Profile
A young thief working secretly under the Crown of Frost. At one time she was the enemy of the other adventurers, but now travels with them.
With her delayed knives, elongated arrow shots, and ability to become invisible, she proves to be a tricky foe to combat against.
Overview
This lady never stops moving, you can't pin her down. She sets up short term traps fairly quickly and works opportunistically to take advantage of any misstep to suddenly have knives coming from many directions while lasers are keeping you in place as fired from somewhere completely different. Her melee ability leaves a lot to be desired, but thanks to her focused offensive special she has some burst get-off me ability to create space with.
Move Speed: 12.5px/frame
Focus Speed: 6.5px/frame
Strengths |
Weaknesses
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- Early game nuisance
- Hard to hit
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- Lack of revenge hits
- Long DS Cooldown
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Movelist
Basic Shot
Sniper Shot
Cast
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Shot Type
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Startup
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Cooldown
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Minor
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Casting (min 60ms) + 230ms; Cannot be less than 430ms total. Rear end of the laser continues to generate for 370ms
|
|
Radius |
Speed |
Angle |
9px (Laser) |
(13 + 1/11)px min, 22px after 550ms Casting |
(40.5 / 0 / -40.5) min, (8 / 0 / -8) after 550ms Casting |
Move Speed Multiplier |
Move Lock |
Direction Lock |
30% Casting (min 60ms),
None, 200ms - cast time > 35%, 550ms - cast time |
|
|
Action Lock |
Combo Time |
Invincibility Time |
Action, 700ms - cast time (min 400ms) |
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Fires three arrows at variable angles. Hold down the shot to narrow it, increase the speed, and reduce the duration of the action lock and move speed mult.
Because the laser generates for a set time, it's longer at higher speeds and any area that would be blocked off by it will be blocked for the same amount of time no matter what.
Has a "minimum pull time" of 200ms, before which the post-cast movespeedmult won't be applied and the shot won't be fired, though it will still use your cast release position for direction. This is why the shot's minimum startup is 140ms beyond what the minimum cast time would suggest. |
Wide Shot
Bind
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|
Shot Type
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Startup
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Cooldown
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Major
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700ms
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|
Radius |
Speed |
Angle |
255px / 404px (Cardinal Rings), 180px / 330px (Ordinal Rings), 27.5px (Binds) |
|
45N |
Move Speed Multiplier |
Move Lock |
Direction Lock |
80, 700ms |
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|
Action Lock |
Combo Time |
Invincibility Time |
Attack, 800ms |
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Surrounds the enemy in a shadowy field of stationary attacks, lasting 12s, centered on them as you cast it. Deletes Bind projectiles within 550px of the target as it does so. Just put it up and it'll hang around for a passive restriction. |
Offensive Special (Unfocused)
Knife Juggle
Mult
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Shot Type
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Startup
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Cooldown
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Major (spinning knife), Minor (knife fan)
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800ms (spinning knife), 2780ms (knife fan)
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3s
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Radius |
Speed |
Angle |
45px (spinning knife), 15px (knife fan) |
0px (spinning knife), 14px (knife fan) |
Straight Left/Right (spinning knife), 6 / 3 / 0 / -3 / -6 (knife fan) |
Move Speed Multiplier |
Move Lock |
Direction Lock |
100%, 300ms |
|
|
Action Lock |
Combo Time |
Invincibility Time |
|
1200 |
|
Drops a knife that spins in place slightly ahead of you, then sometime later splits into a fan of five knifes and flies towards the opponent. Can be used up to three times in a row. Each use can also cancel move speed multipliers on you. On the same cooldown as and can be used in combos with the focused version. Spinning knife version despawns 2600ms in.
Knife fans do not have targeting arrows, and fire exactly towards where the opponent was when the shot first began, though it is on a spawn delay of 400ms, so that means firing where the opponent was 580ms before it goes active; For this to be effective, you have to keep them pinned down. |
Offensive Special (Focused)
Quick Knife Juggle
Mult
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|
Shot Type
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Startup
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Cooldown
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Major (spinning knife), Minor (knife fan)
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800ms (spinning knife), 1180ms (knife fan)
|
3s
|
Radius |
Speed |
Angle |
45px (spinning knife), 15px (knife fan) |
0px (spinning knife), 14px (knife fan) |
Straight Left/Right (spinning knife), 6 / 3 / 0 / -3 / -6 (knife fan)
' |
Move Speed Multiplier |
Move Lock |
Direction Lock |
100%, 300ms |
|
|
Action Lock |
Combo Time |
Invincibility Time |
|
1200 |
|
Drops a knife that spins in place directly in front of you, then immediately splits into a fan of five knifes and flies towards the opponent. Can be used up to three times in a row. Each use can also cancel move speed multipliers on you. On the same cooldown as and can be used in combos with the unfocused version. Spinning knife version despawns 1000ms in.
Knife fans do not have targeting arrows, and fire exactly towards where the opponent was when the shot first began, though it is on a spawn delay of 400ms, so that means firing where the opponent was 580ms before it goes active; For this to be effective, you have to keep them pinned down. |
Defensive Special
Vanish
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Shot Type
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Startup
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Cooldown
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|
|
15s
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Move Speed Multiplier |
Move Lock |
Direction Lock |
40%, 400ms > 130%, 1300ms |
|
|
Action Lock |
Combo Time |
Invincibility Time |
Attack, 1700ms |
|
Major, 400ms > Minor, 1300ms |
Turns away and disappears. You become completely invisible from 700ms to 1300ms, although you can be tracked by the enemy's targeting arrow, your proximity to top/bottom walls, and any knife juggles you may set.
Using Vanish puts Knife Juggle off of its cooldown, and its movespeed mult erasing property can be used to cancel both the 40% move speed periods in Vanish. |
Strategy
Redhood utilizes her mobility to survive endless pressure. Both wide and knife juggle have minimal movement multipliers. The length of basic shot allows Redhood to constantly pressure from mid-range. Basic shot's weakness is its large dead zone, making close chases easy for opponents.
Redhood can alternate between focus and unfocused knife juggle to change wave timings.
Vanish transitions from major to minor invincibility after 400ms. Stun, slowness, and debuffs can apply once Redhood is in minor. Defensive Special also resets OS' cooldown, giving the opportunity to have 6 knives on screen. Redhood's basic has 700ms of attack lock. This stop any attempts to DS until the duration is over.