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Combat

Everything on this page is checked by the server; the numbers come from Config.Combat and src/server/Combat.luau.

Your attack

Your class decides what left click does (see Classes):

  • Shots (Sharpshooter's rifle, Drifter's blades): one volley per attack cooldown (base 1.1 s). Shots fly level at 2.5 studs, so they pass over low cover like logs. They travel your Range stat (22 studs base) and fly faster when your move speed is above the base 16.
  • Drain (Lich): hold the button to drain the nearest foe in reach. No cooldown: attack-speed items make the stream stronger instead, and any speed above normal also turns into healing (50% of the drain's damage per point of speed-up). With no foe in reach the beam breaks the nearest crate or chest.
  • Command (Summoner): sends your next wisp at the foe or crate under the cursor. The click itself never hurts anything.

Attack cooldowns can't drop below 0.15 s and move speed can't pass 60, however many powerups you stack.

You can't attack (shots, drain, melee or wisp commands) while rolling, after 0.25 s in the air (unless you hold the Skyborn Sash), while wading, or with the store open. Items that fire on their own (Halo of Blades, Gravity Well...) still do.

Melee

Right click swings at the cursor. It is a close-range panic button, not a damage source, except for the Drifter, whose cleaver replaces the swing.

Base Drifter's cleaver
Damage 1x your damage stat 1.5x
Arc 4 width = 100° 5 width = 125°
Reach 7 studs +2 studs
Cooldown 1.6 s 56% shorter
  • Timing: the swing lands 0.8 s after you press it. For the first 0.3 s the arm draws back, then a red warning shows on the ground. The aim follows your mouse until the parry cue goes out (0.35 s before it lands), then locks.
  • Sweet spot: the centre of the arc deals 2x, easing down to 1.3x at the edges.
  • Aim assist: if nothing is inside the arc when it lands, it turns toward the nearest enemy up to 35° outside it. Never toward players.
  • A hit shoves regular enemies back at 14 studs/s (not bosses). Swings also break crates, open chests and knock other players' wisps away.
  • Items: Longblade widens the arc, Toad's Tongue adds reach, Wave Cleaver adds a shockwave, Duelist's Sash refunds your roll on a melee kill, Warlord's Brand stuns.

Rolling

Left Shift rolls you 10 studs over 0.3 s, every 5 s. Rolling is how you dodge: an attack only hurts you if you are still inside its area when it lands. You can't roll in water or with Dueling Oath.

Things that happen on a roll: Ambush Charm (your next attack within 1.5 s hits harder), Spur Boots, Cleansing Spring, and the Tier 4 Stormsliders, Umbral Mantle and Timekeeper's Watch.

Parrying

Press Q just before a hit lands and you take no damage.

  • The window: a parry is up for 0.45 s after you press it (Mirror Shard adds 0.05 s). Its cooldown is 1.2 s, but a successful parry refunds it, apart from a 0.3 s lockout.
  • One parry, one attack. A three-shot volley needs three presses. The lockout is shorter than the gap between waves, so timed presses can answer a whole volley, but mashing can't.
  • The cue: every parriable attack sounds a tick about 0.35 s before it reaches you (shots: as they get close; slams and melee: as the windup ends). If you press after hearing the cue, the parry stays up until that hit has landed, so pressing on the sound always works.
  • Lag: an enemy hit waits your ping (0.1 to 0.3 s) before it resolves, so a parry or roll that was on time on your screen counts.
  • What it does: a parried melee attacker is stunned (1.2 s for enemies, 0.8 s for players, 0.8 s for bosses). A parried shot flies back at whoever fired it, 1.5x as hard and a little faster, and now belongs to you.
  • Unparriable attacks: some boss moves can only be dodged. Their warning is violet whatever the element, their name reads NO PARRY, and they make a low thud instead of the tick.
  • Parry items: Parry Bell heals, Counterweight refreshes your attack and empowers the next one, Mirror Shard bounces every nearby shot, Riposte Blade fires a ring of blades.

Enemy attacks

Every enemy attack is shown on the ground before it lands. Aimed attacks follow you for a moment (track seconds), then the aim locks and the warning flashes: that lock is your cue to move or roll. Projectile attacks with a lead aim where you will be, so running in a straight line gets you hit.

Kind What it is
melee A rectangle in front of the enemy, sometimes with a lunge
slam A circle around the enemy, no tracking
shot Projectiles along shown lines; some fire several waves
mortar A lobbed blast whose circle chases you, locks, then lands
beam A laser along a line, the instant the windup ends
charge The enemy rushes along the locked line, hurting what it runs through
roller A giant snowball rolls down a shown lane
spikes Ice (or thorns) burst out of the ground one after another along a line or a fan
barrage Several landing zones around you, one after another, the first on you
leap A boss jumps across the arena and lands as a slam on the circle that chased you
whirl A whirlwind that drags you in, then blasts

Some moves add more: chill slows you for a few seconds, push shoves you (on the Cliffs, possibly off an island), pollen clouds and thorn patches hurt whoever stands in them. Every move's numbers are on Arenas and enemies.

Enemies notice you within 25 studs (or when you shoot their camp) and give up once you are 45 studs from their camp. They walk home and heal to full, so chip damage and running away doesn't pay. Bosses keep their wounds. Hiding in a bush or a Smoke Bomb makes them lose you. They are drawn to Summoner wisps (a wisp counts as 60% of its real distance).

How damage is worked out

Every hit in the game goes through one function. For a hit you deal, in order:

  1. Your damage stat. Damage (bullet classes) or Hex (Lich, Summoner, and every item that scales with Hex). It is the base 12 times one bucket of percent bonuses that add together (levels, items, powerups, the build meter): see Stats and stacking.
  2. The attack's multiplier. The weapon's per-projectile damage, the melee zone, an item's share and so on.
  3. Element split. If you hold element boosts, a direct hit is split between those elements in proportion to their boosts, and each part is worked out on its own (see Elements).
  4. Stunned target: x1.3.
  5. Shock on the target: +6% per stack (+2% on a player), more in the rain.
  6. The element chart against the enemy's element, then Prism Lens on a weakness hit, then your boost for that element. A player target's resistance to that element comes off here.
  7. Situational bonuses, added together, then applied once: War Drum +40%, Windrunner Sash while moving, Umbral Mantle's +100% from hiding.
  8. Crit: chance = your crit chance + Hunter's Mark (if the target is stunned, Chilled or Shocked) + 0.1% per point of Luck, never above 50%. A crit multiplies by your crit damage (base 1.5x). Only direct hits crit: not burns, explosions, reflected damage or item procs.

When the target is a player, their defences come off last, in this order: an Aegis barrier soaks the damage first, then Brittle Hourglass adds its penalty, then Tough Bark, their resistance for the hit's source (below), the Drifter's Thick Skin (x0.85) and Iron Plating (flat, physical hits only, never more than half). If the hit would kill them and they hold a Phoenix Feather, it is used up instead.

Resistances

Each resistance is a share of damage you don't take, never more than 75%. Which one applies depends on where the hit came from:

Resistance Against
Other Every enemy attack and hazard
Bullet Other players' shots and melee
Hex Elements, and a Lich's or Summoner's own attacks
Item Items, explosions, reflected damage, things that fire on their own
Fire, Frost, ... Hits of that element, on top of the one above

So an enemy's frost attack is reduced by both your Other and your Frost resistance.

After the hit

Then, in order: Reaper's Eye heals on a crit, lifesteal heals, on-hit items roll, an elemental direct hit has a chance to leave its status (25% x the hit's share), the target's reflect and Volatile Core answer, and kill effects fire.

Proc coefficients

On-hit items (Leech Seed, the element items, Storm Acorn...) multiply their chance or effect by the hit's proc coefficient, so fast or many-hit attacks don't trigger them more than slow ones:

Source Proc coefficient
Sidearm, rifle shot 1
Lifesteal Blades, per pellet 0.3
Lich drain, per tick 0.15 (split between beams)
Your melee swing 1
Wave Cleaver, Spur Boots, Riposte blades, Wisp Lantern blasts, Frost Grenade 0.5
Halo of Blades 0.4
Splitting Seed side shots the shot's own
Burn and Poison ticks, Storm arcs, Bloom bursts, reflected damage 0 (never proc)

Perpetual Barrel changes its shots' coefficient (see its entry).

Stuns

A stunned character can't move or act and takes 1.3x damage.

  • After a stun ends, an enemy can't be stunned again for 1.5 s, a boss for 4 s. No stun-locking.
  • On a boss, a parry stun lasts 0.8 s and every item stun (Warlord's Brand, Chill's freeze) a quarter as long.
  • Steadfast Boots shorten stuns and slows on you. Not Quite Stoppable, Aegis Cloak, Prism Orbit and Plinko stop them.

Knockdowns and flings

There is no jump, but crates, barrels and catapults can throw you. A hard landing knocks you flat for 1.5 s (you can't act, but still take hits):

  • a fall of at least 0.9 s at more than 75 studs/s, or
  • being flung: leaving the ground faster than 40 studs/s upward, moving faster than 90 studs/s, or more than 0.9 s in the air.

Launches you are meant to take (catapults, updrafts, bounce-cloud glides) never knock you down. After a knockdown you can't be knocked down again for 2 s.

Air style

Time in the air earns style points, and past 1.5 s in the air the points pay XP (50 points per XP). A combo starts after 0.5 s airborne and survives touches of the ground shorter than 0.4 s.

  • Points come at 100 a second times a style multiplier = bounces x speed x height.
  • Bounces: each time you touch something solid mid-combo, +0.5 to the bounce multiplier (a little less each time, up to 8x) and a bonus.
  • Speed: up to +150% from 30 studs/s, full at 30 + 50.
  • Height: up to +100% at 40 studs above where you left the ground.
  • Boosts: a sudden gain of 18+ studs/s.

Only 20% of the multiplier counts toward the XP rate (at most 2x), and bonuses pay 20% of themselves as XP, so it is a nice extra, not a farm.

Player vs player

Players can fight each other everywhere except the spawn plazas, the portal room and the Ascended Court. Players pass through each other.

  • Spawn protection: while you stand on your arena's plaza (within 32 studs) and for 12 s after you leave it, you can't hurt players and they can't hurt you. Enemies and crates are fair game. A cyan outline shows it.
  • Status effects are softer on players: Chill never freezes a player and slows at most 20%; Shock adds 2% per stack instead of 6%.
  • A kill pays: 5% to 15% of the victim's Rubi spills for the killer, a small powerup may drop (25%), and each of the victim's permanent powerups has a 10% chance to drop (at most 12). The killer gets a rush: 10% of max health back (double with Bloodlust), 4 s of War Drum, and fresh attack, melee and parry.
  • Being in combat (hurting or being hurt by anything) lasts 30 s and matters for saving.