Continuation of unarmed spells desc
Hold on, before continue i need to add a information that would go in combat topic, but i need put here or will be confuse the explanation of some spells.
In this game there is 3 types of spell that i created a term for them, that way i could use WP like a champ and not like random Regular unarmed player. lets explain it.
Single Damage type: This mean the spell damage is 1 hit, BAAM, damage done no addicional effects with extra deal damage. Examples: Smite, WP, power smash, Sweaping cleave, dash strike, Bolt, Sound strike, Water whip, Despairing Tendrils, Spike , Golden bolt ,Bone spear etc.
Tiks damage Type: This spells dont do only one hit, they commonly do less damage but in various single separated hits. for a long or a quick duration. Example: Assault, Phantom Strikes, Any beam, Sonar cacophony, Magma Volcano, Fist Barrage, Most of javelins, Titan spear, Rapid fire, Meteror etc Most of aoes and etc.
Unique/both damage type:This spells are not like tik or single damage. they are in his own way of work.
2 examples that are equal is Lariat and Fury first, they first do a Single damage type 7 and 12, high, then keep doing lesser tiks ones(i calculate 0.9 +-). same goes for Spiral bomb.
Other spells do the single damage and apply or not,a addicional effect that gives tiks damages for a duration, example: Fireball, Hemorrhage, Poison spells, Flame slide, etc.
There are even unique cases like Steam burst that shoots 3 single damage project, but when land end up being more than one damage tik.
With that said lets begin.
*Weighted Punch (10 rpp) 15s cd
Desc: This spell, is a 5 tiles dash but sometimes can work as 4, or 3. that track the foe direction and hit it, applying slow and - 10 % damage reduction for 3 seconds. but in my experience? i can tell its close to for some spells.3.5 or 3.9 soon i will explain why i think that. I will talk about using it in a tryhard way, but feel free using the way you like.
Your Resistance to damage in status. with Wp hit would be -2%.
Desc of the spell.
Understanding fully how it works
Max Range marked with stones:![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831021632494632980/unknown.png)
Range in a square vision, plus diagonal range:![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831021354018537492/unknown.png)
This spell when you cast will start to track you target, until he enters in a 3x3 square zone with you in the center, then will stops, hit the foe anda pply the debuffs.
Starts to rush.
Stops the rush when a target enters in this range(with the track.) while you're in the cast, or the range reach at maximum.Easier to miss at far tiles when the running of battle is crazy.
I dont know how range works in this game so i will count as tiles walked.
Spell damage type: Unarmed/Phisical. Single damage type
Synergy: Due to GCD being 2 seconds, and the Debuffs duration being 3, its obvious that Tick type damage is not the best one to enjoy the damage reduction at full damage, not saying is terrible use them, you can still use, but saying a exemple where in a gap of 1 second to punish with all battle rush will be good a single damage to punish well. like single type do. some tiks will be lose, even some spells with lesser tiks(assault) have some problems sometimes hitting only 2 tiks.
As lariat and Fury first being both damage type,they can get well using brawler or not, Also fist barrage have a long duration and quick tik applycation he should fit in this too.
Brawler active turns you punishment time from 1 to 2 seconds due his effect. this allow some spells like assault, and brawler instead of almost full damage, being full damage using damage reduction.
Remember gce dont trigger GCD so using spells like that will add even more damage to the combo,brawler is a nice upgrade to wp but due the cds, duration only make this be use 1 time, since the duration is 8 seconds (Brawler) and the wp (15 cd)
My favorite skill to use with dash+jab, its a nice poke where you can run away if you dont want punish the enemy.
If you start to become too previsible using wp always before a huge skill punish always with a easy skill like assault or that ones difficult to escape.(Cotoco skills) change you way a little, feiting, only poking with wp then coming closer just to run back to try bait them.
If you going get hit by a armed could be a good trade to not leaving without a trade since he tracks, sometimes i wp fatat stikes that pierces me! need have a good predict time
If you diagonal dash, and dont touch walk keys anymore, and spamm wp he will turn the wp move diagonal track.
Conflitct: Tiks damages, they dont get all tiks hitted, if most of them dont crit the gap is losed by a single spell that could have do more damage.
Makes you previsible if they think you will want punish that dr debuff, with brawler active even worst to predict you engage.
Special Features: Apply slows and Damage reduction for almost the same duration.
Have a great damage, cd, and tracking, slows dont make the cast slower but make easier for enemy escape anyway.
Have a duration of 3 seconds, the slow and dr, but with some experience, i noticed the dr still up a few mili seconds after the slow mark is gone, something close to 0.5- 0.9 miliseconds allowing some spells a better time to punish.
Its a 5 tiles dash, but dont enter inside the enemy tile like Axe kick used to do, he stops 1 tile close to enemy then hit, so that means will always be a 5 max range or x range -1, like in a 4 tiles distance will be 3, in a 3 will be 2 and etc.
Final warnings: Be careful with assault/phantom stike, is a random skill, so if you try to punish assault in first or second hit, you may miss it because of teleport try wait for 3 strike walk closer and hit if you want to trade like that.
Since is a dash move spell you can be dragged far and cancel it, Chugchugs teached me that, so look out if you foe have shock waves(skills that throw you far.)
*Fist Barrage(10 rpp) 30 s cd (23 after 7 seconds duration)
Desc:i hate this spell, only because you can miss it and get punished for that. but you look at the slow it gives then becomes a good one, but this is my opnion. Barrage is a 1x3 Range spell, that have a duration of 7 seconds, gives 2 tiks of 5 damage in 1 second (That is really quick and good) and apply a slow of almost 10 seconds. Simple right? no. you can miss it.
we have this seconds of duration, lets separate them [1](2)[3](4)[5](6)[7] they are unique.
In this type of mark [], the spell will do damage quickly if the enemy is in range. Seconds 1,3,5 and 7
In this type of mark () will not do damage, but is the time for do jab, or a rush close to the target, so in the next second will hit due to the quick way the damage works. 2,4,6 yes means you have 3 rushes. of engage and the first second to try counter.
Barrage true range, marked by stones.1x3
But barrage effect make it look its a 2x3 but is not. red points its out of range.
Spell Damage type:Unique. Its 2 tiks in a so quick way, that is a fusion of tik and single. cant say is both category. doing 10 damage.
Synergy: First thing i will say about this part is the sound that makes when you activate, its like a roar effect, the tip is, this sound is almost 2 seconds, use the sound as a guide, the momment the sound ends you have + 0 0.5/1 second to jab.it means you're in second 2 so its time for a rush!
Second thing is this spell in the second of apply damage is quick,the skill by itself is quick, quick enough to me dare to say:if a foe is hit by this fist tik, he will be also hit by second almost in a no dodgeable way, this show how fast is, but its also the problem, when you activates, if the foe is not in exact range(1x3) YOU WILL MISS IT, and forget getting much closer trying get the second 3 hit, you will probaly get a stun. try hear the sound of activation end and prepare for second 2 rush. (This may need tome ear trainning to feel how the timing works. also can try count in your mind the seconds)
First second of the skill is amazing to counter armed that come real close, or piercing skills, but hard to use right.
If you jab lariat in seconds 2,4,6 you will upgrade you lariat with more tik damage, good with or not brawler use of WP timer.
Under test: but if you hit Barrage, then quickly assault, at the end of assault if you spam wp and is in range to hit, the Barrage will also hit good for slows and stuns.
Work good with track spells like wp, to get inside the barrage range. and teleport ones like jab. use wp in second 2,4,6 if you close enough to apply 3 hits or jab wp.
Conflict: In past this skill were op, but were in the way i belive it should be, any second that the target was inside the range he would take damage, was 4 seconds hit duration and hitted real quick but was changed to the way is now.
Like i said still hate this skill,if you miss the rushes its hard to focus on the next one, you need be glued on target to all duration in a blind attempt to hit it if you dont know how the 7 seconds work.
the fact the slow is real good and the tiks are quick/garanted hit the 2, and a good damage still dont clean the rage i feel when i take a stun and dont even hit if i miss the timing in my head. i belive was proposital, a hard skill to learn to use for a Good effect.
The skill make you previsible when you use always the second to to engage. also make you foe know you will try a close encounter to apply so if he is smart he will use it to stun you. unless you bait it.
Special Features: Real quick apply damage when in range, Slow of almost 10 seconds, and each tik refresh the duration, GCE so can used with a combo if you lucky or skilled enough to use the 1 second of it.
Final notes: I hate, but i say is very good. Its a high level learning one to choose if you dont count until 7, but really good when you master it, i complain it because im noob, this is about you guys, im giving you the info to get better with it. is your choice use or not i said the good parts and bad ones about it.
*Lariat(10 rpp) 25s cd
I like this one, Plus Flying kick, were the 2 skills i always liked, for reasons i dont know, when i knew the huge problem about lariat, the mp consume was buffed, and tik damage too? i got happy, lets begin.
Desc: Lariat, is a dash type no track spell that moves 7 tiles foward. stunning and dragging any enemies in a 2x3 area in front of you applying 7 damage when it touchs, and +-0.9 tik damage for each dragged tile.
Range of stun and drag hitbox marked by stones.Red points tiles you blind point.
Range distance, linear tiles.
Spell damage type:Both. Doing always the single damage of 7 if hits, still do tiks even in final of range, doing 1 drag damage.
Synergy: Jab,Barrage, Wp, Slowed foes and etc, this spell i see in 2 ways the ofensive way and the defensive way, its nice to cut a enemie melee rush or something, and super nice combo to jab then quickly lariat, Brawler allow you to punish the target almost right after the stuns end, some spells made impossible him to avoid.
Fury fist is one of them,also if you do the combo Brawler Barrage+jab+lariat, applies the slow, and spam titan before the durations ends, its really hard to run for it.
To maximize damage you need be at 1 tile from enemy to do it, but sometimes you will need stun the target or something, will do less damage but cut a engage like that could be good.
Same trick of wp, if you dash in diagonal, dont touch movement keys anymore, and lariats, you lariat will be in diagonal movement! still use the same hitbox of 2x3 so be careful to not take a óle.
Conflicts: First of all be warned about immunity type spells (Lava, Iron body, deflect palm) This is if you want to punish in last second is bad, you if you miss you will lose the 7 damage to hit, and only do the lesser tick damage, if you want stun the target use other spell, the lariat stun is really short so even with bralwe its not worth using it to lose damage and the stun of it to stun a target with lariat, if the gap of 2 seconds to try apply a follow up its too high, enough to the target run.
Its not a good spell to be used like a stun, its good to be used as a engage or a combo cut, dont use it with a ideia that is a punish stun like bone spear or pyroclam,only because it drags, Also dont try using stun like spells after lariat if you're using bralwer.
The problem of lariat low stun duration will pick a activate a mechanic of game. "When you take a stun, for the duration of it, you are susceptible to take another, but when it ends? you gain a quick duration of cc imunity(1,2 s? dont know the exact duration) to avoid a uncounterable cc trigger.
That means the cc of lariat is low enough to active it. so be careful what skill you will use to follow up your brawler lariat, i tried this with lariat beams, results in target running away, the best one was Energy burst, i belive is because of the way it works its a little dif from beams so have that into mind.
The normal jab lariat combo and the 2 seconds of GCD give enough time to the target run so dont try spam without brawler, unless you have hit the barrage combo effect.
Special Features:Its a drag spell that also gives a quick stun, good to 2 things, block you target, and may put the enemie in GCD timer, in a similar way that whips do when they cut a combo.
Final notes: Its a regular spell, not too good, not too bad, If you're the guy who only uses it to jab lariat, but when you use for more than that turns into a good skill.
Assault(15 rpp) 30 s cd
Desc:Assault is a spell 6 tiles range, or 7 if you take the enemy tile. of 4.5 damage and have second best track of game.(teleport, the first one is insta, activated got hit, like smite, flurry,) he hits 3 times before end and each hit he teleports for a dif location, can be close or far, its random in how the target walks, but from what i noticed. there is a minimun range in your body hitbox to teleport closer or far in the target. each hit does a little drag turning skills like wp and lariat hard to hit well to trade.
tile distance.
Spell damage type:Tiks
Synergy: The spell is hard to talk about, is too random the teleports for make a close info, but what i can tell about it, is by the end of the duration you GCD almost finishes, so the fact is a good track skill plus that give a good follow up spell is the target is not taking too much distance. With brawler? be up at the end of 3º blow.
This spell is like lariat, people use too much in a way and dont think about other way, as a counter, i lost count how many times i was doing a jab lariat, a rush with any jab, or ant other dash type skill, and someone PH/assault me, due the teleports i almost always end up losing the rush and miss the spell, good to other long type ones like Meteor or titan lance, that spells who drag you away. or stun that you know you cant dodge.
When 2 people use this kind of Flurry spell its totally random where they will land, so open that eye.
Conflicts: Despite the range to cast is 6, he have a even huge one to cancel it. 12 or more i guess? i dont tested that, but the target can break out of it. using spells like cosmic rush or super speed boost to get far away.
You can be stunned in middle of cast, and depending what stun is (bone spear for example) you can be a easy target if the foe were skilled with this time of skill, punishing you in seconds 2 or 3 of spell, you can do this too if the foe have the same skill.
Some people learned to beam you in Assault/PH, be careful they will drag you in first or third hit to a beam and you will feel that you dont want to use that spell again if the beam is up, Also be careful with beams, since casting whem the enemy is using due the random way the tps work, you can also being dragged the same way.
Foe can block all hits, the first one is harder, only if he predicts you will use it(me iron bodying assaults), you cant cancel the skill and have a simple pattern, so the foe know he will be hitted, same logic of stepping in a aoe, he can use a inv spell to cancel or defensive skills (Dr buffe) the damage like piercing stike.
Special Features: Random teleports, Duration of 1.5 seconds, Once activated have a huge range to try break it, Quick apply of damage, the teleport is good to try avoid drag projt type spells.
Final notes: Its a skill worth of being 15 rpp, due the ways you can use,damage and the nice tracking. when i was new i thought, this skills is weird, when i should use it, but now i can see how use. you choose if you want give a 13.5 damage spell with low chance of dodge.
Iron body (10 rpp)[intermediate] 26 seconds or 21 after 5 s duration.
Desc:Iron body is a intermediate spell( Need have spend 50 points in unarmed tree as a requisite to buy it.) that gives you for 5 seconds, Damage immunity, but make you unable to cast spells, walk, or do anything else while is active.
intermediate spells.
iron body active effect.
Spell damage type: None, is a defensive skill.
Synergy: This is be a hard one to talk about..., the damage immunity is good, spells that you know will come to you, like meteor, Titan lance, phanyom strike if you are quick enough or predict it, dashes etc, will be damage denyed, If you cast muscle armor cc immunity effect dont worry about the punish stun part, wont bother you.
You can spam tactician block effect if the target dont hit the punishment right at the end of iron body if he still try any follow up.to get a second defense in that opening time, but if he stuns you before iron body ends? forget about it you got punished for using iron body.
You feel good when you predict a spell and use it, feel cool at all, but then remember you will be punished soon. he also have a super low cd so you can use it a lot, but i dont recomend.
Conflict: Maybe having a such long time is the problem. if you get stunned before ends, the stun stands, you can get silenced by Affinity style proj in iron body, or beamed at it, depending in how well the foe got the timing you can take a full beam to some tiks, but the problem is when just hitting the stun is good for the enemy, and allow him to do a follow up in you, Theowars example, his beam-light cannon.
Maid said to me, its a good spell, you just need to use when the enemie dont have stuns etc, but how you use it like that, when the by the time he use his stuns, most of spells worth of using iron body were spend, you end up giving 5 s to enemy recover cd if you cds are not up.
Special features: Damage immunity for 5 seconds,you still recive negative status and stuns,low cd. Sometimes foes try using single type spells and miss the timing.
Final notes: Will be reworked so lets wait for it.
Fury Fist(15 rpp) 24 s cd
Desc:Fury fist, its a long wave foward spell that creates a instant invisble shock wind that gives 12 damage at 9 maximun tiles of distance and creates a series of punches(same as lariat 0.9 damage and +- 12 punches) that looks like a 3x3 area.
the punches travels until a 13 range tiles distance and have a special hitbox. they are throw in the 3 random tiles in front of you, That means, Up, middle, and down. with each punch having a hitbox of 1x3
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831074858556194826/unknown.png)
Invisible shock wave hitting before the actual punches.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831071257826951178/unknown.png)
Detalied Fury fist "Shock wave hitbox". Red points indicates the initial shock range, And blue ones the punches max travel distance, this picture its wrong, its 12 when should be 13 also shoud have a 4x4 blue points.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831079090512986132/unknown.png)
This spell is like Barrage, the animation may trick you but i will help!
The shock wave is a 3x3, but the maximum range of the punch that is 1x3? is a 13x5 area! but since they are slow and put in random patterns, that means the tiles in a distant area turns inefficient, the good are to hit the punches is in the 3x3 one.
Synergy: Its a poke spell, most used to the 12 damage, but works well if you slow them or stun to make a use of the punches, i would say jab fury would be good but is a random combo, sometimes hits sometimes not,
I recomend using with brawler as follow up or after stuns and etc, its a hard skill to hit when both are running using without slowing the target first may result in a miss spell. and using in a defensive way most than offensive if you dont slow the target.
A combo i like is Barrage,jab+lariat titan fist then fury fist. if the titan hits foward, i call it wave of punches, its hard to use since the foe can take off the slow or dashes but the combo of Titan+Fury is super cool and hard to do.
Good using as defensive skill for engages, since you will hit if a melee foe is comming near you, and a hard one to use in assault so be careful. you can do it but the chance of missing the shock wave is high.
Using some logic, you will think that the closest, the more punches will quickly hit, thats true, but also bad for shockwave damage, if you aim that, try say as 2-4 range away tiles, since too much close distance,tends to make easier miss it, i know is weird, but since is a insta shock wave should not have much problem.
Conflict: This spell is more single than tik damage, due his way of work being dif from lariat, so have that in mind, using to punish a inv spell may result in a lose of the skill doing 0 damage.
Be careful with ribcage, since this is a aoe, the enemy can try feed on it, Dont have more to add, observe this skill with you build, to look for any conflict spells with each other.
Special Features: Instant poke, Fist with a nice range, Decent fist speed, Nice damage, This skill used to be shit, 8 damage only but now is 12 so its special to me after this buff.
Titan Fist(10rpp) 28s cd.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831087843061399562/unknown.png)
Punch hitbox
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831089222172803092/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831090037151367168/unknown.png)
Glowing effect/casting animation before send the spell/linear range of Titan fist.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831091150282424330/unknown.png)
For being a 3x3 proj makes sense that the green points area also drag the enemies, and yes this happen.
But For some reason that i dont know explain the Titan also drags people from red points, and this range makes a extra tik so becomes a 5 tiks spell, but under normal ways when you cast it you body turns to the other side, making the cast change direction to diagonal and turns more difficult to do it, if someone find a way to do it with stuns good or using control do change you direction in the last second good, you're a ninja to do that.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831092412717858846/unknown.png)
And in blue point does only 1 tik damage, and stuns quickly the target, probally same duration of lariat, the skill keep going, you probally work like a wall and block the drag here.
Synergy: Was a hard skill to learn about, since i never used before, so common stuff, is easier hit a slowed or stunned target, even with a 1 s cast time, also the good part about being a 2 s skill cast, is you GCD ends when you cast, so if you hit at all you will be able for a follow up even with a low cc when train you can do it.
With brawler this is crazy, you can cast spells in the momment the punch is deal, if try spam a fury fist for example, if the titan hits the target will be stunned inside the aoe. plus the cool effect.
Using barrage fist tikk or engages, then titan is a nice combo with the slow. jab titan and glue in target also is a good one, just be careful for 1s time to not get stunned beamed or something else.
When you casts there is 2 seconds before it sent it.So default GCD ends when titan is at tile 4-5 of the animation, still gives you time for a follow up plus the stun effect. with brawler even better.
Conflict
ue to the timing and way the spell works You cant cast any other spell while under the effect of titan cast, and until the proj being sent, even with brawler, since brawler puts a timing close the cast is , cant even titan jab, because titan goes first then jab teleport. but look for spells that can be good in the momment of cast with brawler, or almost at the end of range without brawler.
Im only unarmed so dont got much else to say, see your build if dont have any conflict spells.
Special features: 3x3 projeptile, weird hitbox at back of the caster, nice damage, weird tracking KEEP ALWAYS foe IN MIDDLE OF YOU, when the foe starts to flank you the track diagonal acts weird. Dash diagonal also turn into a diagonal Direction.
Adicional notes: Try using always from tiles 2 or 1, since will do the 4 tik damage is really good, that means be glued in enemy when that effect is up, dont cast from too far or the distance will make you loose it, since the skill speed is a shit, and the range even worse.
Fly-@5.?-/404.exe
![[Image: Screenshot_149.png]](https://cdn.discordapp.com/attachments/340612146717130753/831100819536740372/Screenshot_149.png)
Checkpoint: Upcoming updates:
*Video with combos?.
Hold on, before continue i need to add a information that would go in combat topic, but i need put here or will be confuse the explanation of some spells.
In this game there is 3 types of spell that i created a term for them, that way i could use WP like a champ and not like random Regular unarmed player. lets explain it.
Single Damage type: This mean the spell damage is 1 hit, BAAM, damage done no addicional effects with extra deal damage. Examples: Smite, WP, power smash, Sweaping cleave, dash strike, Bolt, Sound strike, Water whip, Despairing Tendrils, Spike , Golden bolt ,Bone spear etc.
Tiks damage Type: This spells dont do only one hit, they commonly do less damage but in various single separated hits. for a long or a quick duration. Example: Assault, Phantom Strikes, Any beam, Sonar cacophony, Magma Volcano, Fist Barrage, Most of javelins, Titan spear, Rapid fire, Meteror etc Most of aoes and etc.
Unique/both damage type:This spells are not like tik or single damage. they are in his own way of work.
2 examples that are equal is Lariat and Fury first, they first do a Single damage type 7 and 12, high, then keep doing lesser tiks ones(i calculate 0.9 +-). same goes for Spiral bomb.
Other spells do the single damage and apply or not,a addicional effect that gives tiks damages for a duration, example: Fireball, Hemorrhage, Poison spells, Flame slide, etc.
There are even unique cases like Steam burst that shoots 3 single damage project, but when land end up being more than one damage tik.
With that said lets begin.
*Weighted Punch (10 rpp) 15s cd
Desc: This spell, is a 5 tiles dash but sometimes can work as 4, or 3. that track the foe direction and hit it, applying slow and - 10 % damage reduction for 3 seconds. but in my experience? i can tell its close to for some spells.3.5 or 3.9 soon i will explain why i think that. I will talk about using it in a tryhard way, but feel free using the way you like.
Your Resistance to damage in status. with Wp hit would be -2%.
Desc of the spell.Understanding fully how it works
Max Range marked with stones:
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831021632494632980/unknown.png)
Range in a square vision, plus diagonal range:
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831021354018537492/unknown.png)
This spell when you cast will start to track you target, until he enters in a 3x3 square zone with you in the center, then will stops, hit the foe anda pply the debuffs.
Starts to rush.
Stops the rush when a target enters in this range(with the track.) while you're in the cast, or the range reach at maximum.Easier to miss at far tiles when the running of battle is crazy.I dont know how range works in this game so i will count as tiles walked.
Spell damage type: Unarmed/Phisical. Single damage type
Synergy: Due to GCD being 2 seconds, and the Debuffs duration being 3, its obvious that Tick type damage is not the best one to enjoy the damage reduction at full damage, not saying is terrible use them, you can still use, but saying a exemple where in a gap of 1 second to punish with all battle rush will be good a single damage to punish well. like single type do. some tiks will be lose, even some spells with lesser tiks(assault) have some problems sometimes hitting only 2 tiks.
As lariat and Fury first being both damage type,they can get well using brawler or not, Also fist barrage have a long duration and quick tik applycation he should fit in this too.
Brawler active turns you punishment time from 1 to 2 seconds due his effect. this allow some spells like assault, and brawler instead of almost full damage, being full damage using damage reduction.
Remember gce dont trigger GCD so using spells like that will add even more damage to the combo,brawler is a nice upgrade to wp but due the cds, duration only make this be use 1 time, since the duration is 8 seconds (Brawler) and the wp (15 cd)
My favorite skill to use with dash+jab, its a nice poke where you can run away if you dont want punish the enemy.
If you start to become too previsible using wp always before a huge skill punish always with a easy skill like assault or that ones difficult to escape.(Cotoco skills) change you way a little, feiting, only poking with wp then coming closer just to run back to try bait them.
If you going get hit by a armed could be a good trade to not leaving without a trade since he tracks, sometimes i wp fatat stikes that pierces me! need have a good predict time
If you diagonal dash, and dont touch walk keys anymore, and spamm wp he will turn the wp move diagonal track.
Conflitct: Tiks damages, they dont get all tiks hitted, if most of them dont crit the gap is losed by a single spell that could have do more damage.
Makes you previsible if they think you will want punish that dr debuff, with brawler active even worst to predict you engage.
Special Features: Apply slows and Damage reduction for almost the same duration.
Have a great damage, cd, and tracking, slows dont make the cast slower but make easier for enemy escape anyway.
Have a duration of 3 seconds, the slow and dr, but with some experience, i noticed the dr still up a few mili seconds after the slow mark is gone, something close to 0.5- 0.9 miliseconds allowing some spells a better time to punish.
Its a 5 tiles dash, but dont enter inside the enemy tile like Axe kick used to do, he stops 1 tile close to enemy then hit, so that means will always be a 5 max range or x range -1, like in a 4 tiles distance will be 3, in a 3 will be 2 and etc.
Final warnings: Be careful with assault/phantom stike, is a random skill, so if you try to punish assault in first or second hit, you may miss it because of teleport try wait for 3 strike walk closer and hit if you want to trade like that.
Since is a dash move spell you can be dragged far and cancel it, Chugchugs teached me that, so look out if you foe have shock waves(skills that throw you far.)
*Fist Barrage(10 rpp) 30 s cd (23 after 7 seconds duration)
Desc:i hate this spell, only because you can miss it and get punished for that. but you look at the slow it gives then becomes a good one, but this is my opnion. Barrage is a 1x3 Range spell, that have a duration of 7 seconds, gives 2 tiks of 5 damage in 1 second (That is really quick and good) and apply a slow of almost 10 seconds. Simple right? no. you can miss it.
we have this seconds of duration, lets separate them [1](2)[3](4)[5](6)[7] they are unique.
In this type of mark [], the spell will do damage quickly if the enemy is in range. Seconds 1,3,5 and 7
In this type of mark () will not do damage, but is the time for do jab, or a rush close to the target, so in the next second will hit due to the quick way the damage works. 2,4,6 yes means you have 3 rushes. of engage and the first second to try counter.
Barrage true range, marked by stones.1x3
But barrage effect make it look its a 2x3 but is not. red points its out of range. Spell Damage type:Unique. Its 2 tiks in a so quick way, that is a fusion of tik and single. cant say is both category. doing 10 damage.
Synergy: First thing i will say about this part is the sound that makes when you activate, its like a roar effect, the tip is, this sound is almost 2 seconds, use the sound as a guide, the momment the sound ends you have + 0 0.5/1 second to jab.it means you're in second 2 so its time for a rush!
Second thing is this spell in the second of apply damage is quick,the skill by itself is quick, quick enough to me dare to say:if a foe is hit by this fist tik, he will be also hit by second almost in a no dodgeable way, this show how fast is, but its also the problem, when you activates, if the foe is not in exact range(1x3) YOU WILL MISS IT, and forget getting much closer trying get the second 3 hit, you will probaly get a stun. try hear the sound of activation end and prepare for second 2 rush. (This may need tome ear trainning to feel how the timing works. also can try count in your mind the seconds)
First second of the skill is amazing to counter armed that come real close, or piercing skills, but hard to use right.
If you jab lariat in seconds 2,4,6 you will upgrade you lariat with more tik damage, good with or not brawler use of WP timer.
Under test: but if you hit Barrage, then quickly assault, at the end of assault if you spam wp and is in range to hit, the Barrage will also hit good for slows and stuns.
Work good with track spells like wp, to get inside the barrage range. and teleport ones like jab. use wp in second 2,4,6 if you close enough to apply 3 hits or jab wp.
Conflict: In past this skill were op, but were in the way i belive it should be, any second that the target was inside the range he would take damage, was 4 seconds hit duration and hitted real quick but was changed to the way is now.
Like i said still hate this skill,if you miss the rushes its hard to focus on the next one, you need be glued on target to all duration in a blind attempt to hit it if you dont know how the 7 seconds work.
the fact the slow is real good and the tiks are quick/garanted hit the 2, and a good damage still dont clean the rage i feel when i take a stun and dont even hit if i miss the timing in my head. i belive was proposital, a hard skill to learn to use for a Good effect.
The skill make you previsible when you use always the second to to engage. also make you foe know you will try a close encounter to apply so if he is smart he will use it to stun you. unless you bait it.
Special Features: Real quick apply damage when in range, Slow of almost 10 seconds, and each tik refresh the duration, GCE so can used with a combo if you lucky or skilled enough to use the 1 second of it.
Final notes: I hate, but i say is very good. Its a high level learning one to choose if you dont count until 7, but really good when you master it, i complain it because im noob, this is about you guys, im giving you the info to get better with it. is your choice use or not i said the good parts and bad ones about it.
*Lariat(10 rpp) 25s cd
I like this one, Plus Flying kick, were the 2 skills i always liked, for reasons i dont know, when i knew the huge problem about lariat, the mp consume was buffed, and tik damage too? i got happy, lets begin.
Desc: Lariat, is a dash type no track spell that moves 7 tiles foward. stunning and dragging any enemies in a 2x3 area in front of you applying 7 damage when it touchs, and +-0.9 tik damage for each dragged tile.
Range of stun and drag hitbox marked by stones.Red points tiles you blind point.
Range distance, linear tiles.Spell damage type:Both. Doing always the single damage of 7 if hits, still do tiks even in final of range, doing 1 drag damage.
Synergy: Jab,Barrage, Wp, Slowed foes and etc, this spell i see in 2 ways the ofensive way and the defensive way, its nice to cut a enemie melee rush or something, and super nice combo to jab then quickly lariat, Brawler allow you to punish the target almost right after the stuns end, some spells made impossible him to avoid.
Fury fist is one of them,also if you do the combo Brawler Barrage+jab+lariat, applies the slow, and spam titan before the durations ends, its really hard to run for it.
To maximize damage you need be at 1 tile from enemy to do it, but sometimes you will need stun the target or something, will do less damage but cut a engage like that could be good.
Same trick of wp, if you dash in diagonal, dont touch movement keys anymore, and lariats, you lariat will be in diagonal movement! still use the same hitbox of 2x3 so be careful to not take a óle.
Conflicts: First of all be warned about immunity type spells (Lava, Iron body, deflect palm) This is if you want to punish in last second is bad, you if you miss you will lose the 7 damage to hit, and only do the lesser tick damage, if you want stun the target use other spell, the lariat stun is really short so even with bralwe its not worth using it to lose damage and the stun of it to stun a target with lariat, if the gap of 2 seconds to try apply a follow up its too high, enough to the target run.
Its not a good spell to be used like a stun, its good to be used as a engage or a combo cut, dont use it with a ideia that is a punish stun like bone spear or pyroclam,only because it drags, Also dont try using stun like spells after lariat if you're using bralwer.
The problem of lariat low stun duration will pick a activate a mechanic of game. "When you take a stun, for the duration of it, you are susceptible to take another, but when it ends? you gain a quick duration of cc imunity(1,2 s? dont know the exact duration) to avoid a uncounterable cc trigger.
That means the cc of lariat is low enough to active it. so be careful what skill you will use to follow up your brawler lariat, i tried this with lariat beams, results in target running away, the best one was Energy burst, i belive is because of the way it works its a little dif from beams so have that into mind.
The normal jab lariat combo and the 2 seconds of GCD give enough time to the target run so dont try spam without brawler, unless you have hit the barrage combo effect.
Special Features:Its a drag spell that also gives a quick stun, good to 2 things, block you target, and may put the enemie in GCD timer, in a similar way that whips do when they cut a combo.
Final notes: Its a regular spell, not too good, not too bad, If you're the guy who only uses it to jab lariat, but when you use for more than that turns into a good skill.
Assault(15 rpp) 30 s cd
Desc:Assault is a spell 6 tiles range, or 7 if you take the enemy tile. of 4.5 damage and have second best track of game.(teleport, the first one is insta, activated got hit, like smite, flurry,) he hits 3 times before end and each hit he teleports for a dif location, can be close or far, its random in how the target walks, but from what i noticed. there is a minimun range in your body hitbox to teleport closer or far in the target. each hit does a little drag turning skills like wp and lariat hard to hit well to trade.
tile distance.Spell damage type:Tiks
Synergy: The spell is hard to talk about, is too random the teleports for make a close info, but what i can tell about it, is by the end of the duration you GCD almost finishes, so the fact is a good track skill plus that give a good follow up spell is the target is not taking too much distance. With brawler? be up at the end of 3º blow.
This spell is like lariat, people use too much in a way and dont think about other way, as a counter, i lost count how many times i was doing a jab lariat, a rush with any jab, or ant other dash type skill, and someone PH/assault me, due the teleports i almost always end up losing the rush and miss the spell, good to other long type ones like Meteor or titan lance, that spells who drag you away. or stun that you know you cant dodge.
When 2 people use this kind of Flurry spell its totally random where they will land, so open that eye.
Conflicts: Despite the range to cast is 6, he have a even huge one to cancel it. 12 or more i guess? i dont tested that, but the target can break out of it. using spells like cosmic rush or super speed boost to get far away.
You can be stunned in middle of cast, and depending what stun is (bone spear for example) you can be a easy target if the foe were skilled with this time of skill, punishing you in seconds 2 or 3 of spell, you can do this too if the foe have the same skill.
Some people learned to beam you in Assault/PH, be careful they will drag you in first or third hit to a beam and you will feel that you dont want to use that spell again if the beam is up, Also be careful with beams, since casting whem the enemy is using due the random way the tps work, you can also being dragged the same way.
Foe can block all hits, the first one is harder, only if he predicts you will use it(me iron bodying assaults), you cant cancel the skill and have a simple pattern, so the foe know he will be hitted, same logic of stepping in a aoe, he can use a inv spell to cancel or defensive skills (Dr buffe) the damage like piercing stike.
Special Features: Random teleports, Duration of 1.5 seconds, Once activated have a huge range to try break it, Quick apply of damage, the teleport is good to try avoid drag projt type spells.
Final notes: Its a skill worth of being 15 rpp, due the ways you can use,damage and the nice tracking. when i was new i thought, this skills is weird, when i should use it, but now i can see how use. you choose if you want give a 13.5 damage spell with low chance of dodge.
Iron body (10 rpp)[intermediate] 26 seconds or 21 after 5 s duration.
Desc:Iron body is a intermediate spell( Need have spend 50 points in unarmed tree as a requisite to buy it.) that gives you for 5 seconds, Damage immunity, but make you unable to cast spells, walk, or do anything else while is active.
intermediate spells.
iron body active effect.Spell damage type: None, is a defensive skill.
Synergy: This is be a hard one to talk about..., the damage immunity is good, spells that you know will come to you, like meteor, Titan lance, phanyom strike if you are quick enough or predict it, dashes etc, will be damage denyed, If you cast muscle armor cc immunity effect dont worry about the punish stun part, wont bother you.
You can spam tactician block effect if the target dont hit the punishment right at the end of iron body if he still try any follow up.to get a second defense in that opening time, but if he stuns you before iron body ends? forget about it you got punished for using iron body.
You feel good when you predict a spell and use it, feel cool at all, but then remember you will be punished soon. he also have a super low cd so you can use it a lot, but i dont recomend.
Conflict: Maybe having a such long time is the problem. if you get stunned before ends, the stun stands, you can get silenced by Affinity style proj in iron body, or beamed at it, depending in how well the foe got the timing you can take a full beam to some tiks, but the problem is when just hitting the stun is good for the enemy, and allow him to do a follow up in you, Theowars example, his beam-light cannon.
Maid said to me, its a good spell, you just need to use when the enemie dont have stuns etc, but how you use it like that, when the by the time he use his stuns, most of spells worth of using iron body were spend, you end up giving 5 s to enemy recover cd if you cds are not up.
Special features: Damage immunity for 5 seconds,you still recive negative status and stuns,low cd. Sometimes foes try using single type spells and miss the timing.
Final notes: Will be reworked so lets wait for it.
Fury Fist(15 rpp) 24 s cd
Desc:Fury fist, its a long wave foward spell that creates a instant invisble shock wind that gives 12 damage at 9 maximun tiles of distance and creates a series of punches(same as lariat 0.9 damage and +- 12 punches) that looks like a 3x3 area.
the punches travels until a 13 range tiles distance and have a special hitbox. they are throw in the 3 random tiles in front of you, That means, Up, middle, and down. with each punch having a hitbox of 1x3
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831074858556194826/unknown.png)
Invisible shock wave hitting before the actual punches.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831071257826951178/unknown.png)
Detalied Fury fist "Shock wave hitbox". Red points indicates the initial shock range, And blue ones the punches max travel distance, this picture its wrong, its 12 when should be 13 also shoud have a 4x4 blue points.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831079090512986132/unknown.png)
This spell is like Barrage, the animation may trick you but i will help!
The shock wave is a 3x3, but the maximum range of the punch that is 1x3? is a 13x5 area! but since they are slow and put in random patterns, that means the tiles in a distant area turns inefficient, the good are to hit the punches is in the 3x3 one.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831080669315989504/unknown.png)
MUDAMUDAMUDA! with a focus in the middle part, is where the foe will be hit by all punches, since the up and down can only hit the punches up and midle, and down,down and midle, the midle are will hit all of them. so if you have a snare, or nice stun aim that spell right! if you wish use punches damage.
Spell damage type:Both. The invisible shock its a single type damage, and the punches are tik type damage. but unlike lariat that always do the tiks, this one since dont stuns, will may miss some, unless the target is, stunned, slowed or snared.
I recomend using with brawler as follow up or after stuns and etc, its a hard skill to hit when both are running using without slowing the target first may result in a miss spell. and using in a defensive way most than offensive if you dont slow the target.
A combo i like is Barrage,jab+lariat titan fist then fury fist. if the titan hits foward, i call it wave of punches, its hard to use since the foe can take off the slow or dashes but the combo of Titan+Fury is super cool and hard to do.
Good using as defensive skill for engages, since you will hit if a melee foe is comming near you, and a hard one to use in assault so be careful. you can do it but the chance of missing the shock wave is high.
Using some logic, you will think that the closest, the more punches will quickly hit, thats true, but also bad for shockwave damage, if you aim that, try say as 2-4 range away tiles, since too much close distance,tends to make easier miss it, i know is weird, but since is a insta shock wave should not have much problem.
Conflict: This spell is more single than tik damage, due his way of work being dif from lariat, so have that in mind, using to punish a inv spell may result in a lose of the skill doing 0 damage.
Be careful with ribcage, since this is a aoe, the enemy can try feed on it, Dont have more to add, observe this skill with you build, to look for any conflict spells with each other.
Special Features: Instant poke, Fist with a nice range, Decent fist speed, Nice damage, This skill used to be shit, 8 damage only but now is 12 so its special to me after this buff.
Titan Fist(10rpp) 28s cd.
Desc:Titan is a spell like sear when you cast, you start glowing and after 1 second will send a fist projeptile that track the foes, and works in a weird way but is drag type damage, not like lariat. it deal 4.5 damage like assault, per tik.
Have a range of 7 tiles, but in this one he only stuns and dont do damage. so its a 6 tiles range area, and the projep have a hitbox of 3x3. The maximum of tiks you can do is 5 tiks but not in normal ways, or at least in very hard ones, so lets keep the 4 as max default one.![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831087843061399562/unknown.png)
Punch hitbox
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831089222172803092/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831090037151367168/unknown.png)
Glowing effect/casting animation before send the spell/linear range of Titan fist.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831091150282424330/unknown.png)
For being a 3x3 proj makes sense that the green points area also drag the enemies, and yes this happen.
But For some reason that i dont know explain the Titan also drags people from red points, and this range makes a extra tik so becomes a 5 tiks spell, but under normal ways when you cast it you body turns to the other side, making the cast change direction to diagonal and turns more difficult to do it, if someone find a way to do it with stuns good or using control do change you direction in the last second good, you're a ninja to do that.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831092412717858846/unknown.png)
And in blue point does only 1 tik damage, and stuns quickly the target, probally same duration of lariat, the skill keep going, you probally work like a wall and block the drag here.
Now a quick damage guide.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831093276127526912/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831093276127526912/unknown.png)
If the punch hit from 6-5 tiles will do 1 tik damage
If hits in 4-3 tiles will do 2 tiks damage.
If hits in tiles 2-1-0 will do 4 tiks damage. (0 position is inside you or sideways)
About the drag?
If hits in 4-3 tiles will do 2 tiks damage.
If hits in tiles 2-1-0 will do 4 tiks damage. (0 position is inside you or sideways)
About the drag?
Left numbers= Position Right ones=Dragged tiles.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831094439295713320/unknown.png)
Spell damage type: Tiks one.![[Image: unknown.png]](https://cdn.discordapp.com/attachments/340612146717130753/831094439295713320/unknown.png)
Synergy: Was a hard skill to learn about, since i never used before, so common stuff, is easier hit a slowed or stunned target, even with a 1 s cast time, also the good part about being a 2 s skill cast, is you GCD ends when you cast, so if you hit at all you will be able for a follow up even with a low cc when train you can do it.
With brawler this is crazy, you can cast spells in the momment the punch is deal, if try spam a fury fist for example, if the titan hits the target will be stunned inside the aoe. plus the cool effect.
Using barrage fist tikk or engages, then titan is a nice combo with the slow. jab titan and glue in target also is a good one, just be careful for 1s time to not get stunned beamed or something else.
When you casts there is 2 seconds before it sent it.So default GCD ends when titan is at tile 4-5 of the animation, still gives you time for a follow up plus the stun effect. with brawler even better.
Conflict
ue to the timing and way the spell works You cant cast any other spell while under the effect of titan cast, and until the proj being sent, even with brawler, since brawler puts a timing close the cast is , cant even titan jab, because titan goes first then jab teleport. but look for spells that can be good in the momment of cast with brawler, or almost at the end of range without brawler.Im only unarmed so dont got much else to say, see your build if dont have any conflict spells.
Special features: 3x3 projeptile, weird hitbox at back of the caster, nice damage, weird tracking KEEP ALWAYS foe IN MIDDLE OF YOU, when the foe starts to flank you the track diagonal acts weird. Dash diagonal also turn into a diagonal Direction.
Adicional notes: Try using always from tiles 2 or 1, since will do the 4 tik damage is really good, that means be glued in enemy when that effect is up, dont cast from too far or the distance will make you loose it, since the skill speed is a shit, and the range even worse.
Fly-@5.?-/404.exe
![[Image: Screenshot_149.png]](https://cdn.discordapp.com/attachments/340612146717130753/831100819536740372/Screenshot_149.png)
Checkpoint: Upcoming updates:
*Video with combos?.
![[Image: RiCGkjL.png]](https://i.imgur.com/RiCGkjL.png)

