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 RarityAP RangeEffect on Abilities
Common100-105Baseline — abilities work at default power
Rare105-110+5% ability damage and duration
Epic110-120+10-15% ability power
Legendary120-135+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.

TimingResultBall SpeedNotes
Perfect (±0.15s of entry)Perfect Parry1.5x incoming speedAdds curve bonus, grants brief speed boost
Good (±0.15-0.3s)Standard Parry1.0x incoming speedReliable, consistent
Late (±0.3-0.5s)Weak Parry0.5x incoming speedEasy for opponent to catch
Early (before entry)WhiffN/ABall passes through, you take damage
Miss (ball passes)HitN/AYou 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 LengthBall Speed ApproxReactable?
1-3 exchanges100-130%Easily
4-6 exchanges130-160%Still reactable with practice
7-10 exchanges160-200%Borderline — prediction territory
11+ exchanges200%+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

StatWhat It DoesHow to Increase
APScales ability powerBetter blades, ability upgrades
SpeedMovement speedAbilities (Wind Cloak), blade passives
Parry WindowTime window for successful deflectBlade rarity, some abilities
CurveBall trajectory modification after parryBlade stat, perfect parry bonus
ResilienceDamage reduction when hitBlade rarity, defensive abilities

Community Slang

TermMeaning
“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