In the alternate past of Atomic Heart, there is no magic or sorcerers. Instead of magic wands, Soviet scientists have equipped Major P-3 (Nechaev) with the experimental combat neuroglove “KHRAS.” Its capabilities offer tremendous tactical freedom, but not all abilities are equally useful against different enemies.
In this section of the guide, we’ll cover the glove’s basic functions, as well as all its offensive and elemental abilities.
Basic (non-disengageable) glove functions

From the very beginning of the game, you have access to skills that cannot be removed from your arsenal:
- Scanning: Essential for detecting enemies through walls, highlighting loot, buttons, and cameras.

- Using Capsules: Healing, Adrenaline (improves evasion), and Energy Capsules (Dynamo) to quickly restore your energy bar.

- Basic Shock: Unlocked at Level 1. Ideal for briefly stunning initial enemies and temporarily disabling surveillance cameras (though it’s easier to shoot them with the “Electro” pistol).

1. Shock (Electroshock)

When fully upgraded, Shock learns to electrify enemies, strike from a greater distance, jump between targets (chain lightning), and obliterate enemies with low health.
Cons and features:
- This ability deals very low damage. A single hit will only kill the weakest enemy in the game—the bee.
- The long cooldown prevents you from spamming lightning bolts.
- Shock is great for stunning a group of enemies, but you’ll have to finish them off with firearms or melee weapons.
2. Polymer jet (Polymer stream)

On its own, this skill doesn’t deal damage; its main feature is its synergy with the elements. When fully upgraded, the jet stream travels farther and lingers longer on surfaces and enemies. At a certain stage, you gain the ability to jam the propellers of flying drones, bringing them down to the ground (but not destroying them).
How to use correctly: Enemies do not get stuck in the polymer and do not slow down on their own. The polymer acts as a sponge for elemental damage.
- Spread the polymer on the ground and strike it with Shock (or fire a weapon with a magazine of the appropriate element).
- Enemies stepping into the puddle will begin to take periodic damage (5–10 seconds). Regular lab assistants and Wolves will convulse and then freeze.
- Important: Against bosses (Belyash, Ivy, Twins), the “Polymer + Shock/Fire” combo is practically useless. The damage is negligible, and the bosses aren’t even slowed down. It’s more of a fan-made way to save ammo on minor enemies.
Elemental Tips: Metal robots are vulnerable to electricity, polymer mannequins to fire, and organic beings (cultists) are afraid of freezing.
3. Frost (Freezing)

A support skill for crowd control. When leveling up the right branch, Stuzha begins to deal minor damage and also allows you to use Freeze at the cost of your HP (if the ability is on cooldown).
The secret of double loot: If you freeze a damaged enemy and finish them off while they’re frozen, they’ll disintegrate with the sound of shattering glass (like a shot from a Railgun). When this skill is fully upgraded, such a shattered enemy drops twice as many resources. Note: This does not work on robots that have been revived by repair bees—they no longer drop loot.
Limitations of Frostbite: This ability is frankly weak against strong enemies. Belyash freezes for too long, while Ivy or the Twins only slow them down slightly. Organic Cultists freeze quickly, but they soon thaw out and keep running. It’s best to use Frostbite as a pause to heal or reload your weapon.
4. Mass Telekinesis (Best Combat Skill)

If you want to play as the “Mage,” Telekinesis is an absolute must-have. This skill lifts entire groups of enemies into the air. As you level it up, the duration increases, aerial damage is added, and you gain the ability to lift heavy robots and slam them into the ground.
Effectiveness against different enemies:
- A crowd of minions: Even the most intense battles with lab assistants and “Vatrushkas” turn into a walk in the park. Minions die with a single hit to the floor.
- Cultists: They die from a single hit, making Telekinesis ideal for clearing bridges and infected areas.

- Belyash (Secret): Heavy Belyash dies from just two telekinetic throws onto the ground! Apparently, the game has a hidden damage multiplier based on the opponent’s weight.

- Ivy: You can lift it, but the damage from the fall is negligible. It will take a very long time to hit it with Telekinesis.
- Twins: You can slam them into the floor, but be careful—they emit powerful force waves when they fall. Be sure to jump or use the Polymer Shield.

- Ultimate Perk: At a certain level, Telekinesis can consume your health instead of cooldown time, allowing you to use it almost continuously.
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