The Sword is a Light class melee weapon designed to deal sustained contact damage and to engage opponents with its unique lunge ability.
Usage
The Sword can be selected as the weapon of any Light 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 secondary attack trigger can be held down to enter a lunge preparation stance, which can be held for any duration but stops the user from sprinting. When released, the user will dash forwards and damage every opponent they strike during the lunge.
Values are approximate and determined by community testing. (7.9.0)
Body Part
Light (150 HP)
Medium (250 HP)
Heavy (350 HP)
Hits to kill
Time to kill (s)
Hits to kill
Time to kill (s)
Hits to kill
Time to kill (s)
Body (Alt-Fire)
2
-
3
-
3
-
Body
2
-
3
-
4
-
Properties
Weapon
Melee — Strikes targets close to the contestant. Can attack forever without reloading.
Single Fire — Attacks once when the trigger is used, hitting all targets contacted. The trigger must be released before attacking again, though the next attack can be buffered.
Alternate Attack — Has an alternate attack, which can be held and then released to perform a lunge attack.
No Attack Sequence — Attacks alternate right to left and left to right. Targets are struck in the order of the swing with a slight dead zone at the end of the arc.
Bullet
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
A Sword user can dash around their target by using the lunge multiple times, making it harder for the target to retaliate.
Weaknesses
Like many other melee weapons, the Sword leaves the wielder vulnerable to attackers when they are not within striking range.
Tactics
The Evasive Dash is an obvious choice for a specialization to pair with the Sword. It allows the Sword user to extend their lunge by dashing after preparing the lunge, then releasing the lunge.
Lunge
A lunge pose, once prepared, can be held for any duration. Using jump pads, ziplines or Evasive Dash does not break the pose. However, when the Sword user uses their hands to climb up or vault over a ledge, the held lunge will be cancelled, even if the lunge button is still held down. A new lunge will not be prepared until the user inputs the lunge button again.
Item Mastery
Item mastery XP can be earned by damaging and eliminating opponents with the Sword.
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 Sword
0.2 × Damage Dealt
Opponent eliminated by the Sword
50
Assist on an opponent damaged by the Sword
20
Level 1
DEFAULT
Sword
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
Level 13
??? XP
TWILIGHT RIPTIDE
Cosmetics
Notice
These sections only display cosmetics added to the new cosmetics database. Contributions are welcome!
Kensei's Katana skin Attack and Inspect animations
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Slugger's Swing skin Attack and Inspect animations
Trivia
The sword appears to be modeled after the cutlass, a common naval weapon between the 17th and 19th century (the age of sail).
The lunge function of the sword was added in Closed Beta 2.
The Katana skin added with S3 was heavily teased throughout pre-release material and trailers. Although expected to be its own weapon type, it ended up being a skin instead.
Increased the vertical component of the secondary attack’s rotation clamping from 40 degrees to 90 degrees, meaning the Sword will be less constrained when aiming up or down during a lunge attack
Increased the attack duration from 0.55s to 0.6s, slightly slowing the primary attack speed
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
Slightly modified the hit sweeps to better align with the animations
Secondary Attack
Increased damage from 105 to 120
Decreased the attack duration from 1s to 0.75s, increasing the secondary attack speed of the weapon
Introduced rotation clamping to the Sword’s secondary lunge attack, preventing players from swinging 360 degrees while travelling. During the lunge, the Sword wielder is now clamped to a 40 degree forward angle
Increased the speed of the lunge from 1500 to 1750
Increased the range of the lunge from 5.5m to 7m
Introduced a new system to control stacking effect of Evasive Dash momentum together with Lunge (aka "Super Dash"), and reduced the stacking. Together with the high lunge speed, this now results an an average “Super Dash” distance of 17-20m, up from a range of 16-19m