A dodge is a fast move laterally or backwards, performed by pressing a directional key and the dodge key. It has many offensive, defensive, and mobility uses.
Uses[edit | edit source]
Offensive Dodging[edit | edit source]
Defensive Dodging[edit | edit source]
Some enemy attacks cause instant stagger or cannot be blocked. These must be dodged in order to avoid taking damage. Additionally, when a player is at low stamina, dodging away from enemies is the only way to avoid becoming stun-locked due to stagger. Well timed side-dodges can be used to avoid the disabling attacks of packmasters, Gutter Runners and Lifeleeches.
Mobility[edit | edit source]
If your character and weapon provide bonuses to your dodge-distance, continual side-dodging, also called chain-dodging, can actually be faster than running and can be done while holding block. Skilled use of chain dodges can allow a player to outrun a horde with minimal risk. This can be used for speedrunning, repositioning, or simply to create space before attempting to revive a downed player.
Mechanics[edit | edit source]
Dodge Range[edit | edit source]
Different weapons have different dodge ranges. Typically, light weapons allow players to dodge further. If the effective dodge count is exceeded, dodge range is decreased drastically (see below). The following careers have talents that increase the dodge range of a player:
- Bardin's Slayer/Talents: See it Coming
- Kerillian's Shade/Talents: Shadowstep
- Saltzpyre's Witch Hunter Captain/Talents: Charmed Life
Effective Dodge Count[edit | edit source]
- For a list of dodge counts for each weapon, click here
Each weapon has an effective dodge count. This is the number of consecutive dodges a player can perform in a short time, before the dodge range becomes shorter. Faster, lighter weapons typically allow for a higher number of effective dodges.
The current dodge count is reset by not dodging for 0.5s after the last dodge has ended. There are several ways to hit this timer. The simplest is to wait several seconds without performing any dodges. A variant on this method is to continue dodging, but wait long enough between each dodge so the count recharges as fast as it is used.
Alternatively, a player can jump to reset the dodge count, as the time it takes to land a jump is longer than the time it takes for the dodge count to reset. This is typically used when Chain Dodging. Usually, the jump is performed midway through the final effective dodge, so that the player does not slow down as a result of the jump.
Keybindings[edit | edit source]
Play that relies on a large number of dodges (and jump resets) is punished heavily if a player accidentally jumps instead of dodging or vice-versa. As a result, separate the jump and dodge keys should be used over the default combined jump/dodge key.