Duelists of Eden

Duelists of Eden

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Beginner's Guide to Duelists of Eden
由 greezygoose 制作
New to Duelists of Eden? Are you a returning player and need a refresher course on what's in store for the full game? This is for you!
   
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Link to the guide
Here is the original location of the guide in it's original formatting.

https://docs.google.com/document/d/1sKWcS-ptFZDeBP3wLEiiezkH7ZZcXWfiLSbbr-IUMLY/edit?usp=sharing
HUD & UI

1) Health
This is your current amount of HP. If it reaches 0 you lose the game. Note that this is also displayed numerically on the bottom of your character and on any structure on the field.

2) Shield
This shows the current amount of your Shield. See [link to shield mechanic somehow] for more info.

3) Timer
This timer starts at 0 and counts up, practically indefinitely. There is basically no limit on the timer currently.

4) Status Effects
If a status is applied to a character or structure, it will appear here. There are several effects and counters, some positive but mostly negative, and will be displayed beside each other. See [section on status effects] for more info.

5) Mana Gauge
This displays your current mana, the source of energy for your weapons and spells. The numerator represents your current mana, and the denominator represents the maximum amount of mana you can hold.

6) Mana Regen Bonus
This is a reminder UI about the mana regen bonus, where standing on tiles closer to the center will provide extra mana regen. The number underneath the bottom tiles indicate the multiplier level. Note that in the last column, mana regen is reduced (0.9).

7) Hand & Deck
This displays the current cards in your hand, and the spells left in your deck queued up. Note that the hand is also displayed on the top of each character. If you are shuffling, a bar will show how long it will take to finish.

8) Poison Healing Spots
This will show up if someone is poisoned. If the poisoned target is moved to one of these highlighted tiles it will be cured.

9) Spears
Sometimes a spear will drop onto a tile. If you step onto the tile you will gain a spear.
Basic Controls and Mechanics
This will expand and give detailed information on stuff mentioned in the in-game tutorial.

Movement
Default keybind: arrow keys
Up Down Left Right. It takes 8 frames to move to a new tile. This is the easiest way to traverse the stage.

Weapon
Default keybind: E
Fires your primary weapon (The community shorthands it to w1). Each character has an individual weapon that has different properties. No limit to firing.

Sub-Weapon
Default keybind: R
Fires your secondary weapon (The community shorthands this to w2). Each character has an individual sub-weapon that has different properties. No limit to firing. You can fire your sub-weapon while shielding.

Spell 1/2
Default keybind: Q/W
Casts the spell currently in your first or second slot. If you still have a spell in your deck, it will be drawn into the slot that you just cast.

Shuffle
Default keybind: Space
Discards your hand and deck and after a period of time, your deck will be shuffled and your hand is refreshed. Shuffle time has a variable time, determined by how many times you have shuffled so far in the game, and if you pressed the shuffle button or if an automatic shuffle was triggered by running out of spells.

The base shuffle time is 2.5 seconds, or 150 frames. Manually shuffling will bring down the base shuffle time to 120 frames (2.0 seconds). For every shuffle, regardless of manual or automatic, a 25 frame penalty is added to the shuffle time, up to a max of 150 frames. So the longest possible shuffle can be 300 frames, or 5 seconds.

Dodge
Default keybind: Left Shift
Dodge costs 1 mana. When you dodge, your character is put into an invulnerable state where nothing can hit you or apply status effects on you for roughly 27 frames, or roughly half a second.

There is a hidden dodge mechanic called dodge staleness that punishes repeated uses of dodge. An additional frame of startup is added to dodge if you repeatedly dodge (4 times or more) and additional recovery is added, for up to 4 frames. This is applied if you repeatedly dodge within a time frame of 90 frames, or 1.5 seconds. To recover from the staleness, avoid using the dodge mechanic for 1.5 seconds, and it will return to the normal frame data

Dodge frame data breakdown:
Un-staled:
Startup: 2 frames
Invulnerable Frames: 3 – 20
Recovery: 7 frames
27 frames total

2 dodges done staled:
recovery extended by 1
3 staled:
recovery extended by 1
4 staled:
Startup extended by 1 (dodge active frame 4)
5 staled:
Recovery extended by 1
6 staled:
Recovery extended by 1

Shield
Default Keybind: D
Press and hold the shield button to guard your character. Shield will drain when held, and will drain faster the longer it is held. Every character has 12 shield points and can take 12 points of damage before being shieldbroken. If a character is shieldbroken, they are vulnerable to all hits for roughly 2.3 seconds (143 frames), and the opposing player restores 3 mana.

Hits on shield will put you in stun for less time then if you got hit, which means you can escape certain scenarios faster than dodging.

When you release a shield, there is a 4 frame window to “deflect” an attack. Similar to parries in fighting games, this grants you a short time of invincibility to escape an attack or potentially counter their attack. Try and go for it when you start feeling comfortable with the game!
Taunt
Default Keybind: T
Every character has a taunt. It can be canceled by any action, even itself, so it is spammable. Warning, using this might make you some enemies.
Status Effects & Archetypes
Frost
A character or structure can have up to three stacks of frost on them. If three stacks of frost are applied to a target, the target will explode and take 5 damage, and be in hitstun for 38 frames (0.6 seconds). The three stacks will then disappear.
Note that frost stacks will also be displayed on top of the character as well as the status effect bar.

Poison
Poison can be applied to a character or structure, and there is no real limit on how many stacks you can apply. When applied, a ticker will count down relative to the amount of stacks applied - the more stacks, the faster it will count down capped to 30 frames (0.5 seconds). When the timer ends, 1 damage will be taken on the target and the ticker resets.

The only way to stop the poison is to either let the stacks run down to zero, or reach the highlighted tiles on your side of the screen. Once there poison will be recovered at a rate of ⅛ of a frame

Poison can never perform the finishing blow on a player, they will sit at 1 HP.

Mark
Mark can be applied to characters or structures. A timer of 1.5 seconds will tick down, displayed on the Status Effect UI. If a mark is ever applied while this timer is ticking down, the timer will reset and more mark stacks will be applied. When these spells hit, the mark cuts the applied target for 3 damage per stack applied.

Crack & Break
A tile can become cracked by certain spells and weapons. The tile will stay cracked for 6 seconds, or 360 frames. A player may dodge on a cracked tile to return it to normal. If a player or structure is moved away from a cracked tile they are standing on, or if the structure is destroyed, the tile becomes broken. Spells/weapons that crack tiles will also break an already cracked tile.

Broken tiles last for 4 seconds once they spawn, and are created for the aforementioned reasons. A broken tile can not be stood on, and structures that attempt to spawn on a broken tile will whiff. After four seconds the broken tile will return to normal.

Flame
Flames are placed on tiles by various spells and weapons and last for roughly 4.75 seconds, or 285 frames. Every 22 frames (~0.3 seconds) the flame tile will burn and cause any target on it to take 1 non-stunning damage. The flame tile will burn 12 times before it disappears and the tile returns to normal. If someone walks into a flame tile they will take 1 damage.

Wrap
Wrap is a special status effect only Maypul can use. When Maypul hits a target with her subweapon, Seed Toss, the target is “seeded”. If the target is hit by anything that deals at least 3 damage in this state, they become “wrapped”. A wrapped target is stuck in stun and inactionable for 1 second. Any hit done to a wrapped target removes any “seed” or “wrap” status effect from the target.

Invincible
This status effect only exists on the spell “Rush” and Reva’s subweapon “Shield Bash”. In this state, you can not take any damage. Note that status effects still apply to you so you can still be poisoned, marked, frosted, etc. while invincible. Invincible is represented by a shield icon in the status effect UI

Dash Spells
Dash spells are a group of spells that have similar properties, and wild ones at that. Since this is a beginner guide, please refer to the tutorial in-game about them with its own module and whenever “Step Slash” is used.

Stun/Hitstun
Because of its near ubiquity with any attack in the game it does not feel right to call stun/hitstun a status effect but it does appear in the UI in that location so I will briefly mention it here.

Almost all attacks that deal damage in the game will put the target in 24 frames of hitstun, or roughly half a second. In this state, the target is inactionable and can not do anything until the hitstun is gone. Any subsequent hits resets the hitstun timer, and a combo is formed. The stun counter will increase as the combo continues.

Spears
Spears are an item you can collect off the ground or by using certain spells. Your total spear count will be displayed on the status effect UI. To use the spears, you can use the Spell 1 or Spell 2 button while shuffling to fire a spear that deals 1 damage. Some spells spend any available spears when used as an additional cost to cast, such as Spear Wave
Brief Character Guides
Saffron
The Vanilla Ice Cream, The Ryu, the Ol’ Reliable of Duelists of Eden, Saffron offers a simple but effective weapon and an area of effect attack that rewards pinpoint accuracy. A great character to learn hit-confirming (following up a successful hit with a combo), experiment with odd spells and will have an answer in most situations. She struggles against structures as her weapons deal small damage, so be prepared to carry some front-line area of effect to clear out turrets and bombs.

Weapon: Sparkler fires a 2 dmg shot that lasts until it hits a target or leaves the field. This is a great way to keep your front guarded behind an attack, and is fast enough to let you combo into certain spells.
Sub-weapon: Spartex fires a blast in the shape of a cross 4 tiles away. The center tile will hit faster than the others, and deals 2 dmg. The residual hits are 1 dmg. Generally, the best way to use this is to catch them in off-angles and to cover areas that can’t be covered with your current hand or Sparkler.

Starter deck tips
Starter combos: Align/Kinetic Wave>Triple Barrel, Step Slash>Fire Breath, Fire Breath>move back>Thunder
Weapon only combos: (Must be 5 tiles away): Sparkler>Spartex>Sparkler>Spartex Loop, Sparkler>move forward>Sparkler>move forward loops, (5 or more tiles away): Sparkler>move forward>Sparkler>Spartex; add more sparkler>move forward loops beforehand if farther away
Fire breath will clear front line structures if they try to place them there. You can also align structures to teleport them to a more manageable location
If you are stuck in root or a combo, using sparkler when you can do things again could potentially lead into a trade, giving you some time to escape to a safer position
Selicy
Awkward at first, but with time and practice Selicy can be one of the most fearsome characters you can use and have to fight in the game. Her ability to turn any front-range or melee spell into a threat anywhere on the screen at any time will put anyone on the backfoot and respect the tile coverage. She is one of the best users of dash spell techniques and has some for herself, which when mastered can lead to incredibly flashy and damaging combos.

Weapon: Fairfrozen is a dash spell that sends Selicy forward 3 tiles and she attacks in a 3-tile horizontal radius centered on her. While only dealing 2 dmg, you may cast spells during the middle part of this animation, letting her do extra damage when she goes in.
Sub-weapon: Hail blade drops an ice sword 4 tiles away. It can deal 2 non-stunning dmg if it hits an opponent or if they walk into it. If Selicy touches the same tile it’s on, usually by using her weapon or a dash spell, The sword will be swung around in a 3x3 circle and deal 4 dmg to anything hit by it.


Starter deck tips
If you really want to get into Selicy, it is worth looking into this in-depth guide about Dash Spell Techniques here: Dash Spell Guide Duelists of Eden
Starter combos: Step Slash>Push Slash, Step Slash>Push Lance>Crossfire, Step Slash>Missiletoe>Fairfrozen>etc., Fairfrozen>Frost Slash
Weapon only combo: [opponent must be in their last column]: Fairfrozen>move forward>hailblade (Not a true combo but worth knowing about to knowledge check people)
As long as Selicy reaches a hailblade she will activate it. So this means you can activate several hailblades in one dash as long as you set it up beforehand! Go wild!
Remember that you can dodge at any point you use a dash spell like fairfrozen so if you commit to a dash and they look like they are ready for it, you can still dodge to mitigate some damage
Hazel
This lover of buildings and structures also happens to take chunks of life whenever she bonks someone with her large wrench. Hazel can play an aggressive turtle style, waiting for the perfect moment, building an army of turrets, and pulling the opponent to the front or invading their space to give them a smack.

Weapon: Block summons a 1 HP block in front of you. If Hazel ever bonks a block, it will gain 4 HP and turn into a gun turret that slowly loses health as it periodically shoots bullets. If it bonks an enemy or non-block structure, they’ll take 5 dmg.
Sub-weapon: Deviate is a fast wave attack that will push anything caught in it one tile up and deal 1 dmg.

Starter deck Tips
Starter Combos: Bomb Toss>Shotgun the bomb, Bomb>Pull the bomb>Block/Shotgun, Deviate>Warp Rays, Pull>Shotgun>Minigun
Placing a block on a mine or trap on the field will detonate it
You can Deviate structures into the row the player is on, or a structure to a player is on for a unsuspecting attack
Deviate is also a very fast attack so keep it in mind if you need to take just 1 or 2 HP off the opponent to win the match
Terra
Terra is the Break archetype specialist of the DoE, with a weapon that can crack tiles and a subweapon that can drag opponents into a trap. If you like the idea of sectioning off part of the playing field, or even locking them down to a single tile, Terra might be worth playing.

Weapon: Terraform hits 4 tiles away and deals 2 dmg. The tile it hits becomes cracked. if you fire Terraform onto any cracked or broken tile, it will also attack the panel to the left and right of it
Sub-weapon: Dark Matter places a 3 HP structure 4 tiles ahead. Its HP will drain after a period of time and when it reaches 0 it will explode and drag a target into the tile it once occupied. It will also deal 2 dmg.

Starter deck Tips
Combos: Terraform>Earthquake>move back>Terraform>Thunder, Push Slash>Backstab>Ion Cannon>Earthquake, Ion Cannon/Terraform>Earthquake>Flurry
Use Terraform to fill the gaps in your cracked tile pattern
Keep in mind that if dark matter explodes on a cracked tile, it does not break but becomes restored
If Ion Cannon is in your starting hand at the beginning of the game, cast it immediately at the start as it targets their location and very fast. They will be forced to dodge, or try to move away or more likely you will catch them
Shiso
Shiso employs crafty tactics to force situations onto his opponents with his subweapon, and can employ deadly weapon loops when he has ammo

Weapon: Slip Gun: If you have no ammo, you fire Blank which deals 2 damage to the two tiles in front of you. If you do have ammo, you spend one to fire a pushing laser attack (similar to air rifle)
Sub-weapon: Aftershock: Fires a delayed shot that deals 4 damage. If it hits something, you gain 1 Ammo that Slip Gun can use

Starter deck Tips
Combos: Align>Triple Barrel, Aftershock>Align>etc, Align>Thunder, Shadow Shift>Kunai>Slip Gun>Thunder
Weapon combo: (With Ammo): Aftershock>Slip Gun>Slip Gun
You can farm ammo from hitting structures, such as your own Beam Crystal

Violette
Violette is a careful position based character that rewards pinpoint accuracy. She has the ability to move characters with her weapon into ideal spots to get maximum damage. Although she struggles with certain structures such as Beam Crystals without a spell to counter it, Violette more than makes up for it when she can find the hit.

Weapon: Misericorde slashes the 3 tiles in front of her, with the first two dealing 1 dmg. However, the third, farthest tile hit is a sweetspot and will deal 3 dmg to someone hit on that tile and be moved back one tile
Sub-weapon: Charm fires a projectile that deals 1 dmg and pulls the target in

Starter deck Tips
Combos: Align>move forward>Whirl>Misericorde>Thunder, Push Slash>Backstab>Whirl>Misericorde, Charm x4>Shotgun, Align>Backstab>Misericorde, Push Slash>Thunder
Weapon combos: Charm will combo into itself
Whirl has a lot of recovery, so you have to be careful when you fire it off. If it’s your last card, consider just manually shuffling then go for a miracle play
Brief Char Guides [cont.]
Reva
Reva is a close range fighter who can lunge into the front column fully invincible. Control the stage with Ricoshield, catch enemies off guard and instantly change your positioning and score some melee hits! However, she has no ways to enter the enemy territory on her own so you have to balance the melee spells and the dash spells you’ll have in your deck. Also one of the best synergizers with shield based tactics and cards as she can restore the shield bar with her weapon.

Weapon: Ricoshield throws out a boomerang-like projectile that slides to the end of the screen and wraps back around from the top. Anything it hits is dealt 2 dmg. Catch the returning shield to restore your shield by 6 pointsl.
Sub-weapon: Shield Bash grants you invincibility after a short delay, and moves you forward to your front column. A tri-blast one tile in front of you appears and deals 1x3 dmg.
Starter deck Tips
Starter Combos: Shield Bash>Kinetic Wave>etc, Step Slash>Missiletow>Shield Throw/Hyper Beam,
Weapon Combo: Shield Bash>Ricoshield
You can restore your shield to full fairly easily so don’t be afraid to block attacks

Chiretta
Chiretta excels at kinetic wave-esque combos and controlling columns with her weapon. Probably has some of the best spammable weapons in the game, and there is a combo loop you can learn. Has trouble with people who camp in the back column so attacks that can target that area is a must.

Weapon: Hew puts out a 3 tile tall attack 3 tiles away that deals 2 dmg. There is a sweetspot on the bottom hitbox of the attack that will deal an extra 1 dmg and move the target one tile up.
Sub-weapon: Sewture attacks in a progressive wave with a range of 3 tiles forward. Very similar to the kinetic wave spell.

Starter deck Tips
Starter combos: Push Slash>Backstab>Hew>Hew, place Mine>Sewture, Backstab>Whirl, Step Slash>Missiletow>Thunder
Weapon only combos: Hew(sweetspot)>move up>Hew(sweetspot)x2, (One tile away from opponent)Sewture>move forward, then up>Hew(sweetspot)
If placed on the top row, Bomb Toss can block the 1 tile movement up of Hew, so you can loop Hews indefinitely until the bomb explodes

Gunner
Gunner holds an eclectic package with a laser weapon that gets stronger the more it’s used, and a melee attack that blows Gunner to the back. A great ranged user that doesn’t lack in melee coverage if you can wield his tools

Weapon: Charge Beam fires a near-instant laser that deals 1 damage. When used again, it deals 2 damage. Finally, on firing for the third time, a yellow, 4 damage laser is fired that pushes Gunner one tile back and puts a flame on the target’s tile.
Sub-weapon: Cherry bomb fires a small cone in front of Gunner and pushes him to his back column. Leaves a flame on anything it hits

Starter deck Tips
Starter combos: Ember/Charge Beam [3]/Cherry bomb/Meteors [2nd hit]>Combust, Step Blaze>Combust>Salamander (enemy must be in the flames)
Weapon combos: Charge Beam>Cherry Bomb, Cherry Bomb>Charge Beam
To produce a lot of flames, use Step Blaze and then Brushfire to cover two rows. Cover the rest with Firewall and Ember. Capitalize with Salamander
Shopkeeper
The big baddie herself, while she can’t lock you in a prison of exploding crystals, a mine that can start giant combos is also just as threatening. Has a powerful kit that controls and restricts movement but has no front range threats - thankfully her kit encourages you to take front range threats to combo with her weapon.

Weapon: Tax Return places a mine for tiles away and any target that moves into it gets dealt 2 dmg and is pulled to the front column
Sub-Weapon: Gravitas fires in a diamond 4 files away. A target is moved into the center of the four hitboxes. If there are multiple targets, who is chosen to move to the center gets a little complicated.

Starter deck Tips
Starter combos: Push Slash>Backstab, Align>Tax Return>Kinetic wave>etc, Bow Snipe>Gravitas
Weapon Combos: Tax return>Gravitas
To get the most out of gravitas, you place a tax return/claw trap/mine at the center before firing gravitas
Generally, placing tax return on the back columns will force players to move closer, which puts them in range of your melee-range spells
Harissa
A new wanderer of Eden, Harissa employs teleport tactics to jump onto any part of the screen, finding hits and escaping scenarios that no other character is capable of doing. Her weapons are hard to use, but with the right pilot and deck it will look like the character has no such weakness.

Weapon: Primer is a 3 tile-tall slash that pulls any target hit by it all the way to the front, deals 2 dmg
Subweapon: Retracer teleports Harissa to the pad where it was last placed (it’s first location is where Harissa stands at the start of the game). Then, 3 missiles are fired 4 tiles away in a 3 tile-tall pattern, similar to how primer is arranged.

Starter deck Tips
Starter Combos: Pull>Primer>move forward>Kinetic Wave, Step Slash>Primer>Kinetic Wave>etc, Push Slash>Backstab, Step Lance>Whirl
The teleport pad from Retracer can be placed on the opponent's tiles!
Primer can pull structures all the way to your own back column, making turret strategies nigh-useless against Harissa

Dreadwyrm
Hailing from Maiden & Spell, Dreadwyrm Heir brings her explosive bullet hell gameplay to DoE, keeping the screen full of swipes and lasers.

Weapon: Claw Swipe fires two projectiles above and below Dreadwyrm, with the top sword firing first. They each deal 2 dmg
Subweapon: Garnet Flare preps two row-long lasers that fire after a short delay. each deal 2 dmg, and you are actionable right after prepping the lasers

Starter deck Tips
Starter combos: Step Slash>Reaper, Pull>Step Lance>Slowball
The bottom sword from Claw Swipe is a great way to hit-confirm
Try to catch their dodge or shield from a mark stack with missiletow

Neera
From Freedom Planet, Neera is the master of frost. Able to stack frost with both of her weapons, this character will get the most out of the archetype.

Weapon: Spear Drive stabs 3 tiles a space away from Nerra’s front. Deals 2 dmg and applies a frost stack
Sub-weapon: Spike Trap fires up to three ice pillars depending on your distance from the end of the screen. If they hit a target they get dealt 1 dmg and a frost stack. The pillars will remain on screen for a short while before disappearing. If the pillars are hit by most attacks, they will apply frost to anyone standing near them in a cross pattern

Starter deck Tips
Starter combos: Align>Snowfall>etc, Step Slash>Frost Slash, Frost Barrage>Crystal Rifle
Doing Spike Trap>Spike Trap will create a lot of area that they can frost
If you see them between two spike traps, firing spear drive will deal full frost damage
Certain things with Spear Drive will combo if they have 2 frost stacks on them, eg Crystal rifle
Brief Char Guides [cont.]
Queen
The royalty from Quantum Protocol has graced us with her presence and has quite a kit to rock. Able to place structures that can threaten various ranges, and can blow them up for a laser beam that deals impressive damage, Queen independent kit is a strong pick for many kinds of builds.

Weapon: Setpiece places down a chess piece in this order: Bishop, Knight, Rook. If setpiece is pressed when there’s a piece on the field, a blast will occur that correlates to the ranges the pieces threaten in chess (diagonal, 2 horizontal+1 vertical, horizontal+vertical line). They deal 3 dmg to a target caught in the blast and they lose 1 hp. When they run out of Hp they disappear
Sub-weapon: Execute is a column-tall attack that is quick and deals 1 dmg. If a chess piece is hit by execute the chess pieces dies and a laser is fired, dealing 4 dmg

Starter deck Tips
Starter combos: Warp Rays>Backstab, Place Mine> Pull/ Warp Rays, Boomerang>Backstab, Pull>Turret Laser (spawning turret on them deals damage)
Weapon Combos: (With Rook) Setpiece>Execute, Setpiece on them, Execute loop
Queen has a powerful shieldbreak punish anytime with Setpiece>Execute x2
Keep in mind that Execute is column-tall, so even if you are not in the same row as the opponent you can hit them with the laser if your chess piece is on the same row

Maypul
From the hit fighting game Rivals of Aether, Maypul has mechanics that match her platformer roots and her kit in the game! A melee range monster that matches the tenacity of Ophelia (osfe modded character), she also has a subweapon that can bring the enemy closer if they are too shy.

Weapon: Vine Whip attacks in a triangle shape (one column ahead for three tiles, 1 tile 2 tiles ahead) that pushes the target back depending on hp. At 60, they will be pushed two tiles ahead. At 30 HP, they are hard pushed all the way to the back.
Sub-Weapon: The Wrap section explains how Seed Toss works. When seeded, you can press the sub weapon button again to bring the seeded target to the front column.

Starter deck Tips
Starter combos: Step Slash>Push Slash/Vine Whip, Kinetic Wave>Thunder, Seed Toss>Kunai>etc
Maypul controls the front line well so staying within a two tile distance from the front will force them to be wary about entering that zone
Because she is so good at controlling the front columns, Maypul constantly gets the mana regen bonus while the opponent is forced off the bonus
5 条留言
LuVenBen 2024 年 5 月 11 日 上午 9:55 
people have the audacity to equate saffron with “plain”.
=| 2024 年 3 月 19 日 上午 10:22 
good guide but the formatting needs a lot of work
toes 2024 年 3 月 9 日 上午 3:22 
Maurice is missing from your guide tho??
Pegasus732 2024 年 3 月 7 日 下午 7:43 
Nice:SaffronLove:
En attente:Lushious le Français 2024 年 3 月 7 日 下午 6:59 
Tl;dr
This is a guide