today : fado72: 10/10
Today : bernie73: 3/10

Quiz Answer Key and Fun Facts
1. Ikra is curiously labeled as a "Fighter". What role is he recommended for?

Answer: Midlane

Despite being named a "Fighter", Ikra is very much a Mage and is recommended solely for the Midlane. Ikra has no melee or close range capabilities whatsoever, so being labeled a Fighter is definitely odd. It's even odder considering, again, Ikra is a Mage and not a Fighter.
2. Ikra's stats are definitely distinctive. What is his highest stat?

Answer: Ability Power

For a Mage, Ikra is surprisingly tanky and possesses a Durability of 5. This likely was ba balancing maneuver to even out Ikra's larger than average size, making him easier to land various aimed attacks against. This beats out his Basic Attack rating of 4 and his nonexistent Mobility of 1. It does not beat his Ability Power of 7 though.
3. Ikra's Alternate Ability is Brine. It is a fairly simple ability, featuring him simply firing a beam forward that damages the first target it hits. It is particularly good for clearing out waves of minions. What reward does the player get for killing a unit with Brine?

Answer: Bonus Gold

Depending on what level he is at the moment, Ikra will receive anywhere from 4-8 bonus gold if he kills something, minion, monster or enemy player, with Brine. Because Ikra will naturally end up killing a lot of minions as a Midlaner, conserving Brine to kill them as much as possible is financially optimal.

This aspect of Brine is particularly useful against Renna, when she uses her Vital Essence Augment. Renna with this Augment is normally able to outearn her opponents, and use the added gold to beat them in the arms race Midlaners usually engage in. Ikra's Brine lets him keep up even with Vital Essence Renna, which is quite helpful.
4. Narcosis is Ikra's Primary Ability. With it debuted a brand new status effect, Ikra becoming the first character to showcase it. What status does Narcosis inflict on hit?

Answer: Suspension

When Narcosis is cast, Ikra fires a slow, large bubble at his target location. The first enemy player it comes across in its path, it will trap them inside it as it floats along its path. This is Suspension. It is similar to if a Stun and Mesmerize combined, and did so as the afflicted was in the air. While Suspended, the afflicted cannot move and will be slowly forcibly repositioned on the path Narcosis was fired in.

This does count as an immobilization effect, should the Ikra player want to consider the Dynamo or Spectral Schematics items, for the benefits they grant on immobilizing an enemy.
5. Hydroclasm is Ikra's Secondary Ability, and where the player can force their opponent into a deadly game of 'Predecessor Chess'. On activating the ability, Ikra can spawn a bubble within a range as long as he can physically see the location. What is the range on Hydroclasm?

Answer: 1750 units

Just for reference- 950 units is the lengthiest melee attack in the game, achieved by a Yin who has activated her Windburn Ability. 1000 units is the distance which most 'jump' abilities, such as Greystone's Assault the Gates or Bayle's Skullcrusher, can travel. 1400 units is the average range for a ranged basic attack wielded by anyone with a ranged basic attack, such as Sparrow, Zinx or Ikra himself. Finally, Hydroclasm can be used to spawn a bubble at a range greater than anything mentioned, clocking in at 1750 units.

For one more point of reference- measuring one side of the Midlane to the other, opposing side of the Midlane, the initial distance between both sides is 2000 units, which is way, way shorter than the Offlane or Duo Lane. As such, if being used in his recommended role, Ikra has great freedom to make merely traveling up and down the lane treacherous.
6. Ikra's Ultimate Ability is Genesis. As Ikra calls it, this is the fury of the sea! Much like Hydroclasm, Genesis has quite the impressive range of 5500 units. Does this raging maelstrom go through walls?

Answer: Yes

Nothing in the whole entire game, even Steel's Force Shield or Yin's Quelling Gale, can put a halt to Ikra's Genesis. It travels a staggering 5500 units, which is literally enough to cross from one T1 end of the Midlane to the other T1 end of the Midlane almost three times over! It does not possess literally infinite range like Murdock's Long Arm of the Law, but it has more than enough range to set up a convoluted play with.

Genesis can be used to snipe objectives, help out other allied lanes, or it can simply be used for Ikra to finish off his Midlane opponent with, as it also deals quite impressive damage and even Knocks Up as well.
7. Ordinarily, a character's Passive frontloads the quiz. But for contextual sense, it is happening later in this one. Ikra's Passive is Herald, and it is truly all over the place. This Passive does something completely different based on the Ikra player's choice of what?

Answer: Eternal

On the day Ikra was released, the Eternals system also came to the game. Tying Ikra's Passive to Eternals was likely an effort on Omeda Studios' part to gently push players to analyze and pay very close attention to the shiny new system.

Herald works entirely differently based on the Eternal the Ikra player chooses. Here is how it functions:

If the player chooses a Harbinger Eternal (Vermis, Marrow or Weald), Herald will grant bonus Magic damage to his Basic Attacks, as well as reduce the cooldowns of Ikra's Abilities upon landing one on an enemy player. If, hypothetically, you wanted to play Ikra in the Carry role for as unorthodox as that would be, you would want to choose a Harbinger Eternal.

If the player chooses a Primarch Eternal (Thraex, Nihil) it will cause Hydroclasm Bubble explosions to now displace Ikra, similarly to Howitzer's Land Mine, and grants him a Movement Speed buff based on his Magical Power.

If the player chooses a Dreadnought Eternal (Krix, Idrisil, Knell) it will extend Narcosis' Suspension effect for 25% and heal Ikra for any of the damage this Ability does. This is arguably the quirkiest set of Eternals for Ikra, as Dreadnoughts are generally for Tanks, and he is a Mage.

If the player chooses a Sovereign Eternal (Vesh, Xyris) it reduces the cooldown of Hydroclasm by 25% and enlargens the twister produced by Genesis by 25%. This is the likeliest Eternal to see an Ikra player choose, as Vesh is specific for Ability focused characters.

If the player chooses a Divine Eternal (Exarch, Lotus, Pilow) it will cause Hydroclasm's Bubbles to create a healing aura which Ikra can give to himself or his allies. If choosing to use Ikra as a Support, he would definitely be best suited with a Divine Eternal.

Finally, if choosing an Anomaly Eternal (Demiurge, Aion, Satariel), Hydroclasm Bubbles will deal 6% of the target's maximum HP over five seconds and will apply the Blight/Tainted effect over that time. While this effect sounds incredibly gnarly and is itself not at all bad, the Eternals tied to it would be highly unwieldy for Ikra and would make him incredibly glassy to choose. Satariel, in particular, has the potential to make Ikra so glassy that he would be bowled over by minions, let alone enemy players.
8. All characters may choose one of three Augments, and Ikra is one such beneficiary. His first option is Undertow, an Augment impacting Narcosis. Upon specifically damaging an enemy player with it, what does Undertow do?

Answer: Cooldown reduction

A full two seconds of cooldown will be removed if Narcosis hits an enemy player. The other main effect is that hitting an enemy player immediately changes the pathing of the Narcosis bubble. Ordinarily, the bubble will travel where the player fires it regardless of who, or if it even hits anyone. With Undertow however, if Narcosis hits an enemy player, the bubble will now gently float towards the Ikra who cast it, rather than away.

This would be fantastic if the Ikra player is trying to run down an enemy fleeing from them.
9. Cascade is Ikra's second Augment up for considering. It causes Brine to, on hitting an enemy player, now apply what?

Answer: On-Hit effects

This Augment is quite transformative of Ikra's playstyle and demands a specific item set up for it to work. In his base kit, Ikra has zero On-Hit effects whatsoever. So, at the start of the match, this Augment will do nothing; he must use the Item Shop to access On-Hit effects. Fortunately, there are plenty of said items which fit Ikra quite well. So well in fact, that this Augment was solely responsible for the Crescelia item getting nerfed into oblivion, as Ikra players were abusing that item's On-Hit to spam Brine far, far more than it should have been spammable for.
10. Ikra's final Augment option is The Gloom. This Augment extends the size of Hydroclasm Bubbles. Moreover, it does something highly unique when Ikra or an ally steps into these bubbles. What does it do?

Answer: Camouflages them

When an ally or Ikra stands inside a Hydroclasm Bubble, if Ikra has The Gloom, they will be invisible to the naked eye unless the enemy stands within melee range. Unfortunately, while this is fun and can be used with niche items to create funny, gimmicky strategies, it is highly impractical and highly inconsistent.

It has some potential if Ikra is to be used as a Support and chooses a Divine Eternal, as this would let him simultaneously hide and heal his allies. If he's a Support, he could use this on his allied Carry to try and keep them safe and sustain them.

Otherwise, it is a gimmick.
Source: Author cavalier87

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
Any errors found in FunTrivia content are routinely corrected through our feedback system.
10/2/2026, Copyright 2026 FunTrivia, Inc. - Report an Error / Contact Us