Combat System
Learn movement, attacks, monster waves, bosses and the decisions that define each run.
Movement and attacks
Combat is active. Position your hero, avoid dangerous zones and keep enemies inside your effective attack range. Movement speed, attack speed, damage, critical stats and survivability can all change how a run feels.
Some effects alter normal rules. Run 'N' Gun, for example, allows attacks while moving but reduces movement speed.
Monster waves
Regular encounters arrive in waves. A build that deletes isolated targets can still struggle when monsters surround the hero, while area damage and control can make dense waves safer.
Energy Shield fully restores at the start of each wave when the hero has the corresponding modifier. Health recovery follows the rules of the specific item, modifier or effect that grants it.
Boss encounters
Bosses reward pattern recognition and a build that can survive longer engagements. Some effects behave differently in boss fights. Shield Regen, for example, only regenerates Energy Shield during boss combat.
Damage and critical hits
Damage modifiers can scale base attack, add conditional hits or create secondary area effects. Critical chance controls how often a critical hit occurs, while critical damage controls its multiplier.
Do not judge a build by one number. Attack speed, critical stats, control, sustain and secondary effects can multiply one another.
Build during the run
Modifier choices have rarities and stack limits. Some choices require another modifier before they can appear. See the current public pool in Modifiers.