Wiki

Mechanics

How a run plays between the cards. Every number here is the game's own, at base. Boosters, chest items and the skill tree change most of them mid-run.

Melee

Every run takes a gun and a melee weapon. The melee swing is on its own key, so it costs no ammo and no charge, and it stays useful all run because a kill with it pays extra XP and gold.

Perks like Follow Through and Bulwark only run for a few seconds after a melee hit, so they reward players who swing between shots.

+1XP per melee kill+1Gold per melee kill

Crouch slide

Hold crouch while moving and you slide. The slide opens with a kick of 1.6x your run speed on flat ground, more downhill, then bleeds off. Steering during a slide is slower than running, so aim it before you start.

Jumping out of a slide keeps the speed you built, which is the fastest way across a map.

1.6xSpeed kick, flat1.8xSpeed kick, downhill1sBetween kicks28 m/sTop speed

Ground slam

Press crouch in the air, at least 1m up, and you drop straight down. The landing hits every enemy within 12m for 50% of your melee damage, reaching 7m above the ground for anything circling you.

It scales with melee damage, so the Melee Damage booster and melee mods make the slam hit harder too.

50%Of your melee damage12mBlast radius20 m/sPlunge speed2sCooldown

Dash

The dash throws you 3.3m in 0.14s, and you cannot be hit for 0.2s of it. That window is the answer to a boss volley you cannot outrun.

Dash charges, cooldown and distance are all boons the crystal cards and the skill tree can raise.

1Charges at start3.5sRecharge3.3mDistance0.2sInvulnerable

Secondary fire

Every gun has two firing modes. The primary builds charge on each hit, and the secondary fire spends it. Below 20 charge the secondary will not fire, and the bar on the crosshair dims to say so.

What the secondary does is the gun's own. The weapons page lists both modes for each of them.

20Charge to fire100Full charge