Core Combat Mechanics
AP (Ability Power)
AP is the stat that governs how strong your abilities are. Every blade has a base AP value.
| Blade Rarity | AP Range | Effect on Abilities |
|---|---|---|
| Common | 100-105 | Baseline — abilities work at default power |
| Rare | 105-110 | +5% ability damage and duration |
| Epic | 110-120 | +10-15% ability power |
| Legendary | 120-135 | +15-25% ability power, unique VFX |
Parry (Deflect)
The fundamental mechanic. Press the deflect button (F on PC, RT/R2 on controller) when the ball enters your parry window.
| Timing | Result | Ball Speed | Notes |
|---|---|---|---|
| Perfect (±0.15s of entry) | Perfect Parry | 1.5x incoming speed | Adds curve bonus, grants brief speed boost |
| Good (±0.15-0.3s) | Standard Parry | 1.0x incoming speed | Reliable, consistent |
| Late (±0.3-0.5s) | Weak Parry | 0.5x incoming speed | Easy for opponent to catch |
| Early (before entry) | Whiff | N/A | Ball passes through, you take damage |
| Miss (ball passes) | Hit | N/A | You take full ball damage |
Clash
When both players parry the same ball on the same frame. The ball resets to center, both players bounce back 10 studs, and each gains a 2-second speed boost. Clashes don’t score points. If a clash happens 3+ times in a rally without a point, the next successful parry does double damage.
Ball Speed
Ball speed increases cumulatively during a rally. Each successful parry adds ~10% to the ball’s travel speed. After 10+ exchanges, the ball moves so fast that frames become the limiting factor — reactions stop mattering, predictions do.
| Rally Length | Ball Speed Approx | Reactable? |
|---|---|---|
| 1-3 exchanges | 100-130% | Easily |
| 4-6 exchanges | 130-160% | Still reactable with practice |
| 7-10 exchanges | 160-200% | Borderline — prediction territory |
| 11+ exchanges | 200%+ | Prediction only, sub-0.2s reaction windows |
Movement Mechanics
Dash
Double-tap a movement key to dash in that direction. Dashes have a 2-second cooldown and travel 15 studs. Dashes can pass through the ball if timed perfectly (0.1s invulnerability window).
Wall Run
Wall Run (the ability, not the mechanic) lets you run along walls for 3 seconds. While wall running, you can still parry — but the parry window is 30% smaller.
Slide
Hold crouch while sprinting to slide. Slides maintain momentum for 1.5 seconds and lower your hitbox by 40%. Slides are essential for dodging fast balls at the last moment.
Game Mode-Specific Mechanics
1v1 Timer
1v1 matches have a 90-second timer. If no one scores, the player with more successful parries wins on points.
FFA Respawn
In FFA (4-8 players), when you’re eliminated, you respawn after 5 seconds in a random spawn zone. The player who eliminated you gains +1 point and +25 HP restored.
2v2 Revive
In 2v2, a downed teammate can be revived by their partner standing within 10 studs for 3 seconds. The revive bar fills faster if you parry a ball while reviving.
Stat Glossary
| Stat | What It Does | How to Increase |
|---|---|---|
| AP | Scales ability power | Better blades, ability upgrades |
| Speed | Movement speed | Abilities (Wind Cloak), blade passives |
| Parry Window | Time window for successful deflect | Blade rarity, some abilities |
| Curve | Ball trajectory modification after parry | Blade stat, perfect parry bonus |
| Resilience | Damage reduction when hit | Blade rarity, defensive abilities |
Community Slang
| Term | Meaning |
|---|---|
| “He’s one-shot” | The opponent is at low HP (one hit will eliminate them) |
| “Clash war” | A long rally that’s mostly clashes — neutral, no one gaining advantage |
| “Curve god” | A player who uses ball curve exceptionally well to score |
| “Parry god” | A player who rarely misses a parry, even at 200%+ ball speed |
| “Bricked” | Missed an easy parry that should have been hit |
| “Clutched” | Won a fight at 1 HP |
| “Spamming” | Using abilities off cooldown without strategy — generally pejorative |
