FANDOM


Combat in Battleheart: Legacy is fairly straight forward, consisting of tapping to move, tapping to attack, and tapping skills to activate them. The simple nature of these mechanics provide for fast-paced and immersive battles.

MovementEdit

Simply tapping the screen will cause your hero to move to that location. Moving around during battle is of varying importance for different classes, but must always be considered.

  • Use "Line of Sight" to force ranged attackers into moving before they are able to attack you.
  • Tight locations can be used to your advantage by minimizing the number of melee monsters that can reach you.
  • Ranged heroes tend to be squishy and may need to "kite" monsters by keeping on the move.

AttackingEdit

Just tapping a monster will initiate your attacks, but you must be in range. As this can sometimes be difficult for melee heroes, there is an option in the Setting menu called "Auto Movement" that will cause your hero to automatically approach melee range a selected monster if you don't have a ranged weapon equipped.

Once your attack has begun, it will continue until you change your target or your current target dies. If you have the option "Auto Targeting" on in the Settings menu, your hero will automatically choose a target when struck or choose another one when the current one dies. You can also cancel your current target by taping the screen with three fingers which can be useful if you want to center the screen on your character.

A main difference between weapon types is the slot they occupy. Fists, colossal weapons and staves are two-handed, while other melee weapons are one-handed, and can dual-wield through a Ninja passive skill. Bows and shields can be equipped in the off-hand, and are accompanied by a main-hand weapon.

The rate of attack is another difference between the types of weapons and is important when choosing the suitable one. Axes, blunt weapons and swords hit enemies in 1 to 2-hit combos, meanwhile dual-wielding weapons attack in 2 to 3-hit combos, and fists and dagger can trigger 3 to 4-hit combos. Colossal weapons, bows and staves are slower, and do not have multi-hit combos.

Your auto-attack rate can be improved upon via passive skills and equipped items, up to 66%.

By also using a technique called "stutter-stepping", you can skip the backswing animation of your weapon, effectively raising your attack speed. The technique is demonstrated as follows:

  • Move a small distance after your weapon has touched the enemy, or your staff/bow has created a projectile.
  • This technique is reliant on good and consistent timing, and works better on weapons with consistent wind-up times, e.g: colossal, bows, staves.

Active SkillsEdit

Your hero's active skills are listed along the bottom center of the screen. These are configured on your hero's character sheet but cannot be changed once you have entered a hostile zone as well as passive skills. For this reason, take special care to fine tune your skills before taking on different types of areas.

While your hero begins with only 1 available slot (Power Attack), this limit will increase to 4 slots at level 2, 6 slots at level 5, then 8 slots at level 10. In New Game Plus, characters have 8 skill slots by default.

All active skills have a specific "cooldown" duration measured in seconds. Upon activation, the cooldown begins and the skills unusable until it completes; the skill is dimmed out during this period. Managing your cooldowns is a critical element of combat and must always be considered.

Aside from chosen active skills, potions are available to aid you in combat. Upon using, they will fully restore your health regardless of the current health level. On the easiest difficulty, you have an infinite number of potions. Otherwise, you are given 5 potions to use in a particular area. Changing the area will reset the number of potions.

Passive SkillsEdit

Passive skills are not visible during combat, but can greatly improve your performance.

There are three basic types of passive skills:

  • Equips: Empowers your hero to equip new items such as a shield or a bow.
  • Stats: Directly improves a specific statistic such as attack power or chance to crit.
  • Mechanics: Alters the way things work such as reducing cooldowns or creating a persistent offensive aura.

Because passive skills are always in effect, it takes no action on your part to reap their benefits. Choosing the right passives for synergy between different classes is also very beneficial.

Damage Types Edit

There are 4 basic damage types which generally depends only on the type of weapon you equip:

  • Piercing: Bows, Swords, and Knives
  • Bludgeoning: Fists and Maces
  • Slashing: Knives, Swords, and Axes
  • Magical: Staves

And then there are 4 sub-damage attacks which you can only deal through the use of active skills with the exception of staves:

  • Poison: Various classes use poison, such as the Witch, Necromancer and Rogue. Not all poison is periodic damage, however, as the Rogue's Envenom skill converts auto attacks, physical skills and dagger throws to poison damage.
  • Holy: usually good against undead enemies like mummies and skeletons, holy damage is found exclusively in the Paladin class. Wraith causes your auto attacks to deal holy damage.
  • Unholy: bad against the undead, although most unholy skills are generally broke to start with, unholy damage is used in the Necromancer and Witch classes in spells like Life Drain and Soul Mass.
  • Elemental: divided into 3 types: Flame, Ice, and Lighting. Used primarily by the Battlemage and the Wizard . A lot of the creatures of Haggerdom have resistances or vulnerabilities to these damage types, and it can be useful to know when using the Battlemage's Thundering, Arctic, and/or Flaming Weapon to maximize the damage done. Auto-attacks deal elemental attacks corresponding to their elemental weapon enhancements.

Creatures may have a resistance or take extra damage from the various different damage types. Generally the bonus damage and resistance are around 10% - 15% for the basic damage types and 20% - 30% for the sub damage types. These vulnerabilities and resistances may vary depending whether the monster is normal or a boss.

Community content is available under CC-BY-SA unless otherwise noted.