ArcheBlade Mega Guide



ArcheBlade Mega Guide by Edalborez

Introduction

This guide is primarily aimed at very new players who are having difficulties with the game. This is not intended to be a comprehensive guide to all characters and strategies. I do not have an intimate knowledge of every character’s ins and outs, but I’ve seen many newbies make the same mistakes repeatedly; hopefully this guide can be of some help. That said, if anything I’m saying is completely wrong by more experienced standards, feel free to call me on it and I’ll do my best to adjust.

Do note that not all of this will make sense without context. You need to learn the moves each character has and how they can pressure you. You will die often in the process of learning this. My advice to you is to not be discouraged or frustrated; instead consider what you can do differently. There are practically no characters whose answer to every situation is the same attack over and over. Learn all of your options and all of your opponents’.

Notation Guide

For the sake of brevity, this guide will abbreviate some inputs. We’ll also go over the basics of the heads-up display briefly.

L – click left mouse button. Also referred to by LMB.

R – click right mouse button. Also referred to by RMB.

j. – prefix for jumping attacks; j.L = use L while jumping

F, Q – Rage skills. Actions unique to each character that cost RP to use. More on RP below.

E – Block. Blocking does not prevent attacks from hitting behind you, does not nullify all damage from every attack,and some attacks can break your guard and render you vulnerable for a short time. Be advised that you cannot block in the air.

R (not to be confused with the above R) – Reload. Characters that have ammo-dependent attacks refill ammo with this command. Can initiate a reload in the air, but can’t jump or perform any actions until you finish reloading. This guide will refer to “reload” by name, to avoid confusion with “right click”.

Shift – A special command unique to each character. For most it provides faster movement or a way to escape. Costs SP to use.

Power Attack – Certain attacks using R (designated by a fist icon in the movelist) can be altered by holding Alt during the input. This costs 1 RP and generally increases damage of the attack slightly

Guard Break – A universal attack all characters can use; this is the power attack version of LR. It is slower than most attacks, but is completely unblockable. As with any power attack, costs 1 RP to use.

Chip Damage – Fighting game term referring to damage being dealt by an attack even against a blocking character. In Archeblade, not all characters take chip damage equally; tougher characters take less chip damage, and some do not take chip where weaker characters do.

Combo – In the context of this guide, a combo is a series of moves that cannot be blocked at any point in the sequence. Some characters have attacks that “combo” together but can be blocked, which are not “true” combos.

Double jL – Some characters can use their jL twice in the same jump on level ground. Usually makes for a good pressuring attack.

The HUD (Heads-Up Display)

hud

On the left are the Green / Blue bars; Health and Armor respectively. Green pickups around each map will refill your health, but Armor can only be healed by D!ck’s Ward rage skill. Health and Armor values vary from character to character. Above the enemy’s head you can see the blue bar indicating they still have Armor.

The Yellow is for SP (Stamina Points, I assume). This is used for blocking and your character’s Shift action. If you try to block with no SP remaining, any attack will guard break you.

Purple (bar above SP) is RP (Rage Points). Giving and taking damage fills this up; currently approximating 350 damage (dealt, if not also taken) = 1 RP. Can be used for Power Attacks or Rage Skills. In this image, Valle has enough to use her F skill but her Q requires 3 so it is faded out. You may stock up to 5 RP at once.

Basic Tips

While each character plays a little differently, these tips are more or less universal to all characters.

Know your moves. You shouldn’t need to ask yourself how to perform a certain attack, only when. This can require some actual playtesting in matches to really commit to memory.

Do not spam your attack inputs. Every character can be punished if they miss, and you will miss sometimes. Better to minimize that window of vulnerability and have a chance of blocking. Additionally, ending an attack string early on a blocking opponent can sometimes throw them off balance and give you an opening. Some characters are also vulnerable between hits in the same attack chain.

Do not fight alone. If you go into a fight outnumbered, you will likely lose. Team up on your enemies, since a good team will do the same to you. This applies just as readily in Free for All; know when to fight and when to run (if you can).

Block. Whether outnumbered or 1 vs 1, blocking can give you the opening you need to counter or escape. Be patient. Look for delays in other characters’ attack chains.

Conserve SP. Remember that it is used for blocking as well as whatever your Shift does. If you jump into a fight with empty SP, you’re going to have a hard time running or blocking.

Play to the game type. More on this in the appropriate section, but I primarily mean to stay with your team and not treat Nether Dale as a Deathmatch gametype.

Beginners: Avoid picking Renny Glacier or Sewon. This may seem oddly specific, but these two characters have a (arguably) much higher learning curve compared to the rest of the class and will likely frustrate new players.

Invincibility for Dummies

invicibility

One of the biggest mistakes I see from new players, due entirely to lack of experience, is not knowing how to respond to each form of invincibility or super armor. So here’s a helpful picture of what characters look like when you can’t (or at least don’t want to) hit them. Most of these are covered in a character’s respective section, but I wanted to address them together. Please excuse the amateur-quality MSpaint mockup.

Danmei: This is what his Q looks like. He becomes a black shadowy figure with red pulsating stuff emanating from him. Here’s the bottom line: he is totally invincible in this form. Any debilitating effects that were on him before he started Q are gone, with exception to Danmei’s F bind. So what do you do? Run or block. Don’t even try to hit him. You can’t make this mode end early. Just be aware that the lower his health is, the longer he stays in this mode. If done with full health, it only lasts ~7 seconds.

Valle: Her Q. She glows gold with a bubble around her. This is a total invincibility shield, even against damage over time effects, but it only blocks ~100 damage total. That’s not very much, but you can’t just power through it 1v1 as most characters. You can wait it out (15 seconds), or try scoring quick hits that don’t leave you vulnerable (jL for most characters, retreating jR for some others). But I’d generally advise you to just block and not use slow attacks while this is active

Elika: Her Q. Sprays bullets everywhere around her in a large area. This is kind of visually similar to her LLLR, which she is not invincible for. During Q, she cannot be hit by attacks of any kind until the attack is finished, but debuffs will still affect her. If she dies from say, burn / poison / Ridika Q / Renoah Q, the effect ends early. You can’t really react to blocking this because it’s so quick, so you have to predict it. Any time you have reason to suspect Elika has 3 RP, be cautious and block.

Tiac: His Q. Glows gold and flame wraps around him occasionally. He takes half damage, does 1/3rd more damage (equivalent to as if he’s back attacking all the time), and can’t be stunned by any attacks except Renoah’s Q. You can kill him, and it’s generally a misplay if Tiac uses Q at low health. But as with Valle Q, you need to only use attacks that are fast enough that you can block afterwards. Generally just block or run. Do not use slow, lengthy attacks. Lasts 10 seconds. If he gets a lot of hits in while this mode is running, he can generally use it again when he’s finished due to the amount of damage he can do. So take care if the lobby is filled with players who don’t know to block/run.

Gaspar: His Q. A suicide attack where he sucks in everyone around him, then explodes for huge damage. Can only be done when he is under 50% HP. If he dies from this, no kill is to anyone for his death. As with Elika’s Q. he is invincible to all attacks but still takes damage from debuffs (burn, poison, Ridika Q, Renoah Q). If he dies during the animation, the bomb does not go off. If your character can teleport or dash out of the area, do so. Otherwise you have to block and hope you survive, generally.

Sewon: His R. While he’s holding the ball up he takes half damage, heals allies around him, and does not get stunned by attacks (“super armor). This only applies while he’s charging the ball; when initially putting up his hands or throwing the ball down, he does not have super armor. Use ranged attacks if you have any to harass him if he keeps healing; you should generally outpace his heal rate. Sewon also has super armor properties during his Q (health swap), and his Shift gives him a brief period of total invulnerability.

Cezanne: His Shift. Turns semi-transparent. As with Elika and Gaspar, renders him invincible to attacks but not debuffs. All he can do in this mode is run (not jump) and attack by extending spikes from himself. He can walk through characters in this mode, so it’s easy for him to attempt a back attack by phasing through you. The catch is that Cezanne’s Shift takes all of his SP to use and he cannot end it early. The maximum time he can be in this mode is 7 seconds. Less if he has been blocking recently and has low SP. So just block and run (Cezanne is one of the slower characters), then pressure him relentlessly once he’s solid again.

Game Types / Map Strategies

Under Siege (3 vs 3)

The first team with 30 kills is the winner. Terrain is very flat with few obstructions. Stay close to teammates, divide and conquer. Sometimes it’s wise to wait for teammates to respawn.

Nether Dale (7 vs 7)

Each team fights to claim pylons across the map; each pylon gives 1 point per second once fully claimed. The first team to reach 2000 points is the winner. See the following subsection for more.

Naga’s Pit (8-man Free for All)
Summer Island (5-man Free for All)

Players compete to earn 70 score first. Kills are worth 3 score, assists are worth 1. The top 3 players are declared winners.

(Most of the below is tailored to Naga’s Pit until stated otherwise)

No matter who you choose, it’s highly advised to kill the most fragile characters first starting with the longest range ones like Elrath and Renoah. Because kill points are only awarded for the final blow, it’s also in your best interest to ambush and finish off groups fighting each other.

Moreso than other gametypes, it’s very important to know what your options are in regards to moving around the map. Some characters can fly over the huge gaps, Danmei can leap at certain distances, and characters with air attacks that give them additional momentum (diving attacks or simply the “retreating” jR many characters have) can be used to get from one elevation level to another more easily.

On Summer Island, There are two teleporters that lead to the top plateau. When one is activated, both shimmer so you have to play a little guessing game if you can’t see which ‘porter an opponent activated. Flying characters (dwarves and Ridika) have great manuverability on this map.

(The following is general talk common to both maps)

You can consider this last bit explicitly my opinion rather than advice: abandon any notion of “honor” or “duels” in this gametype. Not every character is tailored to that style, and they will be more than happy to throw ranged attacks at your scuffle, “steal” your kill, and otherwise void any of your preconceptions of “rules” in this gametype. If you run into a lobby that bizarrely does want to do that, it’s up to you. The general rule though: it’s “free for all”, not “take turns dueling”.

Steam Canal (4 vs 4)

No respawns, rounds are won by eliminating the enemy team. The first team to win 4 rounds out of 7 is the winner. Try to stick with your teammates and pick off more fragile characters first. Do not get caught alone against the entire opposing team

One thing to note is that the state of your rage meter carries over between each round. If you’re about to lose a round outnumbered 3 to 1 and it’s not THE decisive round, you may want to consider saving your RP. The condition of your enemies and which characters they are composed of play a lot into what you can consider “near-unwinnnable” when at a disadvantage, and in some cases you can make a comeback but it is generally better to play conservatively.

At the beginning of each round, all players are granted a small amount of RP (1 RP?). The condition of D!ck’s wards and Gaspar’s mines carries over between rounds. If a Renny player has Q activated but ends the round (winning) with it unused, the cost is refunded at the beginning of the next round(?).

A train routinely passes through the tunnel under the bridge where the health pickup is stored. Cezanne and all female characters can squeeze in here even when the train is running if they hug the walls. Tiac can also fit on the side of the tunnel that does not have the health pickup. The train is instant death if it hits you head-on, so take care.

Night Under Siege (3 vs 3)

Night Under Siege is a combination of the original Under Siege’s 3v3 format and map, but played to “best of 7 rounds” as Steam Canal is. As such, you can consider it a more compact version of Steam Canal with less room to manuever, no stage hazards, and the elimination of most pickup items.

Everything regarding the value of saving RP for future rounds, mentioned above in the Steam Canal entry, applies here.

Alter of War (2 vs 2)

Another “best of 7” like Steam Canal and Night Under Siege. Like the latter, flat terrain with a hill in the middle.

-Nether Dale: In-depth

nether dale

The map is structured in a diamond pattern with open terrain through the center. Pylons start unclaimed (white). Pylons can be claimed by getting into close range and holding Ctrl as prompted. Do note that multiple people claiming at once does not speed up the process. It takes about 12 seconds to claim the pylon. Being hit by a stunning attack will interrupt your claim attempt. After completing the prompt, you and any nearby allies will receive a small health regeneration effect (the same as those granted by the green + pickups, which this overwrites).

Once the process is complete, a pylon is considered “attacked”. During this process the icon will be represented on the map with spinning arrows underneath the pylon (see the center pylons in the image). After 45 seconds they become fully claimed (see the pylon on the right side of the image).

If a team claims a pylon that was fully claimed by another team, it will go into the transitioning “attack” phase. If the defending team reclaims it in this time, it returns to being fully claimed by the defending team. Thus it’s in your best interest to guard “spinning” pylons until the process completes. When the pylon transitions from “attacked” to “fully claimed”, it also interrupts any ongoing attempt to claim it. So if you feel roughly 30 seconds have passed since a pylon was attacked, just be aware that you may not complete your (re)claim on the first attempt.

Each base has a “back door” teleporter for quickly reaching the opposite team’s base if desired. The middle paths leading from the central pylon to the left and right side pylons is generally a one-way trip due to the height gap; certain characters can return from the side to the center as follows:

Danmei: Shift; back up far enough that you reach the ledge at the height of your leap.
D!ck/Gaspar: With your back facing the ledge, use a max-height j.R attack. You can also just hold Shift to hover until you reach max height.
Elrath: Shift teleport.
Renny (both): Air Shift from certain spots along the ledge.
Renny Glacier: With your back facing the ledge, use a max-height j.RR attack.

Elrath and Renoah are strong on this map due to the extreme distance they can attack enemies at; in the case of Renoah she can guard the center pylon from a variety of far locations and stun any would-be claimer. D!ck’s wards are also helpful in keeping appraised of enemy positions.

Do keep in mind that this gametype is much about “winning the war, not the battle”. Try not to get greedy with kills; a persistent enemy that wastes 30 seconds trying to kill you is an enemy that is not claiming pylons for 30 seconds. The more enemies you manage to waste the time of, the better your odds of winning. This goes in reverse too: do not get caught up in a 7 vs 7 brawl. Spread out and take different pylons; make the enemy divert their attention.

Because uneven teams are not autocorrected for whatever reason, some rude people will switch teams at the start of a round if there is room to do so, forcing the initial minutes (if not the whole match) to be played at odds as ridiculous as 3 vs 7. I encourage you not to feed this habit. If you can, try to delay locking your character for a few moments so that, if you feel like it, you may switch yourself and balance teams a bit to compensate. Not required by any means, but the frustrated people on the other team will appreciate it.

-Naga’s Pit: Crossing the gap

naga pit

A little more indepth on how to “cross the gap”:
This is the “middle” floor of the pit. The walkways leading to the center platform are the obvious routes. However, almost all characters can reach the center platform even from the far edges with careful use of jump attacks or other movement options. Do this twice, and you cross the whole pit quicker than walking around. Good for chasing down some enemies.

Cezanne/Elika/Sewon: Jump forwards towards platform. At max jump height, do backwards-facing jR. The momentum is only at the start of the attack, so in Cezanne and Sewon’s cases you can quickly turn around and still attack towards the platform. Elika and Sewon can also jL after performing jR.

Danmei: Shift. Use Shift R to stop yourself from going too far. At certain spots Danmei can cross the whole gap in one Shift; not all the way through the center, but a little off to either side. Like where Renny is in the picture, jumping to the left of the stone pillar across the gap.

D!ck/Gaspar: Jump forwards towards platform. At max jump height, do backwards-facing jR. Or more simply, just use Shift (can cross whole gap easily).

Elrath: Shift.

Renny (both):
-Air Shift (Shift at max height).
-Jump forwards towards platform. At max jump height, do jLL.
-(Glacier only) Jump forwards towards platform. At max jump height, do backwards-facing jR. jRR will sometimes overshoot, so only do it if you are jumping from further than the outside edge.

Renoah: Jump forwards towards platform. At max jump height, do backwards-facing jRR and hold backwards towards the platform.

Ridika:
-Air Shift
-Jump forwards towards platform. At max jump height, do jR (jRR will sometimes make you fall into the pit, so beware).

Valle: Jump forwards towards platform. At max jump height, do jR.

Tiac is the only character that cannot cross this gap from even ground, as far as I can tell.

gap

This gap is on the top level. It is -slightly- more spaced apart than the halfway gap on the middle level (between edge and center platform). As such, some of the above methods that just barely reach the platform do not cross the top level gap. In these cases you can still cross if you travel a bit off-center (like straight ahead from where Renny is facing).

Beware when jumping across either gap! Some characters can hit you somewhat easily out of midair and score a free kill, and some do it far easier than others. Renoah and Ridika are two notable cases; Renoah can do so from any distance, and Ridika can hit you in midair and glide to safety afterwards.

Character Overview / Table Key

Health/Armor values per character. I take no credit for this information. All I’m doing is quoting (and re-organizing the character names in rough descending order of toughness. Was posted on April 6th, 2013 so may not reflect more recent balance changes.

Originally posted by FlyingWaffle AbSN:

This is crossposted from the ArcheBlade Scrim Network forums!

These are estimates that me, kcedt, and neatchee gathered. They aren’t exact, but they are damn close.

Tiac – Amour: 150 HP 260
Danmei – Armour: 135 HP: 260
Valle – Armour: 175 HP: 225
D!ck – Amour: 110 HP: 190
Sewon – Armour: 100 HP: 190
Gaspar – Armour: 130 HP: 150
Cezanne – Armour: 110 HP: 160
Elika – Armour: 90 HP: 140
Elrath – Armour: 90 HP: 130
Renoah – Armour – 90 HP – 120
Glacier Renny – Armour: 75 HP: 130
Flame Renny – Armour: 70 HP: 110

Damage values listed in the following sections were obtained in Training Mode with Valle as the dummy. Given damage values will generally vary by +/-1, and against more fragile characters the “average” can be 1-2 points higher. Back attacks (indicated by a solid red/blue number) deal ~33% more damage than the listed values.

Explanations for tables listed below:
Attack Input – Command for the attack. Further values apply for this specific part of the attack.
Damage – Average damage for the attack. See the above note regarding damage fluctuation.
Stun – Three given values:

  • Yes – Attack inflicts hitstun and will interrupt any ongoing actions by the enemy.
  • No – Attack does not inflict hitstun.
  • Launch – Attack inflicts hitstun and also launches enemy into the air. Launching an enemy already in the air tends to have diminished effects.

Other – Misc notes about the attack regarding any additional effects or limitations.

Cezanne (Lich)

cezanne

Cezanne is a medium-range character who excels at can be loosely called “control”. He cannot chase or run away very effectively, but at the same time he can prove difficult for melee characters to catch due to his good range and jumping attack speed. His ground attacks can’t be performed while moving so they require a certain amount of commitment.

Attack Input Damage Stun Other
L
LL
LLL
14+10+10
14+14+10
18+14
Yes Less hits dealt near the beginning and end of the trail
LR 22 (normal)
39 (Power)
Launch Inflicts poison
Power attack inflicts guard break
LRR 14 (1-3 hits) Yes Inflicts poison
R 26, 14+10 (normal)
45, 14+10 (Power)
Yes Inflicts poison
First damage value is at close range as the blades “rise”
j.L 34 (max), 3 (min) Yes Damage falls off with range
Cannot perform additional actions in same jump
Has slight up-forward movement except when low to ground
j.R 10+6+6 (normal)
32+6+6 (Power)
Yes Inflicts poison
Cannot perform additional actions in same jump
Has backwards movement
Shift Immune to attacks for effect duration (~6 seconds with full SP)
Requires ~25% SP minimum to start.
Debuffs are still in effect.
Cannot jump, guard, use attacks other than Shift R, or cancel Shift.
Shift R 35 (max), 3 (min) Launch Damage falls off with range
F 10 No 1 RP cost, consumes all full RP.
Half of damage dealt is added to your health.
Delivers one hit on activation, then another hit after 2 seconds.
Each additional RP spent adds another 2 hits (1 hit every 2 seconds)
Q 2 RP cost
All other players (friendly or enemy) cannot pass through walls normally.
Walls can be destroyed by inflicting enough damage (how much?)
Inflicts poison on enemies inside area.
Poison 4 No Inflicts 4 damage per second for 10 seconds after last poisoning attack.

LLL: There is a delay between the 2nd and 3rd attack. Try not to use the 3rd attack recklessly. This attack does not have much vertical reach so jumping opponents are generally safe from it.

LRR: The range for the first R is preset and is situated near the max distance of the first hit. Absolutely do not use second R if the first is missed or blocked.

R: Once you start this attack it will generally keep going even if you are hit. However the direction cannot be altered once you start and the range is limited. I generally avoid using this attack, but it can make a decent preemptive “get off me” move.

j.L: Hits all around Cezanne, though with very short range. Decent in crowds when j.R won’t hit everybody. Generally doesn’t hit characters above or below you unless executed right next to them, making it mainly used as predicted anti-air.

j.R: Because this move is quick, poisons, and moves you backwards, it is a great retreating tool. However, there is now a slight delay before the hits come out and they are more tightly grouped. Use wisely, but this still punishes reckless advances.

Shift / Shift R: Because this move will drain all of your stamina, you cannot block immediately after using it. While in Phase Shift you can walk through enemies, making it more difficult to block your attack sometimes. Use F before Shift and you will be able to heal safely. This mode will not save you from DoT damage, including Renoah’s Q and an enemy Cezanne’s F. Additionally, Renny Glacier’s F will still freeze you while Shifted.

F: This is what I generally use my RP for with Cezanne. Excellent way to finish off fleeing enemies and steal health from large groups. Don’t mash it out if you’re being pressured too aggressively, as it fades on death.

Q: The cage leaves you somewhat vulnerable since you have to be in the middle of where you want it, but once in place it can take a few good hits before fading. You can also use this as a makeshift wall to block some area much like Elrath’s F. Worth noting that it takes a couple seconds for the posion to kick in, so if the cage is destroyed quickly it will have done nothing.

-Strategy: Cezanne

Combos

*For the sake of readability, table below assumes L and LL only do 1 hit each.
*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LL 28 72 highest possible damage if all hits connect.
LRR 78 +Poison Last hit can be unreliable and is unsafe to miss, see below for “safer” combo”.
LR, (walk a step), LR 72 +Poison Instead of 2nd LR, you may use the launch time to get close for setups.
Shift R (x2-3) ~50 Damage assumes point-blank 1st, mid-range 2nd. Varies wildly due to range.

Set-Ups
1) (LL / jL / jR / etc), Shift R
-Force the opponent to block, then go for a near-guaranteed couple of hits with ShiftR. Remember you can walk through the opponent while this is active. If they start catching on to you going behind them, mix it up with some frontal attacks. Remember you cannot block after Shift ends, so this is best used as a finisher.

2) Q, (jR or ShiftR)
-Enemies inside the cage can’t escape the range of your attacks. Your attacks don’t do as much damage to the cage as most characters, so keep them on the defensive! Best used against characters that can’t easily escape like Renoah.

3) F, Shift
-Sometimes good for securing a kill against near-dead enemies. Stay on their heels without fear of retaliation.

Playing Cezanne

Cezanne’s attacks are, for the most part, slow. His total health is average compared to the rest of the case and his walk speed is among the slowest. Virtually all of his attacks have a very deliberate hit area, and each one has a role in which it performs best. To master Cezanne you really need to know when to attack, what to attack with, and when to fall back (if possible).

His j.R is one of his quickest and most reliable attacks against inexperienced players and serves as a powerful keepaway tool even in higher level play. The penalty for getting hit with it is pretty high, as poison damage adds up over time. Even blocking this pushes the opponent back, leaving them in a situation where they now have to approach again. The power version has a bit more range and the first hit does a lot more damage, so keep that in mind when considering RP expenditure.

The basic L combo chain has good range that deters most melee characters from approaching (and if they do, you have j.R). Memorizing the max distance of this move is important: a successful launch with LR leads to Cezanne’s highest combo damage on a single enemy. Rather than use LRR, you may instead do LR, LR. I find this more reliable as LRR typically needs to be confirmed visually before using it. Otherwise it tends to miss.

Shift has weaknesses when used as an approach or as a retreat: you can’t block right after using it. Or rather, you can but you’ll just get your guard broken. Because of this, you need to plan carefully when to use it. Escaping from after-combo pressure is likely going to be your most common use of this, but it also has uses for “near-unblockable” setups by training your opponent to block, then using it to run “through” them and hit. You can usually get 1-2 Shift R hits before any enemies run/scatter. Against Renoah, Gaspar, and D!ck (basically anyone that outranges you) you may want to use the remaining time to approach, but retreat to your “come at me” distance for anyone else.

As for RP usage, his good choices are j.R power attack and sometimes Q. Power j.R is just as quick but does triple damage on the first hit and has more range, as mentioned earlier. Q is worth noting because enemies cannot escape from the range of j.R (or any of your attacks really) while inside the cage. Perfect for catching more annoying keepaway characters like Renoah or the dwarves, though Renny and Elrath can teleport out of it.

F is ok as a finisher or to whittle down a whole crowd, but since it consumes all of your RP and does damage so slowly I only recommend it as an “unblockable” finisher when you absolutely need that ~10 damage. Most characters have no trouble outrunning Cezanne so longer duration F tends to be a waste of RP.

Playing against Cezanne

If you have any kind of range, abuse it. Cezanne’s slow speed and relative lack of range enables nearly every character to outrun him. For more close range characters, patience and good use of fast attacks (Valle/Tiac Shift R, Elika R, Renny Shift) is advised.

His j.R is fast but not instant; some characters can beat it in execution speed if close enough. Sewon’s j.L is such an example. Danmei can bind him with F which eliminates that option entirely for 3 seconds. The attack is also generally “blind” to the sides and directly underneath him, though this requires prediction or quick movement to really take advantage of.

When Cezanne turns invisible, stop what you are doing and move out of range. If you are a slower character like Renoah, try jumping away and just take the first hit while in the air; it tends to launch you horizontally and give you more distance. Try to get a feel for how long Cezanne is going to be in phase shift; remember that 6 seconds is the absolute maximum he can do it, and that becomes less if you’ve kept him guarding for some time. When he’s out of it, he is highly vulnerable to any kind of block pressure.

Also worth mentioning when Cezanne uses Shift: he can walk through you. This means you may have to block backwards, or he can fake you out and attack from the front anyways. It’s a tricky situation if you’re not fast enough outrun him or healthy enough to just take a couple low damage hits by jumping. Just remember that he can’t jump while Shifted and can’t block just after coming out of it.

Danmei (Samurai)

danmei

Danmei is one of three characters (including himself, Tiac, and Valle) who can be roughly classified as a tank character. Compared to the other two, he lacks a dash move but has arguably the most potent “armor” rage skill in that it grants total invincibility for the duration. His attacks have good range once he closes the distance, and he is very capable of assisting others by stunning enemies.

Attack Input Damage Stun Other
L
LL
LLL
24
24
18+14
Yes
LR 30 (normal)
46 (Power)
Launch Power attack inflicts guard break
LRR 18+18 (normal)
39+18 (Power)
Yes
R 38 (normal)
52 (Power)
Yes (Power) Super armor; takes damage but nullifies stun during some parts of attack
Has large amount of knockback.
j.L 24 Yes
j.R 18+12 Yes On input, dives down-forward rapidly until reaching the ground.
Shift Consumes slightly over 20% SP (can use 4 times with leftover at full SP)
If Shift R is not performed, immediately returns to neutral state when returning to ground.
Shift R 36 (max)
3 (min)
Launch Damage falls off with range.
F 1 RP cost
Inflicts unique “chain bind” status for 3 seconds.
*Not a standard debuff; cannot be removed early or nullified.
Enemies inflicted cannot move or jump. Most attacks that have some auto-moving properties are done while stationary or cannot be performed.
Bound enemies have all knockback from attacks cancelled, but can still
be launched.
Q 3 RP cost
Less HP = longer duration. At max HP, lasts 7 seconds.
Immune to stun, damage, debuffs, and damage from debuffs for the duration.
Press E: consume ~40% SP, inflict a low (~2) damage stun attack.

LLL: Danmei’s most commonly used attack. Each has great range and the first attack moves him forward a moderate distance. Can use this movement to “retreat” by attacking in the opposite direction, then face the enemy as you swing. Can also use this movement to get a back attack, but beware of hitbox issues caused by latency. There’s a slight delay between the 2nd and 3rd attacks. When pressuring a blocking opponent, use 1 or 2 swings instead of all 3.

LRR: While there is a considerable gap between the L and first R, it generally cannot be punished if the first L was blocked until afterwards. Do not use the second R unless the first R hits, and even then it’s better to transition to j.L juggling on a successful launch.

R: This move has tremendous knockback but is slow to start up. The power version is much safer to use as it has super armor properties. This move is potentially a one-hit kill if your opponent has their back to a ledge and does not jump.

j.L: Aside from juggling after a launcher, this is one of Danmei’s faster attacks in general despite the short range. Usually need to delay the attack against shorter characters.

j.R: Good range makes this a solid option to play a poking game. Try to execute as low to the ground as possible for best results.

Shift / Shift R: Excellent way to cover ground when chasing or escaping. Using Shift R as quickly as possible gives you a surprise attack and combo extender in some situations.

F: Useful against some characters as it forces them to go on the defensive. Q is generally an “easier to use” rage skill though. Worth noting that this is not treated as a regular debuff; this works on Elrath with Q active, Sewon can not heal it with F, and Danmei with Q active can be bound with it.

Q: The variable duration can make Danmei very terrifying to an opponent that doesn’t know exactly how long you’re invincible for. Use the time you have to finish off enemies, run (Shift is good for this) or reposition. With longer duration you obviously have much more freedom. Danmei’s F does bind another Danmei in Q mode.

-Strategy: Danmei

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 80
LRR 90 Last hit can be unreliable and is unsafe to miss, see below for “safer” combo”.
LR, jL, jL 102 With good timing, more jL reps may be possible.
Shift R, jL, jL, jL 72+ Shift R damage varies wildly with range and is not included in the value.

Set-Ups

None notable.

Playing Danmei

It has to be said again: Danmei’s Shift is an amazing method of movement for him. With the change to just a button press rather than having to keep Shift held down, it’s even easier to use. Don’t always use Shift R to land, and don’t always fly in a straight line.

Danmei’s attacks are not the slowest in the game, but at the same time they are not fast enough to poke holes in some attack strings. Danmei’s main selling point is his range and, by extension, his movement while attacking. You want to keep your opponents at near-maximum distance from your attacks to make it easier to dodge-and-counter. If you have to deal with something inside this range, j.L is generally your quickest way to respond.

This goes for any character but with Danmei especially: do not mash your attack inputs. You do not want to do the whole LRR chain if it is all going to miss. Same applies for LLL. This is part of why a single L is the safest option Danmei has in a neutral situation: low risk, medium reward.

Most often you will be using L, j.L, j.R, and sometimes Shift R. If you are sure you will connect with L, turn it into LR and do a juggle combo (usually I do LR, j.L, j.R).

Against armored characters, use F to make them waste their valuable time and poke once or twice with j.R while they are helpless. 1 RP to take off 3 seconds of Tiac’s 3 RP, 10 second super armor? I’ll take that trade any day. This also helps against any character who likes to run away: Renoah, the dwarves, Elrath, and both Rennys. Elrath and the Renny twins can still use their Shift to move while bound, but this still forces a specific reaction from them.

R power attack is worth mentioning as it allows you to take a hit and hit back; it’s unsafe by definition but helps get you momentum against characters who Danmei can not respond to in close range like Elika and Valle.

Playing against Danmei

As said, his attacks are not particularly fast; the only things he can do effectively on the defensive at close range are instant j.R, L while moving away, and Q. Abuse fast attacks, block and/or run if he activates Q.

Do not attack Danmei while he is invincible (glowing black aura). You cannot break this mode early no matter how much damage you do. He is completely invincible. Just run or block.

D!ck (Shotgun Dwarf)

dwarf

D!ck and Gaspar are somewhat similar characters. Both have a hover ability to cross gaps and chase enemies or run as needed. Additionally both have a nice balance of long-range damage tools and quick close-range stunning attacks. D!ck’s rage skills are invaluable for knowing enemy positions on large maps, healing coordinated teams, and stripping armor from sturdier characters.

Attack Input Damage Stun Other
L
LL
LLL
20
26
10+6+6
Yes
LR 28 (normal)
41 (Power)
Launch Power attack inflicts guard break
LLR 4(x8) No Uses both ammo if available; 16 hits maximum if both used
R 4(x8) (normal)
6(x8) (Power)
No (Normal)
Yes (Power)
Uses 1 ammo.
j.L
Shift L
14+12 Yes
j.R
Shift R
4(x8) (normal)
6(x8) (Power)
No Uses both ammo if available; 16 hits maximum if both used
Has up-backwards movement.
Shift Consumes SP at a constant rate (can hold for 8 seconds with full SP)
Moves slightly faster than walking speed.(?)
After disengaging (release Shift or use L/R), cannot use again until returning to ground.
F 1 RP cost
Ward heals Armor of nearby allies in a small area.
Ward reveals enemy locations on the minimap in a slightly larger area.
Ward can be destroyed by enemy attacks.
Wards self-destruct after 3 minutes.
Q 3 RP cost
Completely drains Armor from all enemies in effect area.
Destroys Gaspar’s F (mines) in effect area.(?)

LLL: Relatively quick compared to most characters’ LLL chains.

LR: Combo with practically anything afterwards, but try not to attack right away; enemies will sometimes land on your head and this will break the combo.

LLR: I’d advise not using this unless you’re fairly certain it will result in a kill. Since the shotgun attacks do not stun, it can be punished.

R: Would advise not using this; generally quicker to use j.R.

j.L / Shift L: Great pressure tool. Hard for most characters to escape from blocking Shift L repeatedly.

j.R / Shift R: Use this to play keepaway, soften up enemies, or finish them off. Very versatile and easily reusable due to quick reload time.

Shift: Very SP efficient. Don’t hesitate to abuse this.

F: Very important on Nether Dale for keeping eyes on claimed pylons. In Under Siege and Steam Canal it is more used for the healing benefit, less so for the latter case.

Q: For most characters, armor represents around half of their total health. The utility of a Rage skill that strips armor should speak for itself, despite the somewhat high cost.

-Strategy: D!ck

Combos

*All values for shotgun attacks assume 8 shots hit.
*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 68
LR, LLL 116 Small delay needed before LLL, otherwise opponent tends to land on your head.
LR, Shift L, jR 90 With good timing, can do Shift L multiple times.
jR finisher “unsafe” but not by much

Set-Ups
1) Shift L (circling)
-Due to low SP consumption, you can do this almost indefinitely. Strafe around a blocking opponent and mixup directions as you try to score a hit.

Playing D!ck

J.R is ridiculously effective at whittling away the health of enemies. Jump, reload if you were empty, shoot, reload in the same jump. Do not get too predictable with this habit, but by all means abuse this move against those who blindly walk towards you without blocking. Most characters take no damage if blocking this, but Renoah and the Rennys do take chip damage.

Aside from that, your mainstays will be L and Shift L. Shift L keeps you mobile and is among the quickest attacks in the game, great to punish impatient players, keep enemies stunned in a crowd setting, or just to throw out and see if your opponent is paying attention and blocking. As with most characters, LR is punishable if blocked. LLL, however, is pretty safe as long as it doesn’t miss.

Against characters that have trouble catching up with you, keep using j.R and retreating. When forced into melee range, remember your fast and reliable L attacks.

Playing against D!ck

Most characters do not take chip damage from his shotgun. In a 1v1 setting I highly advise you to block constantly. Catching up with this dwarf is a matter of patience. Trying to beat him in a ranged fight is usually not the best idea unless you are Renoah (use extreme range), Gaspar, or another D!ck (both can play strongly in close or medium range). D!ck’s reload animation is very quick, but if they get predictable about when they do it you can possibly take advantage of this and hit them in the short period where they cannot block.

Elika (Short-Range Gunner)

elika

Elika is a somewhat fragile medium range character. Many of her attacks hit in a certain area around her, giving her a strong potential to stun groups if left unattended.

Attack Input Damage Stun Other
L
LL
LLL
21+20
17+12+12
17+12+12
Yes
LLLR 8(x6) (max)
2(x6) (min)
Yes Damage falls off with range.
LR 37 (normal)
42 (Power)
Launch Power attack inflicts guard break.
LRR 13(x2)+9(x3) Yes Damage falls off with range.
LLR 51 (normal)
80 (Power)
Yes Inflicts chill (normal)
Inflicts burn (Power)
R 47+37 Yes
RR 25+20 (normal)
56+20 (Power)
Yes Inflicts chill (normal)
Inflicts burn (Power)
j.L 17+12+12 Yes
j.R 13+8
(x3, see Other)
Yes Cannot perform twice in the same jump.
Has up-backwards movement except when done low to ground.
Damage is dealt 3 times; first to the front, then to left and right simultaneously.
Shift Consumes slightly over 25% SP (can use 3 times with leftover at full SP)
Shift R 17+12 (normal)
52+12 (Power)
Yes Inflicts burn (Power)
F 1 RP cost
10 second duration
Increases movement speed of self and neaby allies by ~50%
Q 10 (x10) (max)
1 (x10) (min)
Yes 3 RP cost
Damage falls off with range.
Immune to attacks for attack duration.
Chill Greatly slows walking and jumping movement speed of afflicted enemies.
Lasts 10 seconds.
Burn 10 No Inflicts 10 damage every second for 5 seconds.

LLLR: The first L evades a bit forward and right and hits to your left. The second L steps left and hits left. There is a delay after the second L (applies for LLR as well) that characters with quick attacks can use to hit you, run, or activate a rage skill. The R at the end should not be done against a blocking opponent, as you are left vulnerable for a moment at the end.

LRR: The launcher itself has short range but the followup dive can allow you to gain some distance even when blocked.

LLR: Has susprisingly long range, even longer when used as a power attack. Because most of Elika’s attacks have some windup, hitting a fleeing opponent with this makes it harder for them to escape.

RR: The first R is Elika’s quickest regular attack, while the second R can be considered a weaker version of the above LLR. Don’t always use the second R.

j.L: Has a bit more range than the animation implies, and the hits seem to persist for a short time.

j.R: Can use this to cross certain gaps by jumping forward, then executing while your back is turned.

Shift / Shift R: Can be used after most ground attacks as a cancel; gives you a little space for the optional follow-up attack.

F: (???)

Q: Try to be as close as possible to get the most damage you can out of this attack. This attack makes Elika highly unpredictable unless she has just used it due to its combination of invincibility, quick startup, large range, and good damage. Make opponents think twice about taking advantage of any openings.

-Strategy: Elika

Combos

*Damage values assume all attacks hit at max damage, except jR is assumed to only hit “once” (21+20), and R hits once for the lower damage value (37)
*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LL 82 Simply noted as a reminder that further extensions do not combo.
LR, jL
LR, jR
119
119
Q, R 137
LR, Q, R 215

Set-Ups

1) Shift-cancel
-Shift can be used during most of Elika’s attacks to cancel some of their recovery animation. The effect is most beneficial with L, LR, LLLR, and R.

2) LR, jL, R
-The last R isn’t a proper combo, but the opponent generally can’t do anything except block or get hit.

Playing Elika

Elika has a very well-rounded set of tools and is one of the few characters that I can say all of their moves are worth using.

The first thing I want to bring attention to is R. Not RR. Just R by itself. This move is GOOD. It is the fastest normal attack in the game to my knowledge. Which is good for Elika because she doesn’t really have any other options for speed in melee range. Anytime you want to punish something, use this. Just the slide-kick does pretty amazing damage, and if you line it up well it will hit twice (at the beginning and end of the slide). It is punishable on block by some characters if you do not hit with the end of it. But usually if you missed with it you will be out of immediate range and back in a favorable position.

LLR provides you an option for medium range punishment, long range if you choose to spend 1 RP on the power version. Because you have to intentionally whiff the first two L’s to do this, it is somewhat telegraphed. Your reward for hitting is a very nice chill (burn if power attack) effect that will help you catch up with (or finish off) your afflicted target. Do not forget about this against more “range-challenged” characters. RR can fill a similar and quicker role, but has a lot of recovery time and much shorter range.

J.L and j.R. These have more reach than the animation suggests and are great for retreating or “jump-in” leading attacks. In the case of j.R, you do this against characters who HAVE to get close to you to do anything. Even if blocked, you jump backwards far enough that you’re often safe.

Right after LL, you are punishable by most of the cast before LLL comes out. So don’t do this on block unless you have teammates supporting you (in which case LLLR makes a great lockdown move due to its chip damage). LRR, however, is relatively safe on block and is recommended at close range 1v1 instead of LL-anything. Do not use LLLR on block unless you have teammates supporting you or the chip damage will kill. It is punishable.

Briefly mentioning Shift: this is not very good as a “retreating” move, but it has a unique property: you can cancel most ground attacks into this to cancel their recovery time, gaining a little distance as you do so. LL-Shift becomes a little safer, for example.

Lastly: don’t be predictable with Q. At this point, everyone expects it to be mashed out the moment you get hit, and they will often block in response. React to your opponents: if you observe them blocking, mount a counterattack with j.L or whatever suits you. If they keep trying unsafe pressure, you can punish that with Q if you think it’s necessary.

Playing against Elika

I cannot stress this enough: if you have any reason to suspect she has 3 RP, block after everything she does and anytime she comes out of stun from one of your combos. Q still hurts even when blocked, but the penalty for getting hit is usually more than half of your total health, if not death for the more fragile characters. This also has the benefit (for more range-oriented characters) of pushing you back far out of her range.

You absolutely need to know what she can punish with R on block and never use those moves. Because most of Elika’s attacks do chip damage, you will probably have to take risks if she never uses something punishable (and why would she?).

Elrath (Scythe)

elrath

Elrath is an offensive nightmare. High damage at any range, very inexpensive rage skills, and a teleport that makes her somewhat difficult to finish off. She is fragile, to be sure, but you have to catch her first.

Attack Input Damage Stun Other
L 43 Yes
LL 21+20 Yes
LLL 25+24 Yes At close range, the second hit hits from the opposite side.
LR 43 (normal)
68 (Power)
Launch Power attack inflicts guard break.
R
(no charge)
33 (max) No Deals reduced damage in an area around each impacted player and surface.
Hold R to charge; guard button cancels charge.
*Cannot jump while charging.
*Must press guard button again after cancelling to guard
Successful hit will reduce the target’s RP (depends on charge level?)
R
(half charge)
43 (max) No See above
R
(full charge)
59 (max) No See above
After holding full charge for 10 seconds, automatically attacks.
j.L 25 Yes Cannot perform twice in the same jump.
j.R
(no charge)
37 (max) No Hovers stationary in midair while charging.
Damage falls off with range from point of impact.
Cannot perform twice in the same jump.
Successful hit will reduce the target’s RP (depends on charge level?)
j.R
(half charge)
51 (max) No See above
j.R
(full charge)
75 (max) No See above
After holding full charge for 10 seconds, automatically attacks.
Shift Press once to create a “marker” (consumes ~60% SP)
Press again within 3 seconds to teleport to marker.
Can be used in the air.
F 1 RP cost
All players cannot pass through walls normally.
Fades when enough damage is dealt to the wall (approx 100)
Using F again destroys previous wall
Q 1 RP cost
Prevents debuff effects on you and nearby allies.
Does not cure existing debuffs.
Fades 5 seconds after the first blocked debuff.

LLL: Do not go beyond LL. The third attack is not a proper combo and, even though the final hit can attack from behind, the attack is very unsafe against most characters. LR is typically superior.

LR: Relatively quick and highly damaging. Does not leave you as immobile as LLL.

R: Keep charging this at most times. Since it does not stun, avoid using it in melee combat. Abuse the massive range of this attack and keep your distance from enemies. The RP drain is considered a debuff so it is blocked by Elrath’s Q. However since it has no “duration” it cannot be cured by Sewon’s F.

j.L: Elrath’s quickest attack. Makes for a nice retreating attack and can swat jumping enemies down.

j.R: The projectile travels slowly, but has a very large radius at full charge. As with R, it does not stun so avoid in close quarters. Use this after using Shift to teleport into the air to hover and regenerate stamina before returning to the ground. As with R, the RP drain will be stopped by Elrath’s Q.

Shift: Remember that you can (and usually should) teleport up and down as well. Can be used to make tricky escapes or, in some cases, chase fleeing enemies.

F: Most attacks (Elrath’s R being one exception, though it will also break the wall) can’t go through the wall, so in certain locations you can force enemies to waste time breaking it down. Due to the low RP cost it’s rare you won’t be able to use this when needed.

Q: Remember to use this before debuffs occur. Handy to prevent the effects of Renny Glacier’s F and Renoah’s Q. One thing to note: this does interact with Danmei’s F in any way.

-Strategy: Elrath

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LL 84 Simply noted as a reminder that further extensions do not combo.
LR, LL
LR, LR
LR, jL
170
172
111
jL version listed as a “safer” and quicker alternative.

Set-Ups
1) jR (close range)
-It may seem weird to use a slow, non-stunning attack at close range. But the uncharged version is a nice way to deal chip damage against a very block-heavy opponent.

2) Shift
-Can be used to teleport behind an enemy to mix them up, in front of a fleeing enemy (follow with L or jL), or for an emergency teleport into the air.

Playing Elrath

Elrath’s tools are few, but they are enough to succeed in most engagements.

LLL, as mentioned, should almost never be used. The exception is when “locking down” a blocking opponent with the help of teammates. If you have the last hit coming at them from behind while a teammate is hitting them from the front, you create an unblockable situation.

LR is should be your primary option in melee range, or LL if you are not confident in your aim (LR’s hit area is pretty thin). If you hit with one LR you can usually hit with another, and that’s over half of most characters’ health.

Elrath’s j.L is among the quickest attacks in the game, but she cannot use it twice in the same jump. Some characters will be hit by this when used as early as possible from a jump, others you will want to delay the attack. Learn the timing, as this is very safe to use for both retreat and approach.

The R projectile is very fast and is recommended for against approaching melee characters. But do not blindly charge it when they close the distance. Just block or jump to drop the charge and prepare for melee combat (or retreat).

J.R is much slower, so using it at extreme range usually isn’t advised. But the uncharged version can force a hesitant opponent to get close to you to prevent you from spamming it on them as they block (inflicting chip damage as you do so).

Shift’s defensive purposes are fairly obvious, but it is also used effectively to chase down running opponents and attack with j.L as they flee.

Playing against Elrath

Her projectiles are very telegraphed, so you should be able to block (R) or avoid (j.R) them as necessary. Most characters want to get close to her and stay there so she can’t abuse her range.

Elrath’s j.L isn’t very damaging on its own, but it does usually give her a safe approach or escape so you should be prepared to block anytime she returns to a neutral state.

Gaspar (Rocket Dwarf)

gaspar

D!ck and Gaspar are somewhat similar characters. Both have a hover ability to cross gaps and chase enemies or run as needed. Additionally both have a nice balance of long-range damage tools and quick close-range stunning attacks. Gaspar’s mines can be a nasty surprise for unaware enemies.

Attack Input Damage Stun Other
L
LL
LLL
30
36
12+12+10
Yes
LR 40 (normal)
63 (Power)
Launch
LLR 36 No Consumes 1 ammo
R 30 No Hold R to charge; guard button cancels charge.
*Higher charge fires more projectiles and consumes more ammo.
*Cannot jump while charging.
*Must press guard button again after cancelling to guard
Damage falls off with range from point of impact.
j.L
Shift L
34 Yes
j.R
Shift R
26 (normal)
44 (Power)
No Consumes 1 ammo
Damage falls off with range from point of impact.
Has up-backwards movement.
Shift Consumes SP at a constant rate (can hold for 8 seconds with full SP)
Moves slightly faster than walking speed.(?)
After disengaging (release Shift or use L/R), cannot use again until returning to ground.
F 41 Yes 1 RP cost
Mines detonate when an enemy enters the proximity
*Does not trigger for enemies already inside the radius when the mine is placed.
Mines will self-destruct after 5 minutes.
Q ??? Yes 3 RP cost
Can only be activated when HP is 50% or below.
Invincible to attacks and stun during animation
Charges up ~3 seconds, then self-destructs (kill not awarded for death)
Sucks enemies in while charging.

LLL: Relatively quick compared to most characters’ LLL chains.

LR: Combo with practically anything afterwards, but try not to attack right away; enemies will sometimes land on your head and this will break the combo.

LLR: I’d advise not using this unless you’re fairly certain it will result in a kill. Since the rocket attacks do not stun, it can be punished.

R: It’s generally safer to just use j.R, but this can result in a lot of damage if you can manage the aim.

j.L / Shift L: Great pressure tool. Hard for most characters to escape from blocking Shift L repeatedly.

j.R / Shift R: The rockets follow a sort of shaky spiral downward, so hitting targets at a distance may prove challenging. However, Gaspar can generally play keepaway all day against most characters and this is fairly damaging on a direct hit. His reload is a fair bit longer than D!ck’s, so beware of doing so in melee range.

Shift: Very SP efficient. Don’t hesitate to abuse this.

F: Mines are very cheap to deploy and last until triggered. Even when blocked, they can give you time to reload, run, or pressure with L or j.L. It’s possible to sort of combo into it with LR followed by F.

Q: The damage on this attack is massive; unguarded it will usually kill characters outright. Even when blocked it may still kill. Characters that can outright escape the radius of the attack (Elrath and Renny teleport) or turn on some kind of invincibility (Cezanne Shift, Danmei Q, Elika Q, Sewon Shift) should do so. Others usually have no choice but to guard and hope they had enough health to survive.

-Strategy: Gaspar

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 100
LR, LR
LR, LLL
LR, double jL
140
170
138
For LLL version, wait a moment after LR otherwise enemy lands on Gaspar’s head.
Other versions are easier to perform and more reliable.

Set-Ups
1) jR (during or after launcher combo)
-Most opponents tend to block or run immediately after landing from a combo. Can exploit this for some free and quick chip damage. Be cautious about doing this all the time against Elika, Valle, or Tiac.

2) LR, F
-As soon as they land from the launcher, the mine will be triggered (can be blocked). Use this chance to circle behind them or deal more chip damage. Against Renny or Cezanne, try to immediately follow with Shift L to force them to block.

Playing Gaspar

Gaspar’s LLL and Shift L / j.L are very quick, and the former boasts good range all around him as well. Generally not cleanly punishable on block.

Use j.R as a way to finish off wounded enemies or to inflict chip damage on more patient enemies who will not come to you. Gaspar’s reload time is a bit longer than his shotgun-wielding counterpart, so you need to pick your moments to reload more carefully.

F is a great rage skill for its cost, but any experienced player should know to block the mines. Most characters can use teleports, invincibility, or other means to “disarm” them without even taking damage, as well. Some can even walk fast enough to trigger and avoid the blast. So how do you best use them? Defensively. Planting one at your feet means any jump attack or rushing attack is punished. Even if blocked, it allows you to regain momentum and do whatever you want.

Playing against Gaspar

Staying still and blocking his ranged attacks does not usually end in your favor (chip damage and they can also land behind your guard), so most characters have to get close to Gaspar to really threaten him. And that’s where you need to be careful of his mines. Experiment with what your character can do to avoid or “disarm” mines without just blocking them.

Renny Flame

renny flame

Renny Flame (hereafter RennyF) is the most fragile character in the roster, but packs some major offense to compensate. Her combos are highly damaging and her tornado, though linear, is very punishing when it hits.

Attack Input Damage Stun Other
L
LL
LLL
21+20
21+16
25+20
Yes
LR 43 (normal)
68 (Power)
Launch Power attack inflicts guard break.
LRR 37 Yes Can only be performed if LR was hit or blocked.
Teleports to the opposite side of the enemy when attacking.
R 29 Launch Inflicts burn.
RR 21 (normal)
34 (Power)
Launch Inflicts burn.
Power attack travels a longer distance
j.L 33 Yes Has up-forward movement.
j.LL 21+16 Yes Has up-forward movement.
j.R 37 (normal)
59 (Power)
Yes Dives down-forward rapidly until making contact with an enemy or the ground.
Normal version: if attack misses, Renny rolls when she hits the ground.
Inflicts burn.
Shift Consumes ~30% SP
Can be executed in the air once at the height of her jump.
Shift R 47 (max)
4? (min)
Launch Consumes ~30% SP
Damage falls off with range.
F 1 RP cost
30 second duration
Allies within the effect radius gain double the usual RP.
Overlapping fields do not increase the effect.
Q 5 RP cost
On next death, automatically revives at full HP (does not count as a kill).
Burn No Inflicts X damage every second for 5 seconds. Different values by attack:
R, RR, j.R: 8
RR (power): 10
j.R (power): 12

LLL: The first L evades to the left and hits to your right; you’ll need to get used to this and readjust the aim of your following attacks as required. It’s usually better to use LR or LRR unless LLL will kill anyways.

LRR: Very damaging on hit, and some characters have difficulty escaping even on block. Very quick attacks that move (Elika’s R for example) or trigger invincibility can escape between the first and second R. Since most will expect the second R, you can also do an intentional fake-out by not performing it. Your best combo damage from this move will be as follows: LR, LRR, j.LL, j.R. Some parts of this combo will drop against some characters.

RR: Be advised that between the initial “slam” on the first R and the tornado launching on the second R, it does not have a hitbox and can be interrupted. The second R can also be aimed in a different direction than the first R, even behind you. Very punishing if it hits and can catch crowds by surprise. Because the path it travels is linear, try to predict where opponents will go in closer-range situations and avoid using it recklessly.

j.L: Good followup after a launcher.

j.R: Difficult to aim; I find it best used just to help you position when falling.

Shift / Shift R: Allows for escape from pressure with even the slightest opening, and makes RennyF hard to catch in general if she chooses to run. Shift R can make a decent initiating attack, but the limited range on the teleport should be an indication to the opponent to watch for it. Use wisely.

F: Inexpensive and long-lasting. Remembering to use it is usually the biggest issue.

Q: Using Shift immediately after reviving is usually the best followup against a waiting opponent, but in come cases you may need to guard instead. Be advised that the revive effect is used up if you fall into a pit, and you will then die again immediately after reviving.

-Strategy: Renny Flame

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 123
LRR
LR, LLL
LR, LRR
LR, jLL, jR
121
207
205
191 +Burn
Can try jLL, jR after LRR, but seems inconsistent in lagless environments.
RR (close range)
R (close range), LLL
R (close range), jLL, jR
50 +Burn
152 +Burn
136 +Burn
For ranges where the first “impact” RR hit applies.
RR (mid range), jL, jLL, jR
RR (mid range), LLL
171 +Burn
146 +Burn
For ranges where only the second “tornado” RR hit applies.
Shift R, LLL
Shift R, jLL, jR
123
107 +Burn
Shift R damage varies by range and is not included in the values given.
jLL (delayed, near ground)
jLL, jR (as anti-air)
70
107 +Burn

Set-Ups
1) RR mixup
-The direction you first start with the tornado does not have to be the same direction you throw it in. At extremely close range, you can spawn this behind the opponent (block first hit from front), then send it back towards you (must turn around to block). Or from long distances, use this to help ensure a “lane” they won’t be able to use.

2) Air combo goofs
-Any of the launcher combos detailed above that don’t combo properly can be used as “block check” set-ups in their own right. In those that end with jR, you can skip it and go for an immediate L when you and the opponent both land.

3) Shift
-Get creative with how you use this. There’s more than just the forward direction. Try something tricky, like backwards air Shift R on a pursuing opponent.

Playing Renny Flame

RR is very rewarding if it hits (j.LL combo at medium distance, LRR etc at closer ranges, burn damage in either case), but it is slow to execute so you must not use it predictably. If you the first R is blocked, most characters can hit you back before the second R comes out. Sometimes you may find it useful to “fake” throwing the tornado: just use R.

One thing you must keep in mind about RR: the ability to throw the tornado in any direction. If you do end up using this at close range, this CAN be an interesting guessing game for your opponent. It’s still a risky move on your part but, since it awards you with any juggle combo of your choice, it’s a fair trade: high risk, high reward.

Shift R has considerable range but is predictable. Her other options (LLL, LRR, j.LL, j.R) suffer from either a small windup and/or short range in general. I find that j.L at close ranges is the best option for moving targets until you can try something extending from ground L.

Again, don’t be predictable with Shift. You do not have to follow it with Shift R, and it is often more surprising to follow it with some L move.

Playing against Renny Flame

Avoid the tornado if you can, block if you can’t. Be prepared to block behind you when she does LRR.

Renny’s melee range, as mentioned, is extremely short. Her ranged options are also slow and predictable. Characters with significant reach or better ranged attacks usually have the clear advantage until she gets close enough.

Try to get a good feel for how far she can move in any given direction with Shift. Don’t get caught spamming attacks at thin air after she lands from being comboed; this is one of the few times she can punish you with tornado if you are careless.

Renny Glacier

renny glacier

Renny Glacier (hereafter RennyG) is fragile short range like Renny Flame but that’s about where the similarities end. RennyG’s ice projectiles are highly damaging and inflict a slowing chill but are difficult to aim. Moreso than most characters, you need to know when to maintain distance, when to get close, and when to run. Highly recommended that beginners avoid using her if possible.

Attack Input Damage Stun Other
L
LL
LLL
18+18
18+14
22+18
Yes
LR 38 (normal)
61 (Power)
Launch Inflicts chill.
LLR 14+14+10 Yes Inflicts chill.
Power attack splits into 3 identical attacks; max of 9 hits
R
RR
RRR
38
38
38+38
No Inflicts chill.
Damage falls off with range from point of impact.
j.L 30 Yes Has up-forward movement.
j.LL 18+14 Yes Has up-forward movement.
j.R
j.RR
30
30+30
No Inflicts chill.
Damage falls off with range from point of impact.
Has up-backwards movement.
Shift Consumes ~30% SP
Can be executed in the air once at the height of her jump.
Shift R 40 (max)
8? (min)
Yes Consumes ~30% SP
Inflicts chill.
Damage falls off with range.
F 20 No Inflicts a unique “freeze” status for 10 seconds
Cannot be blocked, but only hits enemies on the ground.
Enemies inflicted cannot walk and jumping movement greatly slowed.
-Attacks with auto-movement properties function normally.
Q 5 RP cost
On next death, automatically revives at full HP (does not count as a kill).
Chill Greatly slows walking and jumping movement speed of afflicted enemies.
Lasts 10 seconds.

LLL: The first L evades to the left and hits to your right; you’ll need to get used to this and readjust the aim of your following attacks as required. It’s usually better to use LR or LLR unless LLL will kill anyways.

LR: Short range but usually the safest option up close.

LLR: Can be blocked (and punished by some characters if LL was blocked), but has decent range. The power attack version is very damaging if most of the icicles hit.

RRR: The wide parabolic arc of the first two shots can be difficult to aim with; the main reason RennyG is not recommended for beginners.

j.L: Good followup after launcher.

j.R: Travels slowly, but ok to use as a retreating attack.

Shift / Shift R: Allows for escape from pressure with even the slightest opening, and makes RennyG hard to catch in general if she chooses to run. Shift R can make a decent initiating attack, but the limited range on the teleport should be an indication to the opponent to watch for it. Use wisely.

F: Can be used to finish off enemies in an emergency, or force fragile and less mobile characters (IE, not Danmei or Elika) into a more favorable situation for you. Worth noting that this works on Cezanne while he is in Phase Shift (and he cannot jump while in that mode).

Q: Using Shift immediately after reviving is usually the best followup against a waiting opponent, but in come cases you may need to guard instead. Be advised that the revive effect is used up if you fall into a pit, and you will then die again immediately after reviving.

-Strategy: Renny Glacier

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 110
LR, LR
LR, LLL
LR, jLL
148 +Chill
184 +Chill
136 +Chill

Set-Ups
1) Shift
-Get creative with how you use this. There’s more than just the forward direction. Try something tricky, like backwards air Shift R on a pursuing opponent.

Playing Renny Glacier

(mostly copied from Renny Flame entry)

Shift R has considerable range but is predictable. Her other options (LLL, LR, LLR, j.LL) suffer from either a small windup and/or short range in general. I find that j.L at close ranges is the best option for moving targets until you can try something extending from ground L.

Again, don’t be predictable with Shift. You do not have to follow it with Shift R, and it is often more surprising to follow it with some L move.

(Renny Glacier-specific)

If there’s one thing I want you to remember about R and j.R, it’s this: you do not have to use every part of the attack. The best advice I can give to a beginning Renny Glacier is to just use R instead of RRR. Get the feel of how that one projectile flies. When will it hit a jumping opponent? How far will it go? How close can my opponent be that I can use this and still be safe to block? These are questions you need to answer by experience if you want to improve and use RennyG effectively.

After a LR launch, you can follow up with LLL (most reliable), LR (harder to land but much more damaging, can do this repeatedly), or j.L, land, j.LL (doesn’t seem to work on every character, but is in the middle in terms of reliability and damage).

Do remember that F is very fast and guaranteed damage in a wide area if needed. Characters like Danmei and Elika who move during most of their attacks are not as hindered by the freeze effect, so use it sparingly on them.

Playing Renny Glacier

(mostly copied from Renny Flame entry)

Renny’s melee range, as mentioned, is extremely short. Her ranged options are also slow and predictable. Characters with significant reach or better ranged attacks usually have the clear advantage until she gets close enough.

Try to get a good feel for how far she can move in any given direction with Shift. Don’t get caught spamming attacks at thin air after she lands from being comboed; this leads to either a guaranteed launch for heavy damage or chill.

(Renny Glacier-specific)

Just as I said for RennyG players to get used to her ice projectile arcs, so should you as the opponent. Her j.RR while retreating is a commonly used tactic. Although she can use Shift as she lands, it’s still a relatively vulnerable attack for her in close range. Block if you can’t avoid. Getting hit once will usually mean getting hit more than once due to the chill effect.

Renoah (Sniper)

renoah

Renoah is a character of extremes: her range is rivaled only by Elrath and, in the hands of an accurate player with a supportive team, her sniping provides high damage and long-distance stunning. However, she is highly vulnerable in melee range due to her average speed and relative lack of moves that cause hitstun. Choose with care.

Attack Input Damage Stun Other
L 9+9 No Consumes 1 ammo
R 77 (max)
23 (min)
Yes Press L to shoot, press R again to disengage sniper mode.
Accuracy and damage improve as the crosshairs approach the center.
Power attack starts at maximum accuracy+damage for first shot.
L (no ammo) 19 Yes
LR (no ammo) 35 (normal)
58 (Power)
Launch Power attack inflicts guard break
j.L 9+9 No Consumes 1 ammo
Cannot perform twice in the same jump
j.L (no ammo) 23 Yes Halts momentum briefly when used
j.R
j.RR
7 (x8)
7 (x8)
Yes Hovers in the air and has up-backwards movement.
Cannot use again in the same jump
Shift Consumes ~30% SP
F 1 RP cost
Reveals enemy locations on the minimap for 5 seconds.
Q 79 Yes 5 RP cost
Damage dealt does not generate RP.
Inflicts a debuff on all enemies from the moment of execution.
After 3 seconds, the debuff “detonates” and deals damage.

L / j.L: Generally better damage over time than sniping, and allows you to remain mobile. Since this does not stun, you may want to intentionally leave your ammo empty in a close-quarters fight if you can’t run away.

R: Typically you use this over L and j.L when the stun effect is more useful than the damage; stopping enemies from claiming pylons in Nether Dale, shooting them over a pit on maps that have them, or rescuing teammates who are being comboed. In close quarters you can sometimes get away with a quick unfocused shot to stun an enemy, though the damage will be poor. Remember that the power attack version starts you with full focus; this is great for a “surprise” 80 damage.

LR (no ammo) / j.L (no ammo): Your only real options in melee. LR does not combo properly on hit but is not punishable by slower attacking characters.

j.R: Risky to use at close range, but a good finishing move due to the projectile speed (instant, compared to pistol fire) and that it does chip damage. Can also be used to “float” and avoid some attacks, but this is not always safe. When being chased by 2 or more enemies this is highly unsafe and should never be used.

F: Generally don’t advise using this. Doesn’t last long enough and RP is better spent on Q or R power attack.

Q: It’s tempting to use this the moment you hit 5 RP, but try to be sure that no enemies are currently respawning beforehand for the best results. Sewon’s F can cure this “debuff” from himself and allies. Danmei’s Q and a well-timed Sewon’s Shift can also negate the damage. Valle’s Q can absorb the damage but since her limit is ~100 damage it usually has to be a fresh shield. Elrath’s Q can prevent being afflicted with this if used in advance. Cezanne’s Shift, Elika’s Q, and Gaspar’s Q are notprotected against this.

-Strategy: Renoah

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LR (second hit), L
LR (second hit), jL
54
58

Set-Ups
1) Emergency R
-R is Renoah’s only way of stunning enemies, ignoring for a moment her no-ammo attacks. While the shot is very inaccurate when uncharged, it can be used as a last resort. However the reloading period afterwards leaves you unsafe.

Playing Renoah

First, a strong recommendation: do not use jRR when being chased. It makes you an extremely easy target. Use it for finishing an enemy if you absolutely must and don’t have time to reload. I can’t recommend using it in any other situation, and I generally only recommend jR if you need it instead of jRR.

Renoah playstyle can come down to three scenarios:

1) Extreme range. In this situation, you want as much distance as possible. Use L for general damage accumulation (and the ability to move as you do so), use R if you need to stun an enemy for whatever reason (they jump over a pit, try to claim a pylon, you want to break a teammate out of a combo, etc). You want to be in this situation as much as possible.

2) Melee range (1 vs 1). You want to enter this situation with empty pistols or close to it. Renoah’s L kick and j.L kick are her only defense in close range. They aren’t fantastic but are generally safe as long as she doesn’t get hit out of it. Do not stubbornly try to block and shoot between any vulnerable openings. Renoah takes chip damage from almost everything and will generally not win a fight this way.

3) Melee range (1 vs many). You don’t want to be in this situation at all if you can help it. Your goal here is to take pistol shots as you find the chances to do so (without getting hit) and run away. You do not want to use R in this situation. You rarely ever want to use j.R either, as you will be vulnerable when you land.

4) The expert runner. This is where I need to explain jump mechanics in Archeblade. This applies for every character but it affects Renoah greatly.

Once you start a jump, your trajectory is more or less locked in. Unless one of your air attacks has auto-moving properties (like Renoah’s jR), you will stay on that course. So what does this mean for Renoah? Renoah’s walk speed in the forward direction (W) is slow, but workable. Any side or back direction? Painfully slow. So what can you do? Simple:

Jump, quickly turn camera around and jL, then resume running/jumping in your given direction.

A very skilled marksman can use this to score some occasional damage without allowing an enemy to get closer while you’re slowly backpeddling.

Playing against Renoah

You can probably get the idea from the above: Renoah doesn’t handle melee range very well, particularly from multiple players at once. Getting into melee range with her is usually the hard part. Do not run in a straight line if she’s shooting at you (makes you very easy to hit) and do not stop to block her shots (they do significant chip damage and doing this lets her run away). Zigzag as you run and don’t let her escape once you close the distance. Stick to quick and safe attacks that allow you to react to her running again.

Since most of Renoah’s attacks don’t stun, you don’t need a lot of SP on hand when chasing her down. Feel free to burn it all just to catch her. Anytime you need to block her (no ammo melee range, R sniper shot) you should have enough SP to do it even if you’re spending constantly.

Anytime she tries her jRR at close range, block (or run under her, but this is sometimes not possible), then punish her as she lands. Or even better, block the first, hit her before the second.

If you ever need to run FROM her for whatever reason, the same applies: zigzag, don’t be predictable.

Ridika (Succubus)

ridika

Ridika is a fragile short-range character with a mix of quick and heavy-hitting attacks. She also has great air manuverability.

Attack Input Damage Stun Other
L
LL
LLL
18+18
19+18
10+10+6+6
Yes
LR 23 (normal)
40 (Power)
Launch Power attack inflicts guard break
R
RR
14+10+10+10
10+10+10+10
Yes
LLR 35 (normal)
57 (Power)
Yes Inflicts “blind love” status for 3 seconds (see F for details)
Unblockable attack
j.L 26 Yes
j.R 34 Yes Has up-forward movement.
Cannot perform twice in the same jump.
j.RR 40 Yes On input, dives down-forward rapidly until hitting an opponent or the ground.
Shift (ground) Hold while walking to fly upwards slowly; automatically stops after 2 seconds.
Shift (air) Glides forward in mid-air.
Can be done multiple times in the same jump.
With full SP, can be held for 6 seconds.
F 2 No 3 RP cost
Inflicts “blind love” status for 10 seconds.
Enemies afflicted will be unable to see you (appearance blends into the background)
Effect fades early if Ridika is hit by afflicted enemy.
Q 51 No 1 RP cost
Immediately ends any “blind love” debuffs caused by you.
Upon removal, deals unblockable damage.

LLL: Generally safe if blocked. Similar to Elika, Renny, or Danmei, you can curve this attack around your opponent to keep them guessing as to the direction it comes from (actually more effective at this than its sister attacks). Executes quick enough to even combo an airborne opponent.

LR: Hitting with this (though unsafe on block) leads into a free juggle combo: LR > jL> jL > jL > … > jRR. Do a double jL at any of the listed steps if it appears they will fall to the ground, or just end it early with jRR at your leisure.

RR: You have all the time in the world to confirm you are hitting with the first R before using the second, so for the love of Odin please don’t mash it out! It’s very unsafe if blocked or missed! Has a bit of a tall hitbox so you can hit some jumping enemies as well. First R keeps you mobile to an extent, but the range is shorter than it appears so don’t be too reckless with it.

LLR: Is not a true combo from LL and has somewhat short range, but creates a small guessing game due to its unblockable property. Hitting with this gives you an easy 50 bonus damage with Q for 1 RP.

j.L: Short ranged but very quick. Effective as a predicted air-to-air move and for use in LR juggle combos.

j.RR: Surprising range and great damage. One of Ridika’s best tools for poking and harassment. Well-timed j.R can keep an opponent locked down for the most part. The second hit (j.RR) tends to hit from behind at close ranges, but this is difficult to react to on the opponent’s part.

Shift: The ground version, as far as I can tell, is barely worth using aside from its use towards a very-low-to-the-ground j.R. The air version is what I’ll mainly be discussing. Air Shift (“Glide” from here on out) is great for escaping or pursuing fleeing enemies. What makes it even more versatile is that it can be done before or after attacking. So in the same jump you might Glide, j.R, Glide, j.L, then touch the ground. To conserve SP you may find it best to tap Shift instead of holding it, unless you need the lateral movement badly.

F / Q: These are closely related, so they will be discussed together. F (and LLR if it hits) act as “priming” effects for the blind love debuff. Q can be used to detonate this effect from any range, as long as it’s within the 10 (3 for LLR) seconds the debuff was applied. F’s range is rather short, but the damage from Q is unblockable so it can be of help against a particularly defensive opponent or one who is close to death.

-Strategy: Ridika

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 105
LR, LLL
LR, jL, jRR
LR, double jL, jRR
164
159
185
RR 84
jRR 74

Set-Ups
1) LLR
-This attack is slow, but unblockable. Since Ridika’s guard break is a bit slow, you can use this as a substitute. Effective since it’s a bit harder to react to.

Playing Ridika

Ridika’s LR opens up her highest combo damage, but don’t get too one-track minded about using it without an opening.

Her j.R, as mentioned, is a great poking tool. This is due to its great speed and surprising range. Glide j.R closes the distance against many characters and there is little they can do to beat it in advance.

Get creative with your uses of LLL and RR; the auto-moving parts of the attack can and should be used to reposition yourself as you strike, making blocking more difficult for your opponent.

LLR, as mentioned, allows you to create a good guessing-game scenario against opponents with no fast attacks or with slow reflexes. Don’t over-use it, but keep it in the back of your mind.

Playing against Ridika

Be very wary of using anything unsafe on miss or block against Ridika; a punish from her tends to take over half the average character’s health.

Keep her on the defensive if possible. Her quickest options are jump attacks so this makes her escape plan a bit more predictable (and if she does it, she’s in the air and not blocking).

LLR is unblockable, but very slow to start up. Try to develop a reflex for the audio/visual cues that she is doing LLR instead of LLL, and hit her out of it if possible.

Sewon (Monk)

sewon

Sewon suffers from short range and relatively low damage compared to most of the cast. In the hands of an experienced player he can greatly augment a group with his healing abilities and good stun potential, but beginners should avoid using him initially.

Attack Input Damage Stun Other
L
LL
LLL
22
6+6+6+4
30
Yes Last hit has strong knockback on grounded opponent.
LR 30 (normal)
46 (Power)
Launch Power attack inflict guard break.
R 30
46 (full charge)
Yes Hold R to charge.
While charging, heals self and nearby allies.
Healing rate increases with charge level.
Has super armor until releasing the attack.
Sewon takes halved damage while charging
Power attack instantly starts at charge level 1.
Automatically executes attack 4 seconds after reaching max charge.
j.L 20 Yes
j.R 10+10+6 (normal)
27+10+6 (Power)
Yes Has up-backwards movement.
Power attack has extended range.
Cannot perform twice in the same jump.
Shift Consumes slightly over 20% SP
While active, does not take damage or hitstun from attacks.
F 1 RP cost
Cures debuffs from self and nearby allies.
Q 3 RP cost
Swaps health with a target character (friend or foe).
Has super armor during the animation.
Health swapped is absolute:
-Swapping full HP with weaker characters will be a net loss in HP.

LLL: Be sure the first L connects before continuing, as the second L leaves you open if missed.

LR: If it hits, followup with LLL.

R: Remember to use the power attack version if needed; Sewon usually has more RP than he needs. Healing while being attacks usually leaves you at a disadvantage. If you have nothing else to do (waiting for enemies to respawn, allies claiming pylon, etc), make sure everyone is healed.

j.L: One of the fastest jumping attacks in the game, if short-ranged.

j.R: Good range and the hit persists for a short time. Good punisher against reckless opponents.

Shift: Using this to dodge everything will leave you dry on SP; try to dodge the last hit in a chain and use the opening to start your own combo.

F: Cheap to use. Use as needed. Especially useful to prevent the damage from Renoah’s Q, though you can just use Shift if you don’t need to cure teammates.

Q: You’ll need to strike a balance between “enough health to survive the animation” and “little enough that the enemy is now at a disadvantage”. If needed, you can also use this to swap your full HP with the near-empty HP of an ally as an emergency heal.

-Strategy: Sewon

Combos

Combo Input Damage Notes
LLL 74
LR, LLL
LR, double jL
LR, jR
126
92
78
Lower damage versions lets you stay mobile, if needed.
jR, falling jL 46 Requires close range

Set-Ups
1) LR, jL, double jL
-Double jL should be blockable, but makes for a good block checker and transitions directly into double jL pressure.

2) R (power)
-Power version instantly starts at level 1 charge; this can be used to punish openings Sewon can’t normally handle at the cost of some damage.

Playing Sewon

Sewon has few options, so I get to talk about all of them, starting with LLL and LR. Sewon’s starting L is not particularly fast and has short range. If you can catch someone with it, LR followed by LLL is a good damage combo. For something that leaves you at a more advantageous situation (leaves opponent blocking), try LR, j.L, double j.L (second one should be blocked). As with any character, try not to spam LLL when it misses. LL leaves you stuck in one place for quite a while.

It’s worth noting that Sewon actually has great running speed. Many characters use their SP to enhance their mobility (teleports, dashes, etc), but Sewon’s natural speed can make him hard to shake when he’s in pursuit and a bit more difficult to catch when the situation is reversed.

Sewon’s j.L can be done twice in the same jump if performed with good timing. This is one of his safer and more mobile methods of attacking. His j.L is also very quick when compared to most attacks and will beat most other jumping attacks in execution speed.

J.R performs well at keeping enemies locked down, moreso if you use the power attack version for better range. Use this to gain distance if needed. If you do this at around maximum jump height, you can follow it with a j.L on your way down to hit anyone underneath you (normally a weakness of j.R).

R’s healing properties don’t typically turn the tide of a battle, but it does mean that a runaway Sewon will eventually return for more and serves as a strong incentive to finish him off. One tricky use of R comes from the power attack version: in some situations it’s preferable to take a hit and then release R while an enemy is vulnerable. This makes some otherwise unpunishable attacks…uh… punishable.

Shift is a wonderful and misunderstood defensive skill. Avoiding the first attack of a combo chain with Shift usually won’t help you. It’s when you have the chance to block, stop blocking, use Shift, and punish that it really shines. When does this come up? The third hit of most LLLs, any LR, slow-moving or predictable projectiles, Renny Flame’s LRR (use Shift to dodge the teleport kick) or tornado (either hit), Renoah’s Q, and so on.

Sewon’s RP expenditure is usually pretty loose; keeping 1 RP on hand for F is advised, but beyond that it’s largely up to the player. All of his power attacks and Q are great ways to spend it, which is more than can be said for most characters.

Playing against Sewon

Abuse your range if you have it. Sewon can try to do the same with j.R, but since it pushes him away it only helps characters with better range.

Tiac (Mace Knight)

tiac

Tiac is one of three characters (including himself, Danmei, and Valle) who can be roughly classified as a tank character. Of the three, he lacks any real support move and instead focuses more on damage and survival. He is unique among the cast in that he can escape combos (as long as he remains grounded), and his “armor” rage skill and burning damage on some of his attacks makes him a threat if left unattended.

Attack Input Damage Stun Other
L
LL
LLL
26
22
30
Yes
LR 22 (normal)
32 (Power)
Launch Inflicts burn.
Power attack inflicts guard break.
LLR 18 (normal)
53 (Power)
Yes Inflicts burn.
LLRR 30 (normal)
53 (Power)
Yes
R 22 (normal)
55+22 (Power)
Yes
j.L 22 Yes
j.R 6+14 Yes Cancels momentum when used.
Slows descent while performing attack.
Shift At full SP, can remain dashing for 5 seconds.
Shift R 22 (normal)
55 (long run)
Yes Consumes ~20% SP
Deals more damage if executed after dashing for 1 second
Hits only the first enemy the attack makes contact with.
F ??? Yes 1 RP cost
Can only be used while being stunned (on the ground).
Q 2 RP cost
10 second duration
Takes half damage and negates stun from attacks.
Attacks deal ~33% more damage.
Press E: consume ~40% SP, inflict a low (~5) damage no-stun attack.
Burn 10 No Inflicts 10 damage per second for 5 seconds.

LLL: The first L is rather slow to start, but each hit has a decent amount of blockstun so they are fairly safe if they hit.

LR: Can’t combo after his launcher (?), so if it hits continue pressuring or waste time on their burn damage by forcing them to block LLRR.

LLRR: Good “time-waster” combo for ensuring burn damage runs its course.The LLR hit is not a true combo from the LL hit, however.

R / j.R: The range on both of these is somewhat short, but in the case of j.R there is a hit when the shield is thrown and when it is returned so it can stop reckless attacks or help in applying stun alongside teammates.

j.L: Can be performed twice in the same jump if executed with good timing. Hard to escape from due to the long blockstun.

Shift / Shift R: Great for chasing enemies and for running away. Other characters can’t typically outrun this without some kind of teleport or invincibility. Additionally, very fast and generally can’t be blocked on reaction at close range; must be predicted.

F: Tiac’s unique talent is his ability to escape combos. Try not to use Q in 1 vs 1 situations and instead use this if you get hit.

Q: Remember that you do still take damage while this is active; it’s better to start with high health and armor. Smart enemies should run from you, so do not spam your attacks if they miss as it just wastes time. Renoah’s Q is the only attack that can stun you while this mode is activated.

-Strategy: Tiac

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LLL 78
LR, jL
LR, Shift R
LR, R
70 +Burn
70 +Burn
70 +Burn
jL for general purpose
Shift R for mobility (at cost of SP)
R version only noted since it does more damage (if Power used)
LLRR
LLRR
48
48 +Burn
Again, 2nd hit does not combo into 3rd hit, but each “pair” combos.

Set-Ups
1) jR (near ground), Shift R
-Very short gap between the shield toss and the tackle.

Playing Tiac

Most of Tiac’s melee swings are slow (j.L is an exception). Stick to your faster moves to chase down an enemy, then you can try the slower attacks to lock them into place. Tiac’s shield throws (R and j.R) don’t have much range, but provide you with some degree of safety due to their speed.

Tiac’s tackle (Shift R) has excellent startup speed, range, and damage. Try not to overuse it, as you need SP to block, but tackling after jR forces your opponent to block in most cases. This attack’s speed lets you punish small openings and, at the same time, gain a little distance. Against somewhat cautious opponents you can try throwing out a tackle after any blocked or hit combo of yours as a “block check”. This aids in evaluating how good your opponent’s reflexes and/or prediction skills are, and helps your overall game plan. If your opponent proves themselves to be a good blocked, use the tackle a bit more sparingly to make it less predictable.

Q is very rewarding if you have teammates supporting you as you use it. It is not as effective in 1 vs 1 situations (where F makes you very hard to kill), as opponents should just avoid you and block. With the support of teammates it’s easier to actually deal damage while this mode is active and thus contribute to earning more RP to use it again. Most experienced players know to keep their distance from a Q’d Tiac, so don’t always expect to be able to activate it and wreak havoc. In this case it’s better to use as a punisher to slow attacks or sloppily-spammed inputs.

F is not appropriate for all situations, but a good reaction time can keep Tiac from being launched into a big damage combo.

Playing against Tiac

Most characters can’t just run from him. Launch him if possible so he can’t use F (though since most launchers are the second attack of a combo, this can be difficult to do). Although most of his attacks are slow to start, they have a fair amount of blockstun so it can be difficult to escape.

When Tiac’s Q is active, do your best to block and avoid him. If your character has any kind of binding or slowing effect, these are great to waste his time. Do not try to hit him in most situations; he does still take damage in this state but it’s usually not worth the risk of getting hit in return.

If you play against an aggressive Tiac who tackles often, be sure to block a bit more than you usually would.

Valle (Hammer Girl)

valle

Valle is one of three characters (including herself, Danmei, and Tiac) who can roughly be classified as a tank. In that role she’s the least suited for battling crowds due to the limitations of her “armor” rage skill, but instead makes for a good support character with heals and medium-area stun capability. Her attacks are also the fastest of the three.

Attack Input Damage Stun Other
L
LL
LLL
14
22
22
Yes
LR 28 (normal)
44 (Power)
Launch Power attack inflict guard break.
LLR 30 (normal)
47 (Power)
Yes Damage diminishes with range from the point of impact.
R
RR
RRR
28
30
12+10+10
Yes
j.L 20 Yes
j.R 27 (normal)
45 (Power)
Launch Dives down-forward rapidly until reaching the ground.
Damage diminishes with range from the point of impact.
Shift At full SP, can remain dashing for 5 seconds.
Shift R 22 (normal)
36 (long run)
Yes Consumes ~20% SP
Deals more damage if executed after dashing for 1 second
Hits only the first enemy the attack makes contact with.
F 1 RP cost, consumes all full RP
Gradually restores health for self and allies in range
5 second duration for each RP consumed.
Q 3 RP cost
Does not take damage or stun from attacks.
Fades after 15 seconds or 100 damage taken, whichever is first.
Press E: consume ~40% SP, inflict a low (~5) damage no-stun attack.
Shock All “electric” attacks have this effect.
*Includes RRR, LR, LLR, and jR.
Enemies damaged by shock attacks will also lose SP.

LLL: The third L is not a true combo

LR: After launching, follow up with LLL or RRR for damage.

RRR: Do not spam the input, as it’s easy to punish if missed. Try to limit yourself to the first 2 hits.

LLR: The attack extends a bit forward; if done point blank it will usually hit from behind the enemy. However, it is not a true combo but it can confuse a blocking enemy who is hesitant to counterattack.

j.L: One of the quickest jump attacks in the game. With good timing,y ou can execute this twice in the same jump. This is a powerful blockstring if done correctly.

j.R: Due to the wide area and launching on hit, can make a good initiating attack.

Shift / Shift R: Great for chasing enemies and for running away. Other characters can’t typically outrun this without some kind of teleport or invincibility.

F: Health healed is gradual, so don’t use it hoping it will save you all by itself.

Q: Because it has a limit to the damage it can absorb, don’t use this against large groups of enemies.

-Strategy: Valle

Combos

*Tables assume regular versions of attacks if they have a power attack equivalent, unless otherwise stated.

Combo Input Damage Notes
LL 36 Noted as a reminder that further extensions do not combo.
RR 58 Noted as a reminder that further extensions do not always combo.
LR, LR, Shift R
LR, jL
LR, RRR
LR, Shift R
106
62
100
64
RR version must land hits while opponent is airborne; RRR is not always safe.
Shift R and jL versions preferred when it’s enough, and/or Valle needs to keep mobile.
*Can use jR to start instead of LR in all cases. Damage is ~15 lower at best

Set-Ups
1) LR, LLL
1b) LR, LLR
-Small guessing game; if you use LLL, they need to block from the front. LLR from the back.

2) jL, jR
-Once in awhile instead of double jL, try this. Against some characters you can land on their head for an almost-instant hit.

Playing Valle 

First order of business: RRR is not that good on its own. Comboed after a launcher it performs better, but it is otherwise slow to start, easy to punish, and will often be blocked. Where it does sometimes shine is when you have Q activated, but this depends on your opponent not blocking or running instead.

Valle’s L and j.L are quick, and these should be her lead-ins for most battles. However, most extensions from L are not totally safe on block: LR is punished, LLR can be hit before the third hit comes out (if the opponent is paying attention), and LLL can be blocked between the second and third L, even on hit. Valle players have to be certain of when they will hit or be confident enough to accept risks.

Her j.R provides an interesting approach option. Both this and LLR can hit behind an opponent at certain ranges since the hit originates from where the hammer impacts the ground. It can usually be punished when blocked, but you may want to throw this out a few times to see if they block correctly.

Always keep in mind that F spends all of your RP, and you may not always want to do that. Q > F with 5 RP will give you the 100 damage shield and 10 seconds of healing, which is sometimes more preferable than 25 seconds of healing that you may not need.

While we’re talking about Q: don’t count on it to be an instant-win button as it may be for Tiac or Danmei. Valle’s shield offers complete invulnerability, a small advantage over Tiac who will continue to take damage from attacks and burn/poison, but it only soaks up 100 damage. 2 or more players hitting Valle at the same time will break it in seconds, even if Valle tries plowing through them. What it does offer is a “safe” way to punish. Any opening you would be able to punish with something slow (jR, RRR), you can instead Q and THEN punish. This cuts off one of the more enticing options for your opponent: trying to hit you.

Playing against Valle

Most characters can’t simply run from her due to her dash and double j.L pressure. Block what you can and punish if possible. Beware her LLR and j.R as they can hit behind you.

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