Wiki / Skills
The Fighting family
The first whole family: War leap, Shove, War cry, the ultimate Warpath, each with two second forms, and the passive Drilled with its aura.
Status: Built, not yet played by people · Last checked: 14 Nov 2026
A family is a set of skills that belong together. Fighting is the family of drill and battle craft: close, physical, simple. It is the first family built whole, with all five pieces, and the model for the other five (Skill families). It was built on 14 Nov 2026 and has not been played by people yet.
The five pieces
| Piece | Name | What it does |
|---|---|---|
| Attack (skill 1) | War leap | A leap forward that comes down with the weapon |
| Defence (skill 2) | Shove | An open-handed push that only makes room |
| Self-support (skill 3) | War cry | For a few seconds your hits do more |
| Ultimate | Warpath | A short charge that catches the enemy, carries them along and throws them at the end |
| Passive | Drilled | An aura (a light heat shimmer above the shoulders). In single player only: missed attacks cost less stamina |
The second forms
Every skill and the ultimate has a first form and two second forms, A and B. A second form is a trade, not an upgrade: it costs the same and rests as long as its first form. What changes is how it plays and how it looks. All three can be picked.
| Skill | Form | What you gain | What you give up | Look |
|---|---|---|---|---|
| War leap | first | The standard leap and blow | The leaping cut | |
| Long leap (A) | Flies low and far and slides on; the blow still counts while sliding | A lighter blow and a smaller push. You end far behind the enemy | A dust trail along the ground | |
| Skyfall (B) | Jumps twice as high, strikes on the way up too, and reaches an enemy above you | It reaches less far along the ground. A miss lands heavier | An amber arc behind the weapon | |
| Shove | first | The longest push | An open palm | |
| Shoulder (A) | You step in with it, and the enemy ends a sword's length away | A short push | A shoulder barge | |
| Gust (B) | Reaches further | Half the push | A ring of air from the palm | |
| War cry | first | A clear boost on every hit, for a few seconds | Sparks of heat by the weapon | |
| Steady cry (A) | Lasts twice as long | A smaller boost | A low, steady glow on the weapon | |
| One breath (B) | A big boost on the next hit that lands | Every hit after that one. A guarded hit does not spend it; a shot takes it when it is fired | One bright glint on the weapon | |
| Warpath | first | A quick start, a short run, a throw forward | Head down, shoulder first; streaks behind | |
| Uphill (A) | Throws straight up: it can knock out off the top wherever you stand | No throw towards an edge | A rising swing at the end | |
| Stampede (B) | A longer run | A slower start: easier to see coming | A dust cloud behind the runner |
How to choose them
In the character sheet, Skills tab: choosing a skill opens the second-form window, and the ultimate slot offers Warpath. They can also be tried in the test field. The training move list shows the Art ultimate a hero carries in the ultimate's row.
Warpath, the ultimate
- It is an Art ultimate: any hero may carry it in the ultimate slot, in the place of the weapon's own ultimate. The weapon's own stays the default. It fills and is used exactly like any ultimate: a full bar, spent hit or miss.
- The catch. While running, the first enemy met is caught and held just in front of the runner, staggered. The throw comes at the end of the run.
- As strong as Sunfall. The catch and the throw together do Sunfall's damage, and started from the same place both push an enemy off the floor from the same damage.
- At the end of the floor the runner stops at the edge and throws from there. It never runs off.
What beats Warpath
- A guard stops the catch. So does a perfect guard, a dodge, or not being there.
- If the runner is hit out of the charge, the carried enemy is free at once.
Drilled, the passive, and the aura
A family's aura is a quiet mark around the hero. It shows when the hero carries at least two pieces of the family in this fight (skills in any form, and its ultimate in any form). One aura at a time.
The passive's small bonus follows the same rule and works in single player only: online the aura shows and the bonus is off. For Drilled the bonus is that an attack that hits nothing costs less stamina. A hit costs the same.
Not built yet
- Levels and locks (every form is open).
- The computer opponent does not know yet that an Art ultimate may be in the slot: it uses it, but judges its reach as the weapon's own.
- A carried enemy is drawn in its usual stagger pose, not lifted onto the shoulder.
Nerd section: the exact numbers
Built on 14 Nov 2026, checked by 17 automatic tests (tests/fighting-family.test.ts); not yet played by people.
Trying it: Settings > Testing > Test field. The three skill cells step through every form by its own name (War leap, Long leap, Skyfall...), and the Ultimate cell steps through the weapon's own ultimate and every Art ultimate in every form. In training the key U steps the ultimate through the weapon's own, Warpath, Uphill and Stampede, and fills the bar; so does ?art=stampede in the address.
The forms in numbers
A second form costs the same and has the same cooldown as its first form (War leap 15 and 5 s, Shove 10 and 4 s, War cry 15 and 12 s).
| Skill | Form | Numbers |
|---|---|---|
| War leap | first | Reaches an enemy up to 82 px away; 6% |
| Long leap (A) | Reaches 98 px, and the blow still counts while sliding; 4%, a smaller push | |
| Skyfall (B) | Jumps twice as high (40 px), strikes on the way up too, and reaches an enemy 60 px above; on the ground it only reaches 48 px; 6% | |
| Shove | first | Pushes the enemy 80 px away; reaches 36 px |
| Shoulder (A) | You step 19 px in with it (reaches 48 px); a short push (25 px) | |
| Gust (B) | Reaches 52 px; half the push (38 px) | |
| War cry | first | +15% on every hit for 5 s |
| Steady cry (A) | +8% for 10 s | |
| One breath (B) | +40% on the next hit that lands (it waits up to 8 s) | |
| Warpath | first | Starts after 0.23 s (frame 14), runs 88 px, throws forward on frame 44; 1.2 s (72 frames) in all |
| Uphill (A) | The same charge; throws straight up: knocks out off the top from about 115%, wherever you stand | |
| Stampede (B) | Starts after 0.43 s (frame 26), runs 127 px, throws on frame 68; 1.6 s (96 frames) in all |
Warpath in numbers
- The catch does 4% and the throw 10%: together Sunfall's 14%.
- Started from the same place, Warpath and Sunfall both push an enemy off the floor from the same damage (about 90% from the middle of the longest floor). Warpath's throw itself is a little weaker than Sunfall's cleave, because the charge has already carried the enemy towards the edge.
- It never runs off: not on the main floor, not on a thin platform, not on Broken bridge's spans (checked on all five stages, every platform, from the middle and at the edge, for all three forms).
- The fighter fact
ultArtsays which ultimate is in the slot (0 = the weapon's own).
Drilled and the aura rule, exactly
A family's aura shows when all three are true: the family is mastered, its passive is built, and the fighter carries at least two pieces of the family in this fight.
- No levels yet, so for now every family counts as mastered (one switch in
src/sim/families.ts,MASTERED_UNTIL_LEVELS). Carry two Fighting pieces and the shimmer shows. - The bonus: an attack that hits nothing costs 20% less stamina (a light 8 instead of 10). A hit costs the same.
- The online switch: a fighter's
bonusis 0 unless a fight on this device turns it on. Online fights are created without it. - The war cry's heat, which used to rise off the shoulders, now sits by the weapon: above the shoulders belongs to the aura.
Checked against each other
The real opponent on both sides, the same weapon, both carrying the whole family, differing in one piece only (three weapons, 90 matches per pair and level):
| Pair (the first named wins) | Hard | Steady |
|---|---|---|
| Long leap against War leap | 50% | 54% |
| Skyfall against War leap | 43% | 47% |
| Long leap against Skyfall | 58% | 56% |
| Shoulder against Shove | 46% | 42% |
| Gust against Shove | 46% | 47% |
| Shoulder against Gust | 44% | 42% |
| Steady cry against War cry | 43% | 56% |
| One breath against War cry | 49% | 57% |
| Steady cry against One breath | 49% | 58% |
| Uphill against Warpath | 42% | 50% |
| Stampede against Warpath | 46% | 47% |
| Uphill against Stampede | 51% | 43% |
| Warpath against the weapon's own ultimate | 54% | 58% |
Every pair is inside 40% to 60%. With 90 matches a cell swings by about ten points by chance, so no form is shown to be better than another. Two things to keep in mind: the opponent uses the defence skill rarely (less than once a match), so the Shove rows say little; and Warpath did a little better than the weapons' own ultimates at both levels (56% over 180 matches), which is worth watching when people play. Two numbers were changed on the way: One breath went from +50% to +40% (it won 60% against War cry), and Uphill's throw was made stronger (it won 40% against Warpath). Not confirmed by people playing.