Telekinesis
Effects
- Upon use, for the next three seconds, any enemy shots that come near Isaac are held in place. After the charge is depleted, they are fired back as tears.
- The reflected tears always do 3.5 damage.
- (Added in Repentance) Pushes enemies away for the duration of the item's usage.
Notes
- The tears can be rammed into enemies while they're held by Telekinesis. They won't disappear until the effect ends but do no further damage.
- Catching shots from enemies that fire high into the air, like the (Tube Worm) Tube Worm, is very difficult and not beneficial; in the case of the Tube Worm, shots that are caught will just fall to the ground rather than be fired at enemies.
Synergies
- (Added in Repentance) Book of Virtues: Tears caught by Telekinesis become wisps. The wisps are outside the range of Telekinesis, making them vulnerable to shots before they can be converted to Wisps.
Interactions
- (? Card) ? Card: The cooldown applies even when used through the ? Card.
- (Removed in Repentance) 9 Volt: Does not benefit from 9 Volt, unlike other auto-recharge items.
- (Added in Repentance) 9 Volt now grants half charge on use.
- The Battery: A battery has to be picked up for another charge. Both charges are expended at once for a longer duration effect.
- Car Battery: The Car Battery has no effect.
- (Added in Repentance) Car Battery now grants 6 seconds of protection for 6 seconds of recharge time.
- Sharp Plug: Charge gained from Sharp Plug is expended immediately and won't stop enemy shots.