Duelists of Eden/Spells/Melee: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Toxicross: 2.22 nerf)
m (→‎Toxicross: grammar)
Line 674: Line 674:
| category=Melee}}
| category=Melee}}
|
|
* On cast, gain 1 {{DoE Keyword|Spear|Spears}}, then hit in small diagonal shape twice 2 tiles away.
* On cast, gain 1 {{DoE Keyword|Spear|Spear}}, then hit in small diagonal shape twice 2 tiles away.
* Also applies {{DoE Keyword|Poison|Poison}} equal to your {{DoE Keyword|Spear|Spears}}.
* Also applies {{DoE Keyword|Poison|Poison}} equal to your {{DoE Keyword|Spear|Spears}}.
* Both hits can apply damage and {{DoE Keyword|Poison|Poison}}.
* Both hits can apply damage and {{DoE Keyword|Poison|Poison}}.

Revision as of 22:28, 24 March 2024

Spells

Amplifier

DoE Amplifier.png
Amplifier
Amplifier
Damage Startup Active Recovery Velocity
6 (Hit), 3 (Soundwave) 0 (Hit), 10 (Soundwave) 1 (Hit), 12 (Soundwave) 13 -
On Hit On Shield Cost Air Time Category
17 (Hit), 34 (Soundwave) 5(Hit), 22 (Soundwave) 2 5 (Hit) Melee
  • Summon a 7HP Amplifier in front that can be hit by both players.
  • Amplifier creates a sound wave in front, based from which side has taken damage.
  • Amplifier cannot be triggered by 0 damage spells.

Apprehend

DoE Apprehend.png
Apprehend
Apprehend
Damage Startup Active Recovery Velocity
4 10 4 15 -
On Hit On Shield Cost Air Time Category
20 8 1 - Melee
  • Hits in a small cone in front. Targets hit will be dragged to front tile.
  • Effective if used in conjunction with Step spells.
  • Can be used to pressure since it's hit off-set rows.

Armor Drop

DoE ArmorDrop.png
Armor Drop
Armor Drop
Damage Startup Active Recovery Velocity
5 5 1 21 -
On Hit On Shield Cost Air Time Category
9 -3 1 - Melee
  • Summon an 5HP block in front.
  • Can be used on existent summons to raise maximum HP by the same amount.

Beam Crystal

DoE BeamCrystal.png
Beam Crystal
Beam Crystal
Damage Startup Active Recovery Velocity
4 (Hit), 10 (Beam) 0 (Hit), 8 (Beam) 1 (Hit), 6 (Beam) 17 -
On Hit On Shield Cost Air Time Category
13 (Hit), 16 (Beam) 1 (Hit), 4 (Beam) 2 5 (Hit) Melee (Hit), Laser (Beam)
  • Summon an 3HP crystal in front.
  • When destroyed, fires a beam in front that deals damage.
  • The beam always be fired by the beam location, and can damage owner.

Breakout

DoE Breakout.png
Breakout
Breakout
Damage Startup Active Recovery Velocity
5 8 4 15 -
On Hit On Shield Cost Air Time Category
20 8 1 - Melee
  • Deals damage only around our character.
  • Cannot damage twice if the target is moving.

Crossfire

DoE Crossfire.png
Crossfire
Crossfire
Damage Startup Active Recovery Velocity
7 (Shape), 3 (Center) 7 6 19 -
On Hit On Shield Cost Air Time Category
13 1 1 - Melee
  • Deals damage in a X shape, and in the center of your character.
  • Deals extra damage in center.
  • Hit all tiles at once, can be used to surprise enemies off-set.

Dimension Sword

DoE DimensionSword.png
Dimension Sword
Dimension Sword
Damage Startup Active Recovery Velocity
7 10 12 17 -
On Hit On Shield Cost Air Time Category
18 6 2 - Melee
  • Hits 4 tiles in front and teleport targets to random tiles.
  • Despite the animation, hits all tiles at once.
  • Can be used to hit both opponents and summons shields, like Beam Crystal Beam Crystal or Setpieces Setpieces.

Double Team

DoE DoubleTeam.png
Double Team
Double Team
Damage Startup Active Recovery Velocity
5, 5 8, 14 4 25 -
On Hit On Shield Cost Air Time Category
8 -4 2 - Melee
  • Hit 2 tiles in front and Strong Push, then hit the last opponent column and Strong Pull.
  • The second hitbox of Double Team will be created even if the first don't connect.

Entangle

DoE Entangle.png
Entangle
Entangle
Damage Startup Active Recovery Velocity
2 8 9 17 -
On Hit On Shield Cost Air Time Category
16 4 1 = Melee
  • Hits in a small cross in front and Root Roots enemies.
  • Hits all tiles at once, can be used to surprise oponents off-set.

Flurry

DoE Flurry.png
Flurry
Flurry
Damage Startup Active Recovery Velocity
2x5 4, 12, 20, 28, 36 5 11 -
On Hit On Shield Cost Air Time Category
18 6 1 - Melee
  • Stab 5 times 3 tiles in front at once, Pushes enemies on-hit.
  • Has a good interaction with Summons Summons and TileBreak Broken Tiles.
  • Great frame data, but primary combo tool spell.

Frost Slash

DoE FrostSlash.png
Frost Slash
Frost Slash
Damage Startup Active Recovery Velocity
7 13 4 19 -
On Hit On Shield Cost Air Time Category
19 (on-Frost 33) 7 3 - Melee
  • Hits in two small columns in front and 3 tiles away, and applies 2 Frost Frost on-hit.
  • The only spell in the game that applies 2 Frost Frost once.
  • Frame data is surprisingly good when Frost Frost damage is dealt, leading to unique combo links.

Gun Turret

DoE GunTurret.png
Gun Turret
Gun Turret
Damage Startup Active Recovery Velocity
5 (Hit), 2 (Shot) 0 (Hit), 14 (Shot) 1 (Hit), 100 (Shot) 17 (Hit), 29 (Shot) 8 (Shot)
On Hit On Shield Cost Air Time Category
13 (Hit), 25 (Shot) 1 (Hit), 13 (Shot) 2 5 (Hit) Melee (Hit), Shot (Shot)
  • Summon a 7HP Turret Gun in front that shots projectiles in straight line.
  • Every shot will reduce the Turret HP by 1.
  • Shots can hit owner and neutral structures.

Harvest

DoE Harvest.png
Harvest
Harvest
Damage Startup Active Recovery Velocity
3 11 1 40 -
On Hit On Shield Cost Air Time Category
-5 -17 2 - Melee
  • Hit in front and restore 4 mana.
  • Has a dangerous frame data, with low frame advantage on-hit and on-shield.
  • Will restore mana regardless of the target.

Ice Pick

DoE IcePick.png
Ice Pick
Ice Pick
Damage Startup Active Recovery Velocity
5 8 4 17 -
On Hit On Shield Cost Air Time Category
16 4 1 - Melee
  • Hit 2 times away and remove Frost Frost from target hit.
  • Deals extra 5 damage per Frost Frost stack on target, maximum of 15 damage. Has a additional sound effect when hits opponents with Frost Frost.
  • Has a good startup and deals decent damage on targets with only 1 Frost Frost stack.

Laser Turret

DoE LaserTurret.png
Laser Turret
Laser Turret
Damage Startup Active Recovery Velocity
6 (Hit), 5 (Beam) 0 (Hit), 65 (Beam) 1 (Hit), 6 (Beam) 13 -
On Hit On Shield Cost Air Time Category
17 (Hit), -103 (Beam) 5 (Hit), -115 (Beam) 2 5 (Hit) Melee (Hit), Laser (Beam)
  • Summon a 6HP Laser Gun in front that shoots a beam after a delay.
  • Beams can hit owner and neutral structures.
  • Laser Turret will keep firing until get destroyed.

Last Letter

DoE LastLetter.png
Last Letter
Last Letter
Damage Startup Active Recovery Velocity
5 4 2 19 -
On Hit On Shield Cost Air Time Category
10 -2 2 - Melee
  • Hit 2 tiles in front.
  • If Last Letter is the last spell casted, will also cast Z Slash Z Slash.
DoE ZSlash.png
Z Slash
Z Slash
Damage Startup Active Recovery Velocity
10 16 4 19 -
On Hit On Shield Cost Air Time Category
-10 -22 - - Strike
  • Hits in a Z shape in front.
  • One of highest damage for 2 cost spells.
  • Both Last Letter and Z Slash can hit simultaneously.

Lux Cannon

DoE LuxCannon.png
Lux Cannon
Lux Cannon
Damage Startup Active Recovery Velocity
6 (Hit), 11 (Beam) 0 (Hit), 90 (Beam) 1 (Hit), 2 (Beam) 16 -
On Hit On Shield Cost Air Time Category
6 (Hit), -48 (Beam) 13 (Hit), -36 (Beam) 3 5 (Hit) Melee, Melee
  • Summon a 6HP Lux Cannon in front that shoots a wide beam once after a delay.
  • Beams can hit owner and neutral structures. This beam also can pierce all targets.
  • Lux Cannon destroy itself after beam shot.

Perforate

DoE Perforate.png
Perforate
Perforate
Damage Startup Active Recovery Velocity
3 10 5 19 -
On Hit On Shield Cost Air Time Category
15 3 1 - Melee
  • On cast, gain 1 Spear Spear, then deals hit 2 tiles away, in a 1×3 hitbox.
  • Deals extra stab for each Spear Spear stack, consuming them, up to 3 stabs.
  • Every additional hitbox is created after 8 frames.

Punch Cannon

DoE PunchCannon.png
Punch Cannon
Punch Cannon
Damage Startup Active Recovery Velocity
1 3 4 14 -
On Hit On Shield Cost Air Time Category
13 1 1 - Melee
  • Hit 2 tiles in front.
  • If Punch Cannon hits anything, it'll cast Cannon from the target behind.
DoE Cannon.png
Cannon
Cannon
Damage Startup Active Recovery Velocity
7 6 100 - 10
On Hit On Shield Cost Air Time Category
38 26 - - Shot
  • Cannon always will be casted from the target hit by Punch Cannon.

Push Slash

DoE PushSlash.png
Push Slash
Push Slash
Damage Startup Active Recovery Velocity
5 6 4 12 -
On Hit On Shield Cost Air Time Category
18 6 1 - Melee
  • Hit in a 2×3 hitbox in front. Will Strong Push enemies on-hit.
  • Has a decent startup and can be used to create distance in both neutral game and combos.
  • Good tool to deal with Summons like Summons Summons.

Reaper

DoE Reaper.png
Reaper
Reaper
Damage Startup Active Recovery Velocity
8 7 5 8 -
On Hit On Shield Cost Air Time Category
23 11 2 - Melee
  • Hit far surrouding tiles, on-hit applies Mark Mark and catch to gain 1 Spear Spear per target hit.
  • First hitbox is created 2 tiles away and above, then creates extra hitbox every 1 frame.
  • Pending confirmation: Reaper can hit targets more than once.

Rush

DoE Rush.png
Rush
Rush
Damage Startup Active Recovery Velocity
6 16 4 26 -
On Hit On Shield Cost Air Time Category
14 2 1 - Melee

SD Turret

DoE SDTurret.png
SD Turret
SD Turret
Damage Startup Active Recovery Velocity
6 (Hit), 5 (SD) 0 (Hit), 0 (SD) 1 (Hit), 4 (SD) 12 -
On Hit On Shield Cost Air Time Category
17 (Hit), 38 (SD) 5 (Hit), 26 (SD) 1 5 (Hit), 14 (SD) Melee
  • Summon a decaying 10HP Self-Defense Turret in front that shoots back when hit.
  • Returned damage can be triggered by and can hit any player or structure.
  • SD Turret is mostly used as meat shield, like Beam Crystal Beam Crystal.

Sentry Turret

DoE SentryTurret.png
Sentry Turret
Sentry Turret
Damage Startup Active Recovery Velocity
2 (Hit), 0 (Scan), 5 (Shot) 0 (Hit), 0 (Scan), 8 (Shot) 1 (Hit), 23 (Scan), 1 (Shot) 24 (Hit), 90 (Shot) -
On Hit On Shield Cost Air Time Category
13 (Hit), -10 (Shot) 1 (Hit), -12 (Shot) 3 5 (Hit) Melee (Hit), Laser (Scan), Laser (Shot)
  • Summon a 2HP Sentry Turret in front that scan the entire row. If scan any target, it'll fire a laser.
  • The laser can hit owner and neutral structures. Every laser shot will reduce Sentry Turret HP by 1.
  • After a successful shot, Sentry Gun enters in recovery status, the only structure in the game that has recovery status.

Shear

DoE Shear.png
Shear
Shear
Damage Startup Active Recovery Velocity
4 (Tip), 7 (Center) 8 (Tip), 11 (Center) 6 (Tip), 9 (Center) 26 -
On Hit On Shield Cost Air Time Category
6 (Tip), 35 (Center) -6 (Tip), 23 (Center) 2 - Melee
  • Hit in a Y shape in front, then hit 3 tiles in front.
  • The tip of scissors will drag to center, and the stab Pushes on-hit.
  • Can be used to hit opponents offset due to unusual hitbox.

Shotgun

DoE Shotgun.png
Shotgun
Shotgun
Damage Startup Active Recovery Velocity
7 10, 12, 14, 16 12 14 -
On Hit On Shield Cost Air Time Category
20 8 2 - Melee
  • Hit in a small cone in front, Pushes targets on-hit.
  • The first hitbox created in front in 10F, then creates more 3 hitbox 2 frames later in a front, above and below pattern.
  • Hitting targets in front will Push them to second hitbox, dealing total 14 damage.

Skewer

DoE Skewer.png
Skewer
Skewer
Damage Startup Active Recovery Velocity
0 4 12 16 -
On Hit On Shield Cost Air Time Category
- - 0 - Melee
  • Hit 5 tiles from your character. Skewer hit can hit every target in it's range.
  • On-hit, applies Stun Stun for 60 frames (1 second) on every target hit, including your character.
  • Primary used for setups but can be also used to interrupt spells and weapons.

Toxicross

DoE Toxicross.png
Toxicross
Toxicross
Damage Startup Active Recovery Velocity
4 6, 12 4 20 -
On Hit On Shield Cost Air Time Category
10 -2 2 - Melee
  • On cast, gain 1 Spear Spear, then hit in small diagonal shape twice 2 tiles away.
  • Also applies Poison Poison equal to your Spear Spears.
  • Both hits can apply damage and Poison Poison.

Navigation

General
FAQ
Controls
HUD
Spells
System
Glossary
Patches
Characters
Saffron
Selicy
Hazel
Terra
Shiso
Violette
Reva
Chiretta
Gunner
Shopkeeper
Harissa
Dreadwyrm
Neera
Queen
Maypul
Spells
Laser Spells
Melee Spells
Missile Spells
Shot Spells
Step Spells
Strike Spells
Wave Spells
Utility Spells