DUAL BLADES | |
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Weapon Quote |
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// Profile // | |
Build | Medium |
Type | Melee |
// Damage // | |
Body | 50 x2, 60 x2, 70 |
Crit | N/A |
// Technical // |
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 |
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Equip Dual Blades | 1 | Weapon | ||
Attack (Tap) | R2 | RT | Primary fire | |
Defensive stance (Hold) | L2 | LT | Secondary fire |
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.
Strategy
Strengths
- The Dual Blades are very 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.
Damage
The first attack of the combo slashes twice and deals 50 damage per slash. The second attack slashes twice and deals 60 damage per slash. The last attack slashes once and deals 70 damage.
The damage a reflected projectile deals is equal to 100% of the original ranged attack, not counting whether the original attack was a critical hit. Additionally, the reflected projectile cannot critically hit on headshots.
Mechanics
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 (the opposite of the Dagger's backstab mechanic).
If an attack is successfully blocked, it is reduced by 80% if it is a ranged attack, or reduced by 66% if it is a melee attack.
For example, an overhead swing from the Sledgehammer typically deals 200 damage, but will only deal 66 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.
The Dual Blades can block the following: Bullets from Guardian Turret, any melee damage (including the quick melee and Charge 'N' Slam), Throwing Knives, arrows from the Recurve Bow.
Reflect
If a ranged attack is blocked, it will be reflected. The reflected projectile always looks and acts the same, meaning that a reflected Throwing Knife will not be affected by gravity. However, the damage a reflected projectile deals depends on the damage of the projectile that was blocked.
Hit Registration
The reflected projectile uses a hitscan, meaning there is no bullet drop and the first target, structure, object or shield in the path of the projectile is struck. The hit registration occurs the moment the reflection occurs. A tracer animation travels from the user to the hit location, then its effects are applied.
The reflect 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 most weapons the hit location is accurate to the client and is registered/timed on the server). This information is relevant to Dual Blades users with high ping, who may may at times have to aim ahead of a moving target to block their shots.
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.
Source | XP Reward |
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Damage dealt by the Dual Blades | |
Opponent eliminated by damage from the Dual Blades (Does not count quick melee finishers) |
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Assist on an opponent damaged by the Dual Blades |