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Stamina and the empty-bar recovery

The gold bar: what drains it, what fills it, and what happens when it runs out.

Status: Built · Last checked: 14 Nov 2026

Stamina is your hero's breath: the gold bar next to your damage number. Attacks, guards and skills draw on it. A staff uses a blue magic bar that follows the same rules.

The short version

What moves the bar

What happens The bar
An attack that hits nothing Drops a lot (a heavy more than a light)
An attack that hits Drops a little
A hit pressed on the weapon's blink (a perfect chain) Costs nothing and gives a little back
A perfect guard Gives a good amount back
Blocking a hit Drops, more for a stronger hit
Being hit Drops, more for a heavy hit
Shield bash, back dodge, skills Each has its own price
Super sprint Drains slowly while held
Doing nothing Refills, a moment after the last cost or hit taken

When the bar is empty: recovery mode

The bar turns grey and hatched, with a "!". A recovery meter fills in its place.

While recovering What changes
Your attacks Much weaker, but just as fast as usual
Skills, shield bash, back dodge, super sprint Not available
Running A little slower
The ultimate Still works, at the same weakened strength
Getting out sooner Land hits, or make a perfect guard
Getting out later Every hit you take sets the recovery back a little
When it ends The bar comes back in colour, partly filled

How to use this

Why it is built this way

Nerd section: the exact numbers

Every fighter has one bar from 0 to 100.

What moves the bar, exactly

What happens Stamina
A light attack that hits nothing −10
A heavy attack that hits nothing −22, growing to −30 when fully loaded
The Leaping cut that hits nothing −14
A light attack that hits −3
A heavy attack that hits −6
A perfect chain hit that lands costs nothing, +4
A perfect guard +20
Blocking a hit −4 for each percent of the hit's damage, at least −8
Blocking a sprint tackle −30
Being hit by a light −4, and −1.5 for each percent of its damage
Being hit by a heavy −6, and −2.5 for each percent (−3.5 when it was fully loaded)
Shield bash −10 when it starts, hit or miss
Back dodge −12
Super sprint −4 per second while held
Fire bolt / Hush / Mend −12 / −20 / −25
Doing nothing +8 per second, starting 1.5 seconds (90 frames) after the last cost or hit taken

Other weapons have their own prices (a staff's shards, a bow's arrows, a sidestep): see each weapon's page. For every guard, a blocked small shot costs at least 4, not 8.

Recovery mode, exactly

While recovering Value
Attacks 40% of their damage and launch (never less than 1% damage), just as fast as usual
Skills, shield bash, back dodge, super sprint Not available. The one exception is the skill Overcharge, which works with the bar empty and ends recovery mode (see the seven newer Arts)
Running A little slower
The ultimate Still works, at the same weakened strength
Recovery when doing nothing 4 seconds (240 frames) from empty
A light that lands Shortens it by a fifth
A heavy that lands, or a perfect guard Shortens it by two fifths
Being hit Sets it back, by at most a fifth per hit and at most a third within two seconds
When it ends The bar comes back in colour at 40 out of 100

History

Since 13 Nov 2026 a hit that lands costs a little and gives nothing back; only a perfect chain gives back; ordinary hits refill the bar only when it is empty (by shortening recovery mode).