Duelists of Eden/Spells/Melee

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Spells

Amplifier

DoE Amplifier.png
DoE saf color 1.png
DoE Playfield Amplifier.png

DoE saf color 1.png
DoE Playfield Amplifier.png

Amplifier
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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
  • Summons a 7HP Amplifier in front.
  • When hit, Amplifier damages in a small cone in front, based from which side has taken damage.
  • Amplifier cannot be triggered by 0 damage spells.

Apprehend

DoE Apprehend.png
DoE saf color 1.png
Apprehend
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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 tile in front.

Armor Drop

DoE ArmorDrop.png
DoE saf color 1.png
DoE Playfield Block.png
Armor Drop
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Armor Drop
Damage Startup Active Recovery Velocity
5 5 1 21 -
On Hit On Shield Cost Air Time Category
9 -3 1 - Melee
  • Summons an 5HP block in front.
  • If Armor Drop hits existent summons, it'll raise maximum HP by 5HP.
  • Armor Drop will pause Melt propriety from decaying HP structures.

Beam Crystal

DoE BeamCrystal.png
DoE saf color 1.png
DoE Playfield BeamCrystal.png

DoE saf color 1.png
DoE Playfield BeamCrystal.png

Beam Crystal
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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 that when destroyed, fires a beam in front that deals damage.
  • Crystal Beam has a indicator to the beam direction.
  • Can be used as preemptive shield due to fast startup in beam.

Breakout

DoE Breakout.png
DoE saf color 1.png
Breakout
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Breakout
Damage Startup Active Recovery Velocity
5 8 4 15 -
On Hit On Shield Cost Air Time Category
20 8 1 - Melee
  • Hits in a hitbox around the character.
  • Despite the animation, Breakout does not hit in the center tile.

Crossfire

DoE Crossfire.png
DoE saf color 1.png
Crossfire
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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 from your character.
  • Has bonus damage in center.

Dimension Sword

DoE DimensionSword.png
DoE saf color 1.png
DoE Playfield Block.png

DoE saf color 1.png
DoE Playfield Block.png
DoE Playfield Block.png
Dimension Sword
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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, Dimension Sword hits all tiles at once.

Double Team

DoE DoubleTeam.png
DoE Playfield Arrow 66.png
DoE Playfield Arrow 66.png
DoE saf color 1.png

DoE Playfield Arrow 44.png
DoE Playfield Arrow 44.png
DoE Playfield Arrow 44.png
DoE saf color 1.png
Double Team
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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
  • Hits 2 tiles in front and Strong Push, then hit the last opponent column in a 3×1 hit and Strong Pull.
  • The second hitbox of Double Team will be created even if the first don't connect.

Entangle

DoE Entangle.png
DoE saf color 1.png
Entangle
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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 targets on-contact.

Flurry

DoE Flurry.png
DoE Playfield Arrow 6.png
DoE Playfield Arrow 6.png
DoE Playfield Arrow 6.png
DoE saf color 1.png
Flurry
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Flurry
Damage Startup Active Recovery Velocity
2×5 4, 12, 20, 28, 36 5 11 -
On Hit On Shield Cost Air Time Category
18 6 1 - Melee
  • Stab 5 times the 3 tiles in front and Pushes targets on contact.
  • Flurry damage can optimized with Summons Summons or TileBreak Broken Tiles behind the target.

Frost Slash

DoE FrostSlash.png
DoE saf color 1.png
Frost Slash
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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 2×3 hitbox in front and 3 tiles away, applying 2 Frost Frost on contact.
  • Frost Slash is the only spell in the game that applies 2 Frost Frost at once.

Gun Turret

DoE GunTurret.png
DoE Playfield Block.png
DoE Playfield TurretGun.png
DoE saf color 1.png
Gun Turret
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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
DoE saf color 1.png
Harvest
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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 mana.
  • Will restore mana regardless of the target.

Ice Pick

DoE IcePick.png
DoE saf color 1.png
Ice Pick
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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 tiles away and remove Frost Frost from target hit.
  • Deals extra 5 damage per Frost Frost stack on target, maximum of 15 damage.
  • Ice Pikck has a different sound effect when hits opponents with Frost Frost.

Laser Turret

DoE LaserTurret.png
DoE Playfield Block.png
DoE Playfield TurretLaser.png
DoE saf color 1.png
Laser Turret
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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
DoE saf color 1.png
Last Letter
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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
DoE saf color 1.png
Z Slash
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Z Slash
Damage Startup Active Recovery Velocity
10 16 4 19 -
On Hit On Shield Cost Air Time Category
-10 -22 - - Strike

Lux Cannon

DoE LuxCannon.png
Lux Cannon
Lux Cannon
Damage Startup Active Recovery Velocity
6 (Hit), 12 (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 10HP 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 destroys 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.

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Utility Spells