Combat and abilities: movement, survival and temporary upgrades

When to dash, heal or use a shield, and how to choose upgrades during a run.

For version 1.4.6No story spoilers
Rooftop battle · City Slash
Rooftop battle

Start by checking who you're playing and which mode you're in. The standard campaign hero, Arena fighters and open-world characters have different abilities. Before a hard fight, check each button's name, description and cooldown, even if it sits in a familiar spot.

Keep a way out

On a computer, move with WASD, attack with K and use I, J and O for the three abilities. On Android, use the on-screen movement control and action buttons. The standard campaign hero selects a target within reach, so get close enough for an ordinary attack to connect.

When several opponents are closing in, move around one side of the group and leave room to retreat. A single target is easier to approach than the middle of a crowd. Keep an eye on ranged attacks and the behaviour of individual enemies as you move.

If an action won't start, check the hero's state. Death, pause, stuns, knockdowns and cooldowns limit what you can do. In the open world, another action animation, mana and safe-zone rules can also affect availability. Tapping again won't override those conditions.

The standard hero's three abilities

The spinning strike hits nearby enemies for twice your current normal attack damage and recharges in 5 seconds. Use it when several enemies are close enough. It requires a clear line to each target, so it won't strike through a wall.

Dash moves you quickly in the direction you're moving. From a standstill it follows the direction the character is facing. It recharges in 3 seconds. Dash out of a crowd or close the gap to a target. You can still take damage during a dash.

Healing restores up to 35 HP and takes 15 seconds to recharge. At full health it won't activate. Use it when you've taken enough damage to benefit and still have room to retreat. Waiting until you're one hit from defeat can leave too little time.

These figures apply to the standard hero. Create and the other special fighters each have their own abilities.

Combat levels and temporary upgrades

Combat XP earns levels and upgrade points. When you gain a level, you choose how to spend the point. Open the upgrade menu to pause combat while you decide.

The standard hero has three options:

  • Damage adds 25% of base damage to the total bonus each time. Successive choices are additive.
  • Health adds 20 maximum HP and up to 20 current HP, capped at the new maximum. You may still need healing afterwards.
  • Speed adds 15% of base movement speed to the total bonus each time.

If you often get trapped against an obstacle, try speed. Extra health helps you survive several hits in succession. If you can hold a good position but enemies take too long to defeat, choose damage. Adjust the order to suit the fights you're having.

Create has a fixed health pool, so the health option is unavailable for him. Temporary upgrades apply to the current run. Permanent upgrades purchased with crystals for the campaign have their own rules in other modes.

Know your Arena fighter

Arena fighters have their own stats and sets of actions. A campaign health purchase doesn't give an Arena fighter that bonus. Before starting, look at your fighter's abilities and decide which range suits the kit.

Between waves, check the area and collect available healing while you have room to move. Arena healing pickups are separate from a fighter's personal abilities. Some fighters can heal themselves differently from the standard hero.

Leave room to manoeuvre if you're using a ranged weapon. With a powerful melee attack, look for an opening to close in. The Arena and fighter guide covers the individual fighters.

Open-world weapons, mana and spell slots

Your open-world attack depends on the equipped weapon. Check your equipment after picking one up. A bow needs arrows, firearms need the correct ammunition, and some attacks cost mana. Check these first if the attack won't start.

You have three slots for learned abilities. Moving an ability to another slot clears its previous assignment. The ability tiles show mana costs and cooldowns. Adapt your set to the encounter, for example by keeping a healing spell and an offensive spell for groups.

Open-world self-healing restores up to 40 HP, costs 12 mana and recharges in 12 seconds. The healing takes effect during the casting animation. A bonus to magic damage won't increase the amount healed.

Magic shield costs 14 mana, lasts 8 seconds and has a 16-second cooldown. It halves normal incoming damage. Armour and helmets can also help you stay alive by increasing your health pool, although their effects differ from the shield.

Before a difficult encounter, check health, mana, equipment and ability cooldowns. If you're low on health, leave yourself enough space to retreat and recover before committing to another attack.