Classes & combat
Combat: air and slams
Hit monsters in the air, slam them down, break an Elite's guard, and follow the glowing key.
Some hits pay more, and they happen as you fight. Knock a monster into the air, slam it down, and break an Elite's guard. Nothing to wait for, nothing to time.
AIR!
Knock a monster into the air and an arrow shows over it. Until it lands, it takes 20% more from every hit, and AIR! flashes on the hit that cashes it in.
- Launching skills and strong blows lift monsters. Keep hitting while they rise.
- Auto-battle uses AIR for you.
Slams
One skill of each path slams airborne monsters into the ground. The monster bounces, and a shockwave hits the monsters around it.
| Path skill |
|---|
| Halo Crash |
| Skyfall Dive |
| Highlord's Plunge |
| Comet Anvil |
| Heavens' Hand |
| Pinfeather Rain |
| Glintfall |
| Nightfall Stab |
| Halo Rain |
| Bough Crash |
| Grave Cleave |
Lift a pack, then slam the one in the air. The shockwave reaches the rest. Auto-battle uses slams too.
Elites stagger
Finishers and ultimates build an Elite's guard bar. When the bar breaks, the Elite staggers for 3 seconds and takes extra damage. Save your big hits for that window.
The glowing key
When a monster near you is in the air and your slam is ready, the slam key glows. It works the same on touch, keyboard and controller. The first time, a short tip explains it.
- A glowing key is a hint, not a rule. You can ignore it.
- Nothing glows while auto-battle plays. It uses AIR and slams by itself.
Combat feel
- Every path hits with its own weight and sound.
- Big kills slow time for a moment.
- Combo streaks light a trail behind your hero and add drums to the music. See the combo counter in
Combat.