Rivals of Aether/Kragg
Story
Kragg is a defender of the colossal Aetherian Forest. Deliberate and loyal, he is one of the infamous Wall Runners who patrol the Rock Wall. From their position atop the Wall, Kragg and his fellow Runners defend both sides of the rock face and the forest below.
While normally slow because of their massive bodies, Wall Runners can curl up into balls and traverse the Wall at high speeds. Unlike other Wall Runners, Kragg has the legendary ability to control the earth with his will. When in peril, Kragg can summon the earth to aid him, and he repairs the Wall when it is under siege.
Gameplay
Kragg is a surprisingly well-rounded character who can adopt a playstyle of either an aggressive brawler or oppressive zoner. | |
Pros | Cons |
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Rocks
Kragg can pull rocks from the ground with his Neutral Special.
Notable Players
Name | Color | Activity | Notes | Contact |
---|---|---|---|---|
ZeeBee | 2016 - Present | #4 NA RCS S7, current Mollo main | https://twitter.com/ZeeBeeBDJ | |
CheesyPotato | 2016 - Present | #8 NA RCS S7 | https://twitter.com/CheesiestPotato | |
MSB | 2015 - Present | Older than rocks, top 13 every season | https://twitter.com/notMSB | |
Transco | 2015 - 2022 | Former top player in Europe | https://twitter.com/TranscoROA | |
TurtleBox | 2015 - 2020 | Also known as TBox | https://twitter.com/TurtleBox_ |
Moveset
Jabs
Jab 1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 5-6 | 14 | 361 | 4 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | 6 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 | None | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Yes | True |
Kragg offers up a fistbump.
- A reasonably fast jab with a large hitbox.
- Relatively non-committal but with devastating followup potential.
- A nice option out of babydash, but not as good as other characters' versions of the technique.
Jab 2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 18-19 | 13 | 60 | 4 + 0.00 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
5 | 33 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 | None | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg punches, but again.
- If Kragg hits this or jab1, he can jump cancel out of this move.
- Techable, so it's generally best to use a tilt out of jab1 instead of going into this move vs grounded opponents.
Jab 3
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
6 | 32-33 | 19 | 361 | 8 + 0.55 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
5 | 53 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.55 | Standard | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
4 | No | Yes |
Kragg slams his fists down to finish out the jab combo.
- Offers Kragg a pretty nice tilt boost.
- A large hitbox with reasonable knockback. Sometimes doing 3 jabs in neutral to access this move isn't the worst option.
- Generally never the best option out of jab2, but it's still reliable and fine to use.
Dash Attack
Dash Attack
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 8-15 | 15 / 23 | 361 | 6 + 0.45 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
7 | 39 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7 + 0.25 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg lowers his horn and charges forward.
- Can be canceled into jab or any tilt on hit. Forward tilt is the most common followup, but comes out slow enough that DA can be teched. However, this enables faster options (mainly down tilt) to bait an attempted tech and lock out the opponent.
- Laggy on whiff, making this a risky bet in neutral.
- Disturbing hitbox inaccuracy makes this move viable as an anti-air.
Tilts
Forward Tilt
Forward Tilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
7 | 10-12 | 9 / 12 | 361 | 8 + 0.50 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
9 | 27 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.50 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg unleashes a vicious backhand.
- Large hitbox makes this a nice get off me tool if Kragg isn't hit out of the startup.
- Solid amount of hitstun leads to effortless combo continuation on DI in.
- Goes EXTREMELY far when tilt boosted, which can catch the opponent off guard in neutral or be used to techchase after hitting jabs.
- Has a reverse hit, enabling robbery scenarios when it sends the opponent offstage.
Up Tilt
Up Tilt 1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2 | 5-6 | 150 | 8 + 0.00 | |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
4 | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
2 + 0.00 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg spawns magic sand behind him that scoops his opponents.
- Extremely fast compared to the second hit. Kragg generally wants the opponent behind him when using this move so that this hitbox connects.
- Meant to combo into utilt2 every time, enabling bizarre interactions when it doesn't.
Up Tilt 2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
10 | 9-12 | 10 / 15 | 90 | 8 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
28 | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.50 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg defies all known beetle physics by transforming his arm into a spike.
- Functions as a strong anti-air and even hits the coveted Blazing Hideout platform.
- Combos into imagination if the opponent doesn't hard DI and drift away.
- Reliable way to pop the opponent up out of hitting a jab.
Down Tilt
Down Tilt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
7 | 4-6 | 8 / 12 | 361 | 4 + 0.25 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
3 | 19 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
7 + 0.25 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg falls to his knees in a Wal-Mart and sweeps his arm across the ground.
- One of the fastest moves in the game at 4 frames while also having very low endlag.
- Functions as both a solid poke in neutral and a quintessential "get off me" button on wakeup.
- Combos into pain on DI in, enabling a free techchase vs even the more optimal DI out.
Strong Attacks
Forward Strong
bug_fstrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg leans back and unleashes a nasty headbutt with his horn.
- Deals an obscene 18% and even more when charged, if that's something you're into.
- Extremely high knockback makes this move a great way to secure kills after getting a parry.
- Large hitbox and a leanback during startup makes this move a disturbingly effective neutral cheese vs unprepared opponents.
Up Strong
bug_ustrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg sweeps his horn upwards. Throws it back.
- Kansas-sized hitbox makes this move impossible to contest once it's started up.
- Can be used out of jab2 by jump canceling into it.
- Cornerstone of Kragg's kill confirms comboing out of aerials, down special, and even tilts on cooperative DI.
- Has a sourspot that generally only hits unintentionally. This can still result in a kill on bad DI.
Down Strong
bug_dstrong
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg angrily shrugs at the earth, causing it to spike upwards.
- Sweetspot has a similar level of killpower to ustrong.
- Side sours generally only kill vs optimal DI at very high %s, but they can be used to mix up DI as a cheese option.
- Wide hitbox makes this a great move for platform techchasing at %s when any hitbox will kill.
- Trying to combo into this after pillar is extremely unreliable, yet also a timeless classic.
- Break cancels when used on top of rock, sending the shards directly upwards.
Aerials
Neutral Air
bug_nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg spins around. Nations have fallen to this move.
- Starts up extremely fast.
- Confirms into anything if the opponent isn't ready to DI out.
- Naturally combos into nair4 if not interrupted beforehand.
- Generally the most common move used to activate the break cancel technique, which enables Kragg to act instantly after hitting a rock.
bug_nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- Sends at an angle that goes through Kragg, making it a fantastic combo tool.
- Naturally combos into nair3 if not interrupted beforehand.
bug_nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- Same angle as nair2, but reversed.
- Much more telegraphed than nair2 due to it coming out later, making it harder to combo off of than its counterpart.
bug_nair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
- This one does the most damage, but it's generally the least useful one.
- Extremely telegraphed as it's the last one, but if they DI it in anyway they're getting obliterated.
Forward Air
bug_fair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg puts on those steel toes and unleashes a vicious dropkick.
- A staple of Kragg's combo game, this move can take stocks by itself.
- Out for a disturbing 6 frames, making it very easy to line up edgeguards.
- Disjoint and range makes it a solid option in neutral, but it can be punished on landing if whiffed.
Back Air
bug_bair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg's back gets all lumpy, damaging anyone unlucky enough to run into it.
- Out for a long while, making it possible for Kragg to set up a "wall of pain" with this move.
- Can be wavelanded from when used instantly out of short hop.
- Has a reverse hit that can be used for mixups.
- Combos into a lot on DI in, most notably the extremely strong aerial down special, but essentially nothing on DI out due to its high angle.
Up Air
bug_uair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg punches up.
- Kragg's staple move for finding early kills off the top.
- Inflicts a massive amount of hitstun, leading to easy followups.
- Unreasonable hitbox makes this move a classic for sharking.
Down Air
bug_dair
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg punches down.
- Can lead to very early kills vs unprepared opponents offstage.
- Standard parry punish at lower %s where even DI out can't save the opponent from a combo.
- Straight down angle makes it easy to tech, but when teched onstage Kragg can chase for a followup.
Specials
Neutral Special
Rock Pull
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
7 | ||||
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
26 | 34 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg pulls out a rock.
- A staple of his kit, the rock has a ton of unique properties and is the cornerstone of Kragg's zoning.
- The rock can be thrown in all four cardinal directions as well as a slow-traveling neutral throw.
- If the rock is traveling downwards when it hits an opponent, it spikes.
- When a rock is hit by any player, it explodes into shards that travel at an angle corresponding to the hitbox used for the break.
- When the rock is on the stage, it is treated as terrain and can be landed on or even wall/ceiling teched on.
- If Kragg is hit while holding the rock, he does not let it go. He cannot tech in this state, making him extremely vulnerable to spikes, combos, and even infinites.
- Used for many advanced techniques such as break canceling.
Rock Pickup
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 7 | 5 | 60 | 5 + 0.55 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 13 | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 + 0.30 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Rock Throw (Neutral)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 7- | 12 | 361 | 7 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 19 | 3 | 0.8 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.00 | None | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
2 | Yes |
Rock Throw (Forward)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 7- | 12 | 361 | 8 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 19 | 0 | 0.8 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.00 | None | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
2 | Yes |
Rock Throw (Up)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 7- | 12 | 90 | 7 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 19 | 3 | 0.8 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.00 | None | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
2 | Yes |
Rock Throw (Down)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 7- | 12 | 270 | 6 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 19 | 3 | 0.8 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.00 | None | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
2 | Yes |
Rock Shine
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 7-8 | 4 | 60 | 5 + 0.55 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
6 | 13 | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 + 0.30 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg grabs at the air. Also known as "Rock Shine".
- Regrabs any rock in the area, even those of other Kraggs and Shovel Knights.
- Can be done even when a rock isn't out by canceling rock pull with the dodge button.
- Fast startup and low endlag on a special means this move can be used to turn Kragg around in the air.
- Small hitbox makes it unreliable for anything combo related. Still, this move can lead to very unique confirms if Kragg manages to catch his opponent unaware with it.
Forward Special
bug_fspecial
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg activates his morph ball upgrade.
- Kragg becomes immune to traditional knockback, although he is still influenced by horizontal knockback in this state.
- Picks up speed when traveling along the ground.
- Can be jump canceled when Kragg hits this move on anything, including his own rock/pillar.
- Can be turned around midway through travel, removing the hitbox until Kragg is moving again. Great for baiting parries.
- The startup can be canceled into Kragg's pillarless hop with the dodge button. Using this removes the pillar resource for that airtime even if he hasn't used it yet.
Up Special
bug_uspecial
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Kragg spawns a pillar underneath him. The physics of this pillar on moving stages like Air Armada have terrifying implications.
- Picks up opponents hit while pillar is rising. Aerial opponents can be comboed, but grounded opponents take much less hitstun.
- Counts as a projectile and only does 7%, meaning it can be fully crouch canceled.
- Kragg only gets one per airtime. Inputting the move when pillar is unavailable results in the pillarless hop.
- When pillar is broken while someone is standing on it, they go into special fall. Useful for gimps.
- Sinks downwards after a while of something staying on it.
- As it counts as terrain, pillar can be used for walltechs and walljumps.
Down Special
Down Special (Spike 1)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
2 | 16-27 | 361 | 3 + 0.40 | |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 + 0.00 | Extended | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Down Special (Spike 2)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 25-36 | 16 | 361 | 4 + 0.40 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
13 | 32 | 6 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
6 + 0.00 | Extended | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Down Special (Spike 3)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
10 | 38-57 | 90 | 11 + 0.20 | |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
37 | 0 | 1.2 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.00 | Extended | 3 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
2 | True |
Kragg stomps the ground, causing three increasingly large spikes to pop up.
- Needs terrain to spawn, meaning the later spikes won't show up if used too close to a ledge.
- Spikes can spawn on lower levels if Kragg starts the move from high up.
- Third spike can be parried on reaction, necessitating smart use in neutral such as on a platform.
- Very potent combo starter due to the apocalyptic hitstun of the third spike. Notable for a true combo into fair and confirms into ustrong for kills.
Down Special (In Air)
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
14 | [ 20-22 / 21-23 / 22-24 ] | 13 | 300 | 5 + 0.90 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
19-21 | [ 36 / 37 / 38 ] | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
8 + 0.40 | Standard | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | Yes |
Kragg drills his horn downwards.
- Obscenely powerful spike that sends at a nearly untechable angle.
- Slow startup means it generally only lands after very specific setups or tarnished leaps offstage for a YOLO hit.
- Can combo into other moves like fair or dair if Kragg follows his opponent downwards.
Taunt
Taunt
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
4 | 13-15 | 57 | 270 | 3 + 0.30 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
12 | 73 | 0 | 1 |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
4 + 0.25 | Standard | 1 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
No | True |
Alternate Palettes
Default Colors
Unlockable Skins
- Custom Color 2: Beat story mode.
- Abyss: Reach Abyss level 10 with Kragg.
- Ranked: Reach Gold rank with Kragg.
Seasonal Colors
Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):
- Valentines (Feb-Apr)/(Aug-Oct)
- Summer (May-Jul)/(Nov-Jan)
- Halloween (Aug-Oct)/(Feb-Apr)
- Christmas (Nov-Jan)/(May-Jul)
Premium Skins
How to Get
- Champion: Obtainable via the developers.
- EA: Purchase a Steam key for RoA via Humble Bundle.
- Summit: Obtainable via the Steam Store.
- Golden: Purchase a Kragg plush from Symbiote Studios.
- Genesis: Obtainable via the RCS compendium during RCS seasons
- Pool Party: Obtainable via the RCS compendium during RCS seasons