Enemies and creatures Enemy behaviour
Enemy behaviour — Telegraphed blows
From level 10, many enemies use heavy attacks marked on the ground. Elites, champions and Revenants and feuds can use additional moves. An enemy's type determines which attacks it knows. Move out of the warning before the blow lands.
| Attack | Normal wind-up | Warning | Response |
|---|---|---|---|
| Lunge | 0.63–0.88 s | A straight lane 4.5 m long and 1.2 m wide. | Step sideways. |
| Sweep | 0.72–1.00 s | A 130° arc reaching 3.2 m. | Move behind the attacker or beyond its reach. |
| Slam | 0.81–1.12 s | A circle of 2 m radius, centred 1 m ahead of the attacker. | Leave the circle. |
| Ring | 0.90–1.25 s | A ring from 1.6 to 4 m away. | Move close to the attacker or outside the ring. |
| Charge | 0.81–1.12 s | A lane 9 m long and 1.6 m wide. | Step to either side. |
| Leap | 0.90–1.25 s | A circle of 1.8 m radius at the landing point. | Leave the marked spot. |
| Aimed shot | 0.55–0.75 s | A narrow line, 0.5 m wide, aimed at your position. | Step sideways. |
| Pyre | 1.08–1.50 s | A circle of 2.2 m radius at your position. | Move out before it lands. |
These ranges are for an ordinary enemy's opening attack. Elites wind up 10% faster; Revenants can be faster again as they gain ranks or adaptations. Red-hatched iron attacks have a longer warning and cannot be interrupted. Some enemies chain a second, faster attack after the first, so watch for another warning.
Higher-tier blade fighters have a 20% chance to feint, with a gap between feints. A feint's warning cuts off before landing; it does not deal the marked hit. Revenant adaptations can change that chance. Lunges and charges can track you during the first half of their wind-up, then lock direction.
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Last edited 27 Oct 2026. View history · What links here.