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Quiz about Predecessor  Phase
Quiz about Predecessor  Phase

"Predecessor" - Phase Trivia Quiz


Not so fast, slow down, take a chill pill and enjoy this quiz on "Predecessor's" Phase! This quiz on the psychic is based on the game available on PS5, XBox Series X and PC.

A multiple-choice quiz by cavalier87. Estimated time: 3 mins.
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Author
cavalier87
Time
3 mins
Type
Multiple Choice
Quiz #
422,239
Updated
Dec 13 25
# Qns
10
Difficulty
New Game
Avg Score
6 / 10
Plays
10
Last 3 plays: Kabdanis (8/10), mandy2 (5/10), Eleanor18 (4/10).
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Question 1 of 10
1. Phase is a psychic, capable of using her Abilities in sometimes unseen ways. What role has Omeda Studios recommended for her? Hint


Question 2 of 10
2. Phase's statbuild is unfortunately quite uninspiring. What is her highest stat? Hint


Question 3 of 10
3. Phase's Passive is Essence Catalyst, rewarding her every time she casts an Ability. What does Phase gain for doing so? Hint


Question 4 of 10
4. Telekinetic Link is Phase's Alternate Ability; despite this status as her Alternate, it is easily Phase's most well known Ability. Applying the Ability once Links Phase to a nearby ally. Repeating the Ability cast does what? Hint


Question 5 of 10
5. Psychic Flare is Phase's Primary Ability. With it, Phase can apply a status effect that is very narrowly seen across the rest of the game. What effect is it? Hint


Question 6 of 10
6. Energy Lance, Phase's Secondary Ability, deals damage and applies Root if it manages to hit a target for long enough. It has an interesting secondary feature that attentive, mobile Phase players can take advantage. Which of the following is true about Energy Lance? Hint


Question 7 of 10
7. Phase's Ultimate Ability is Hyperflux. This gives a wide array of powerful buffs to a Linked ally. Which of the following is one buff Hyperflux provides? Hint


Question 8 of 10
8. Like all Heroes, Phase gets three Hero Augments, and she may choose one. The first choice is Psychic Support, adding a benefit to allies whom Phase has Linked when Essence Catalyst kicks in. What added benefit does Psychic Support yield? Hint


Question 9 of 10
9. Final Flash is Phase's second choice for an Augment, taking an offensive approach by letting Energy Lance deal far more damage. It comes at a cost, though. What drawback does Energy Lance experience through this Augment? Hint


Question 10 of 10
10. Kindred Surge is Phase's last choice for an Augment. This allows Phase to now buff allies with added movement speed and health regen. With what Ability does Kindred Surge do this to? Hint



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Quiz Answer Key and Fun Facts
1. Phase is a psychic, capable of using her Abilities in sometimes unseen ways. What role has Omeda Studios recommended for her?

Answer: Support

Phase is both a healer and a disruptor as a Support, able to heal allies and afflict foes with a couple forms of status.

In "Paragon", Phase was actually recommended for the Midlane in addition to Support. However, her damage output in particular was severely nerfed coming into this game, explaining why she is no longer recommended for any damage dealing role.
2. Phase's statbuild is unfortunately quite uninspiring. What is her highest stat?

Answer: Durability

It's quite telling when a young, human girl wearing ripped jeans and punk clothing has her highest stat out to be Durability. Surely, the swag will protect Phase from getting shot, blown up, set on fire, stabbed or smashed by enemies twice her size or more, right?

Phase is the unfortunate owner of the lowest overall stat build in the entire game. Her Durability is a low 3, while her Basic Attack and Ability Power clock in at 2 and her Mobility gets a ghastly 1.
3. Phase's Passive is Essence Catalyst, rewarding her every time she casts an Ability. What does Phase gain for doing so?

Answer: Healing

The heal stacks, so if Phase quickly uses two Abilities, she will receive the heal in its full duration twice. Linked Allies will also receive this heal, which is the main benefit to the Passive given that Phase is a Support character.

This aspect of the Passive incentivizes Phase players to build items that give Ability Haste as well as Mana Regeneration.

This Passive also tampers with Phase's Blink, making it cost mana to use, but massively slashing its cooldown. Bizarrely, it also causes Phase's damage output to very briefly rise upon Blinking. Unfortunately, Phase is still pretty weak even with this buff, so using a blink to run down an enemy with Phase will almost always be impractical.
4. Telekinetic Link is Phase's Alternate Ability; despite this status as her Alternate, it is easily Phase's most well known Ability. Applying the Ability once Links Phase to a nearby ally. Repeating the Ability cast does what?

Answer: Pulls the ally towards Phase

This is easily the best, most generally useful and more importantly exclusive form of support Phase can provide. If Phase Links to an ally that later gets themselves into trouble, she can pull the ally away from the nasty situation and potentially save their life.

The pull causes Linked Allies to do a complete 180 degree shift in their positioning from Phase; this means they will almost always end up being pulled a far way, and will almost always end up behind Phase after being pulled. If done correctly, an ally could rush into a situation with the reckless intent of dealing as much damage as they can, knowing their Support can rip them away from the fight if things get to be too much to handle.

Although there are no melee focused Heroes recommended for the Carry role, if a player wants to try their hand here anyway, Phase would absolutely be the best Support for them. Phase can essentially make up for their lack of range, by letting them go in to do melee damage, and pulling them out if things go awry in the approach. Bursty melee characters like Serath or Kallari, or even burly, bruising brawlers like Greystone or Grux could much more easily experience success as a Carry if supported by Phase.

Phase cannot pull allies who are immobilized in anyway, giving some counterplay to it. But if not immobilized, Phase can swiftly prevent an ally from being killed and pull them right to safety in a flash.
5. Psychic Flare is Phase's Primary Ability. With it, Phase can apply a status effect that is very narrowly seen across the rest of the game. What effect is it?

Answer: Blind

Blind works exactly as you'd imagine- the player themselves will briefly lose the ability to see anything other than a bright blue screen, and will be unable to even see their own character.

In order for Psychic Flare to Blind, the target must be facing in Phase's direction as they are hit by the attack. If Phase manages to Blind someone, it will also set the cooldown for her Blink to 1 second, effectively slashing it entirely.
6. Energy Lance, Phase's Secondary Ability, deals damage and applies Root if it manages to hit a target for long enough. It has an interesting secondary feature that attentive, mobile Phase players can take advantage. Which of the following is true about Energy Lance?

Answer: It locks Phase's Y axis

During this time, Phase cannot fall nor can she be propelled backward or forward by anything unless it's tied to a Crowd Control move.

This has interesting use when paired with the Galaxy Greaves item; this item gives the buyer very floaty jumps, as well as massively increasing their jump height when out of combat. Phase could use this jump, then activate Energy Lance to maintain the height for a short while.
7. Phase's Ultimate Ability is Hyperflux. This gives a wide array of powerful buffs to a Linked ally. Which of the following is one buff Hyperflux provides?

Answer: Movement speed

In total, Hyperflux offers a brief movement speed increase, temporary Ability Haste and a brief, huge Attack Speed buff. These three buffs are in pretty enormous quantities, which can be key for helping Phase and an ally in any fight, really. As such, this is a broadly useful Ultimate which really does not have a bad fight for it to see use in.
8. Like all Heroes, Phase gets three Hero Augments, and she may choose one. The first choice is Psychic Support, adding a benefit to allies whom Phase has Linked when Essence Catalyst kicks in. What added benefit does Psychic Support yield?

Answer: Mana restoration

The mana restoration works on the exact same mechanic as the health restoration, stacking endlessly if Phase continues to use Abilities. This sadly and crucially does not extend the mana restoration buff to Phase herself, or it would've been an absolute slam dunk of an Augment. Even still, it can be very helpful to support mana-hungry characters Phase is likely to be paired with, such as Wraith or Twinblast.
9. Final Flash is Phase's second choice for an Augment, taking an offensive approach by letting Energy Lance deal far more damage. It comes at a cost, though. What drawback does Energy Lance experience through this Augment?

Answer: Shorter range

If a player was truly adventurous (or misguided) enough to try Phase in some kind of damage dealing role, this would be the Augment they'd be best suited to trying. That said, Energy Lance's damage output still noticeably trails fairly average damage output seen by characters in the Midlane, while Phase absolutely does not have the survivability and tankiness to make Offlane or Jungle make any sort of sense at all. So the practical application for this Augment is definitely difficult to visualize.
10. Kindred Surge is Phase's last choice for an Augment. This allows Phase to now buff allies with added movement speed and health regen. With what Ability does Kindred Surge do this to?

Answer: Hyperflux

Hyperflux already does lots for a Linked ally, so throwing in a couple more benefits is hardly a bad thing. This could be particularly useful if the player finds themselves using Phase to support a melee character in the Carry role, but realistically could be used for general, mundane situations as well.
Source: Author cavalier87

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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