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DUAL BLADES
Weapon Quote
“Close-range melee weapon that allows for quick successive strikes; can also be used in a defensive stance to block incoming bullets and deflect them back while the attacker is within line of sight”
Profile
BuildM Medium
TypeMelee
Unlock 500
Damage
Body50×2 → 60×2 → 65
Alt-FireDeflect
Environmental20×2 → 25×2 → 30

The Dual Blades are a Medium class melee weapon designed to either deal contact damage or to use its unique ability to ricochet incoming fire in its defensive stance, which also reduces damage taken.

Usage

The Dual Blades can be selected as the weapon of any Medium build loadout.

The attack trigger can be used to slash opponents in front of the user to damage them. The trigger must be released before attacking again. The first two attacks will perform a burst of two consecutive slashes each, and the third attack will do a cross strike for additional damage.

The secondary attack trigger can be held down to enter a defensive stance, which can be held for any duration but stops the user from sprinting. During this stance, any incoming bullets or other small projectiles will have their damage to the user greatly reduced if the user is facing in their general direction. Any incoming melee damage is also reduced if the user is facing in the direction of the attacking opponent.

Projectiles that were caught in the defensive stance will be reflected to deal their full damage back to opponents. To control the direction of the reflected projectiles, the user must aim their crosshairs directly at an opponent. The accuracy of these reflected projectiles depends on the accuracy with which they were fired at the user. For example, a reflected bullet from the SR-84 will be very accurate, but a reflected pellet from the SH1900 will not be.

Controls PC PS XBox Key
Equip Dual Blades
1
 
Y
Weapon
Attack (Tap)
 
R2
RT
Primary fire
Defensive stance (Hold)
 
L2
LT
Secondary fire

Stats

  • The first attack in the combo delivers two slashes, each dealing 50 damage. The second attack also slashes twice, with each slash dealing 60 damage. The final attack delivers a single slash that deals 65 damage.
  • Reflected projectiles deal the same damage as the original attack but can't critically hit, even on headshots. Deflecting bullets deals 100% damage to the enemy and 10% to you, or 30% if glancing.
  • Blocking a melee attack reduces its damage to 25%.

Properties

Weapon

Melee — Strikes targets close to the contestant. Can attack forever without reloading.

Single Fire — Attacks once when the trigger is used. The trigger must be released before attacking again, though the next attack can be buffered.

Automatic Fire — Continues to fire automatically until the trigger is released.

Attack Sequence — Has a consistent pattern of attacks.

Alternate Attack — Has an alternate attack that can be held to maintain a defensive stance.


Bullet

Blocking — Absorbs part of the damage from enemy attacks and deflects ranged attacks, but does not block explosive damage.

Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

No Critical Hit — Does not critically hit for increased damage, even if the target was struck on the head.

Guide

Strengths

  • The Dual Blades are strong in close-quarters combat.
  • The Dual Blades' defensive stance can be used while moving towards ann opponent to close the gap.
  • The Dual Blades' defensive stance offers a significant damage reduction against melee attacks.

Weaknesses

  • The Dual Blades' defensive stance is easily countered if the user is attacked by multiple opponents that are not attacking from the same direction.
    • If a Dual Blades user is blocking and walking up to an opponent in one direction, another opponent can assist by going around the Dual Blades user and attacking them from behind.
  • Explosions and fire are not blocked by the defensive stance.

Tactics

  • To approach an opponent with a ranged weapon, a Dual Blades user can walk up to them while using the defensive stance similarly to the Riot Shield. Once close enough and they stop firing to run away or to reload, the user should switch to the melee attack to deal heavy damage and move quickly.
  • When facing an SR-84, if the user aims their crosshairs at the sniper rifle user perfectly and deflects a bullet, it is very likely to hit them, dealing full damage.

Block

  • While blocking, incoming fire in front of the user has its damage reduced. More specifically, the vector from the user to the attacker needs to be anywhere between codirectional (0°) and orthogonal (-90° or 90°) to the facing direction of the target.
  • If an attack is successfully blocked, it is reduced by 90% if it is a ranged attack, or reduced by 75% if it is a melee attack.
    • For example, an overhead swing from the Sledgehammer typically deals 154 damage, but will only deal 39 damage to a contestant using the Dual Blade's defensive stance.
  • The Dual Blades cannot block the following: RPG, grenade launchers (CL-40 and MGL32), grenades, thrown objects (including canisters), mines, fire/flames, Winch Claw, cannonballs, Orbital Lasers, Meteor Showers, Alien Invasion/Retro Invasion 82.

Reflect

  • When a ranged attack is blocked, it will be reflected towards the player's crosshair if aiming close to the attacking target. When reflecting a hitscan weapon, the reflected projectile will also be a hitscan. When reflecting a projectile weapon like the Recurve Bow, Throwing Knives or KS-23, the reflected projectile will retain the same speed and bullet drop characteristics of the original projectile. The damage of the reflected shot will be the original body shot damage of the hit. The reflected hit cannot headshot.
Hitscan reflect
Projectile (Bow) reflect

Hit Registration

The crosshair is seen roughly moving along with a target dummy, with reflected shots trailing behind the crosshair. Despite the crosshair staying relatively on target, not a single hitmarker can be seen.
An example of the reflect's hit registration at low ping (20-30ms).
  • The reflect's hit location is calculated and confirmed entirely server-side. This interaction differs from other weapons in the game, which use a combination of client and server hit registration (with other weapons the hit location is accurate to the client and is registered/timed on the server). In practice, this means that the reflected shots will trail behind the user's crosshair in motion. This information is relevant regardless of user ping, as even users with low ping will have to aim ahead of moving targets. The amount by which you have to lead your aim will increase with higher ping.
  • Instead of leading the shot based on distance to target, like with a projectile weapon, a Dual Blades user will have to lead their shot based on the round-trip-time of their connection to the server and their predicted location of the enemy that many milliseconds into the future.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the Dual Blades.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the Dual Blades 0.2 × Damage Dealt
Opponent eliminated by the Dual Blades 50
Assist on an opponent damaged by the Dual Blades 20
Level 1
DEFAULT
Dual Blades
Level 2
9,000 XP
DYE JOB (Yellow)
Level 3
9,000 XP
DYE JOB (Blue)
Level 4
36,000 XP
DYE JOB (Red)
Level 5
54,000 XP
DYE JOB (White)
Level 6
162,000 XP
TRIANGLE TWINKLE
Level 7
144,000 XP
STRIPED GRAZER
Level 8
136,000 XP
PAINTED PREDATOR
Level 9
200,000 XP
PREDASHEEN
Level 10
360,000 XP
ALTITUDE SICKNESS
Level 11
200,000 XP
CLOUDPIERCER
Level 12
200,000 XP
PEACH HORIZON


Weapon Skins

Gallery

Dual Blades Deflect vs EVERYTHING - Jinko

History

Patch
Changes
8.0.0
  • Increased how quickly sprinting is re-enabled after the second attack animation begins by 25%
  • Increased how quickly sprinting is re-enabled after the third attack animation begins by 15%
7.6.0
  • Increased the hit sweep range by ~40cm, to bring it more in line with other melee weapons
  • Increased the hit sweep height by ~5cm, making the weapon more reliable
  • Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
5.0.0
  • Basic attack
    • Increased the speed and duration of the lunge for each attack animation, making it easier to reach targets that are just out of range
  • Deflect
    • Decreased the dispersion angle of deflected bullets from 2.5 to 1, meaning deflected bullets are now more accurate
    • Decreased the damage modifier for direct hits from enemy bullets from 0.2 to 0.1, meaning players will now take less damage when deflecting hits at the center of the Blades' deflection angle
    • Decreased the damage modifier for glancing hits from enemy bullets from 0.4 to 0.3, meaning players will now take less damage when deflecting hits at the edge of the Blades’ deflection angle
    • Increased deflection angle from 25 degrees to 35 degrees, making it easier to block and deflect bullets
    • Decreased incoming melee damage modifier from 0.33 to 0.25, meaning players will take less damage from melee attacks when trying to deflect
3.0.0
  • Dual blades introduced into the game