Elden Ring PvP Lexicon
The discussions around Elden Ring PvP have a lot of terms which originate from previous Soulsborne titles, from fighting games in general, from data mining Elden Ring, etc. Understandably, things can get confusing every now and then. This lexicon aims to explain these terms in-depth.
Players are often categorised based on two metrics:
Furthermore, a lot of players have been using the above graph as a template, to the point where people are sometimes referred to as being e.g. a “yellow quadrant player” or “blue quadrant player”, which sums up their playstyle based on their position on this graph.
When a player is hit while attacking, even if they poise the attack, a flinch animation plays. The game mixes this flinch animation with the current attack animation, which can throw the player’s weapon off course and can even make the attack miss completely.
See also:
A backswing is a secondary attack, like the second R1 (R1 2) in a chain of (light) attacks. In a lot of movesets, the first R1 will swing the weapon towards the enemy, and the second R1 will swing it back, somewhat in the opposite direction.
Backswings on many weapons are able to put opponents into frame disadvantage, because the hitstun from attacks typically lasts longer than the recovery from an attack into the backswing. However, this is not always the case. When we say that an attack “has backswing”, it refers to this property of putting an opponent into frame disadvantage.
Blocking in Elden Ring has a variety of applications which fall under the umbrella term block cancelling:
See also:
Chip damage refers to small amounts of damage coming from consumables, projectiles, and sometimes melee weapons, typically below 10% of player HP.
Attacks in Elden Ring have counter-frames towards the middle/end of their animation. These frames usually occur during the active frames of an attack and shortly after. During these frames, the damage negation of pierce damage of a player is lowered and getting hit is called a counter-hit.
Spear Talisman will further increase pierce damage by 15% on a counter-hit, i.e. counter-damage. In total, you can expect 50% extra pierce damage on counter-hits. When you deal counter-damage, you can also see a white spark appear near the blood splatter on your opponent.
Note that counter-hits are exclusive to pierce damage; if your thrusting weapon has an affinity component like lightning, the lightning damage will not be increased on a counter-hit. This is why Elden Ring PvP players usually prefer pure physical thrusting weapons over weapons with affinities.
Whether counter-damage can be dealt is up to each individual attack. For example, the Great Epee heavy thrusting sword has a pierce damage R1 thrust, but a slashing R2 which does not deal pierce damage. There are also attacks which look like a thrusting move, but don’t deal pierce damage: most notably, the Serpent Hunter crouch poke. Furthermore, there are attacks which do deal pierce damage, but don’t look like thrusting moves: most notably, the Serpent Hunter JR2.
After parrying or breaking the guard of an enemy, your R1 attack will turn into a powerful riposte attack. This attack keeps you and your opponent in i-frames during the animation and inflicts massive damage. When performing R1 close to the back of your opponent, you start a backstab.
Weapon | Backstab MV | Riposte MV |
Daggers A | 308 | 440 |
Daggers B | 280 | 400 |
Dagger | 364 | 520 |
Miséricorde | 392 | 560 |
Straight Swords A | 220 | 330 |
Straight Swords B | 200 | 300 |
Greatswords A | 220 | 275 |
Greatswords B | 200 | 250 |
Colossal Swords | 50 + 160 | 50 + 200 |
Rapier | 286 | 429 |
Rogier’s Rapier | 242 | 363 |
Thrusting Swords | 220 | 330 |
Heavy Thrusting Swords | 200 | 240 |
Curved Swords | 200 | 300 |
Curved Greatswords | 50 + 160 | 50 + 200 |
Morgott’s Cursed Sword | 55 + 176 | 55 + 220 |
Katanas | 200 | 300 |
Twinblades | 200 | 300 |
Axes | 50 + 175 | 50 + 275 |
Highland Axe | 55 + 192.5 | 55 + 302.5 |
Greataxes | 50 + 160 | 50 + 200 |
Executioner’s Greataxe | 57.5 + 184 | 57.5 + 230 |
Hammers | 50 + 175 | 50 + 275 |
Flails | 50 + 175 | 50 + 275 |
Great Hammers | 50 + 160 | 50 + 200 |
Colossal Weapons | 50 + 160 | 50 + 200 |
Spears | 200 | 280 |
Death Ritual Spear | 220 | 308 |
Great Spears | 200 | 240 |
Halberds | 200 | 280 |
Reapers | 200 | 240 |
Whips | N/A | N/A |
Fists | 50 + 220 | 50 + 330 |
Katar | 55 + 242 | 55 + 330 |
Claws | 55 + 242 | 55 + 330 |
Venomous Fang | 50 + 220 | 50 + 300 |
Sacred Seals | 100 | N/A |
Torches | 200 | 300 |
MV = Motion Value
Daggers are the most powerful riposte tools, along with high AR weapons like colossal swords:
Weapon | Stats | 2H AR | Riposte MV | Raw Damage |
Heavy Greatsword (GUGS) | 78 STR 12 DEX | 871 | 50 + 200 | 2177.5 |
Fire Giant Crusher | 80 STR 10 DEX | 981 | 50 + 200 | 2452.5 |
Lightning Miséricorde | 80 DEX | 469 | 560 | 2626.4 |
Lightning Noble’s Slender Sword | 80 DEX | 570 | 330 | 1881 |
Keen Guardian’s Swordspear | 17 STR 73 DEX | 757 | 280 | 2119.6 |
Raw damage refers to the damage before defence/damage negation calculations
See also:
Damage count is a hidden mechanic in Elden Ring, previously seen in Dark Souls 3. Whenever you are hit, your damage count is increased. When you roll away, attack, or otherwise exit hitstun, the count is reset to zero. The greater the count, the sooner you can roll out of hitstun.
This mechanic prevents you from getting stunlocked when being attacked by multiple enemies. After the fourth hit, you are able to instantly roll out of any hitstun animation. However, the time until weapon art (e.g. Quickstep) is never shortened.
See also:
Damage Level is a property of attacks which dictates how much a player is staggered when getting hit.
Dmg Level | Effect | Frames To Roll / WA | Examples | |
0 | No stagger | 0 | 0 | Poison Mist |
1 | Short stagger | 10 | 7 | Straight Sword R1, Thunderbolt |
2 | Moderate stagger | 25 | 24 | Greatsword R1, Ice Spear Startup Spin |
3 | Long stagger | 35 | 30 | Colossal Sword R1, Storm Stomp |
4 | Knockdown | ? | ? | Ancient Lightning Spear, Establish Order |
5 | Push and long stagger | 35 | 35 | Kick, Beast’s Roar Bullet |
6 | Faceplant | 54 | 59 | Lion’s Claw, Gavel of Haima |
7 | Knockdown | 93 | 93 | Rejection, Placidusax’s Ruin |
8 | Very short stagger | 11 | 14 | Bestial Sling, Dagger R1 |
9 | Tossed into the air, “burger flip” | 84 | 89 | Giant Hunt, Black Flame Tornado |
10 | Knockdown | ? | ? | Onyx Lord’s Repulsion |
11 | Knockdown | ? | ? | Wave of Gold |
Frames at 30 FPS, 1 frame = 33ms
Note 1: There are multiple animations for the same damage level, so the recovery data is not universally applicable; the actual frames to roll may depend on the angle at which you are hit, the kind of attack, etc.
Note 2: Depending on your damage count (see above) you may be able to roll out of hitstun earlier.
The effect of each damage level is changed against a parried or sleeping opponent. For example, damage level 3 attacks will knock down opponents like damage level 7, and damage level 1 will stagger longer, allowing for true combos.
In some previous Soulsborne games, it is possible to manually aim attacks in such a way that they bypass the shield of an opponent who is blocking in front of you, because they hit the opponent from the side or behind, where the shield is inactive.
The term is frequently (mis)used to refer to a variety of techniques related to manually aimed attacks. Free-Aiming is another way to refer to those other techniques.
For any type of the damage, the player has defences and negation values which reduce (or sometimes increase) the damage taken. Defences come from player stats, while damage negation comes from armour and buffs.
The calculations work as follows (code is written in Python 3):
def damage(atk, defence , abs): result = atk * (1 - abs / 100) if defence > 8 * atk: return result * 0.1 if defence > atk: return result * (19.2/49 * (atk / defence - 0.125)**2 + 0.1) if defence > 0.4 * atk: return result * (-0.4/3 * (atk / defence - 2.5)**2 + 0.7) if defence > 0.125 * atk: return result * (-0.8/121 * (atk / defence - 8)**2 + 0.9) else: return result * 0.9 |
atk = raw attack damage, def = defence, abs = absorption/damage negation, x**2 = x²
Effectively, this produces increasing returns, so the more damage your attack already does, the more your profit from additional damage. This effect is most visible below and round attacks which do roughly as much damage as the defence of the player. If the attack does more than 8 times the damage as a defence stat, the resulting damage becomes proportional to the raw damage and the curve becomes a line. As you can see in the calculations, damage negation simply becomes a multiplier for the resulting damage and has a much simpler relationship.
We consider a defence of 140 and a negation of 30 to be competitive defence, because it is a good average for RL 125 combat with good armour. That being said, lightning defence is usually lower than 140, because it only scales with rune level (127 defence at RL 125). Fire defence is usually greater, because it scales with vigor, and competitive players usually have plenty of vigor.
When you jump towards your opponent without performing any attack, this is called an empty jump. Empty jumps are useful to bait out panic rolls once you have landed. They also close distance between yourself and the opponent, possibly up to their face, since your opponent will likely not want to trade with a jump attack.
Certain weapon arts aka. skills are classified as “fast”. This includes (list may be incomplete):
These weapon arts can be used earlier during another animation. For example, after a one-handed thrusting sword R1, you can use a fast weapon art on the first frame after the active frames of the attack ended, meaning that there is essentially zero recovery from R1 into Quickstep. Slow weapon arts require 4 frames of waiting before they can be used, i.e. they can be used on the fifth frame after the active frames have ended.
Weapon Class | Attack | Recovery to Dodge | Recovery to Fast WA | Stagger Animation | Recovery to Dodge | Recovery to WA | |
Thrusting Sword | 1H R1 1 | 3 | 0 | Dmg Level 1 | 10 | 7 | |
2H R1 1 | 5 | 3 | Dmg Level 2 | 25 | 24 | ||
Offhand 1 | 7 | 4 | Dmg Level 3 | 35 | 30 | ||
1H CR1 | 12 | 7 | Dmg Level 5 | 35 | 35 | ||
2H CR1 | 7 | 3 | Dmg Level 8 | 10 | 7 | ||
1H BR1 | 10 | 6 | |||||
2H BR1 | 6 | 1 | |||||
Shield Poke | 7 | 9 | Dodge Animation | Recovery to Dodge | Recovery to Fast WA | ||
Straight Sword | 1H R1 1 | 8 | 6 | ||||
1H CR1 (Poke) | 9 | 9 | Quickstep (Forwards) | 10 | 7 | ||
L1 1 | 5 | 5 | Quickstep (Backwards) | 8 | 6 | ||
CL1 | 9 | 11 | Quickstep (Sideways) | 7 | 6 | ||
JL1 | 8 | 8 | BHStep (Forwards) | 9 | 7 | ||
1H BR1 | 7 | 11 | BHStep (Backwards) | 7 | 7 | ||
BL1 | 10 | 10 | BHStep (Sideways) | 6 | 6 | ||
Katana | 1H R1 1 | 5 | 5 | ||||
1H CR1 | 8 | 7 | |||||
CL1 | 11 | 12 | |||||
JL1 | 15 | 14 | |||||
1H BR1 | 9 | 9 | |||||
BL1 | 8 | 6 | |||||
Spear | 1H CR1 | 8 | 4 | ||||
L1 1 | 7 | 7 | |||||
RL1 | 9 | 9 | |||||
CL1 | 6 | 6 | |||||
1H BR1 | 9 | 7 | |||||
BL1 | 8 | 9 | |||||
Shield Poke | 9 | 10 | |||||
Heavy Thrusting Sword | 1H R1 1 | 10 | 7 | ||||
2H R1 1 | 8 | 3 | |||||
1H RR2 | 12 | 9 | |||||
2H RR2 | 16 | 13 | |||||
1H CR1 | 13 | 10 | |||||
2H CR1 | 13 | 8 | |||||
2H JR1 | 6 | 2 | |||||
2H JR2 | 12 | 13 | |||||
1H BR1 | 10 | 7 | |||||
2H BR1 | 10 | 7 | |||||
Shield Poke | 13 | 10 | |||||
Great Spear | 1H CR1 | 13 | 11 | ||||
2H CR1 | 13 | 11 | |||||
CL1 | 15 | 15 | |||||
JL1 | 19 | 19 | |||||
2H BR1 | 13 | 12 | |||||
BL1 | 11 | 10 | |||||
Shield Poke | 12 | 11 | |||||
Halberd | 1H RR1 | 12 | 9 | ||||
2H RR1 | 13 | 9 | |||||
2H R1 1 (BKH) | 10 | 6 | |||||
2H CR1 | 13 | 12 | |||||
1H BR1 | 10 | 7 | |||||
2H BR1 | 12 | 8 | |||||
BL1 | 9 | 6 | |||||
Reaper | 1H CR1 | 13 | 10 | ||||
2H CR1 | 14 | 14 | |||||
2H R1 1 | 14 | 10 | |||||
2H RR1 | 14 | 11 | |||||
1H BR1 | 12 | 9 | |||||
2H BR1 | 15 | 13 | |||||
Greatsword | 2H R1 1 (Clay) | 10 | 8 | ||||
2H R2 1 (Clay) | 11 | 11 | |||||
2H CR1 | 12 | 12 | |||||
2H JR1 | 15 | 12 | |||||
2H BR1 | 10 | 10 | |||||
BL1 | 14 | 14 |
Note: All data is given in frames at 30 FPS, 1 frame = 33 ms
Fast weapon arts also appear to be handled differently by the input queue in Elden Ring. For example, during a katana JR2, it is possible to queue up a Spinning Slash, but not Double Slash.
See also:
Foresight in fighting games is the ability to understand whether a certain exchange is winning or losing. Foresight is acquired through experience.
It is important to understand whether you should attempt to roll through an opponent’s attack, block, or to attempt a trade on reaction (reaction trade). For example, if the opponent attacks you with a slow attack and you have a katana sheathed, it is best to unsheathe into them on reaction and either interrupt them or to trade, at least if you have an HP advantage.
A frame trap is an attack or string of attacks that can't be fully avoided by rolling through it, i.e. dodging it using nothing but i-frames. This usually involves one part of the attack forcing a dodge, with subsequent parts roll-catching during recovery frames between rolls. Examples include:
Such attacks can still be avoided by rolling out of their range, but not by rolling through them and staying in the same spot.
Note: In other fighting games, frame trap is often synonymous with frame disadvantage
Some attacks in Elden Ring -especially horizontal slashes- can behave differently when manually aiming them to the side, downwards, or upwards. Examples include:
Fundamentals are game skills which are universal to every weapon. Fundamentals are necessary to master PvP.
Elden Ring Fundamentals:
Some weapons, especially PS SS (Powerstanced/Paired Straight Swords) are often referred to as a fundamentals weapon. This means that there is no hidden gimmick to how to play the weapon, and you don’t rely on constantly using ashes of war. You simply use melee attacks and rely on the above mentioned fundamentals to use the weapon.
GUGS stands for “Greatsword Ultra Greatsword” and refers to the Colossal Sword named Greatsword in Elden Ring. This abbreviation originated in Dark Souls 3. This name is useful to disambiguate between the Greatsword weapon and the Greatsword weapon class.
Elden Ring players started using this pattern for other weapons, like WUGS for Watchdog’s Greatsword.
You can swap between weapons, either by switching between multiple weapons that you are carrying (soft-swapping), or by replacing your current weapon in your inventory (hard-swapping) by menuing. Soft-swapping is much easier, as it requires a single button press. Hard-swapping can sometimes be faster, as no animation is played while swapping and you can use the weapon instantly after leaving the menu.
Hard-swapping is perceived as unfair by some players, but the PvP community at large permits it, and it is not banned in any ladder or tournament ruleset.
For unknown reasons, holy damage is not increased by otherwise damage increasing effects. For example, Coded Sword jump attacks are not affected by Claw Talisman in PvP, but they are buffed in PvE. Any talisman or buff which directly increases damage simply has no effect on holy damage in PvP.
See also:
Hyper armour is a state which the player enters when using specific attacks. Heavy weapons like Greataxes typically give you hyper armour on every attack. Hyper armour essentially gives the player increased poise during the attack, and also permanently recovers some amount of poise health.
See also:
On May 25 2022, IGN posted a video titled Elden Ring: PVP Build Guide. This video was widely circulated in the PvP community and mocked for multiple reasons:
The exploit promoted by the PvP guide is the Bloodflame Blade + Fire’s Deadly Sin Glitch, where Fire’s Deadly Sin massively gains blood loss buildup because the main hand buff is falsely applied to it. As a result, this exploit was nicknamed “IGN glitch” or “IGN build”.
When the player rolls or uses certain weapon skills, they become invulnerable for some amount of frames. During this period, the player cannot receive any damage from attacks, but they can still be afflicted with status buildup through phantom hits.
Animation | Startup | i-Frames | Recovery to Roll / Ash of War | ||
Light Roll | 0 | 13 | 8 | 6 | |
Medium Roll | 0 | 13 | 8 | 7 | |
Heavy Roll | 0 | 12 | 16 | 11 | |
Bloody Helice | 0 | 20 | 14 | 9 | |
Vow of the Indomitable | 4 | 30 | 1 | 10 | |
Bloodhound’s Finesse | 58 | 20 | 25 | N/A | |
Raptor of the Mists | 0 | 18 | N/A | N/A | |
Bloodhound’s Step | Forwards | 0 | 16 | 9 | 7 |
Forwards, Repeated | 0 | 14 | 11 | 11 | |
Backwards | 0 | 16 | 7 | 7 | |
Backwards, Repeated | 0 | 14 | 9 | 11 | |
Sideways | 0 | 16 | 6 | 6 | |
Sideways, Repeated | 0 | 14 | 8 | 13 | |
Medium/Heavy Load Quickstep | Forwards | 0 | 15 | 10 | 7 |
Forwards, Repeated | 0 | 13 | 12 | 9 | |
Backwards | 0 | 15 | 8 | 6 | |
Backwards, Repeated | 0 | 13 | 10 | 8 | |
Sideways | 0 | 15 | 7 | 6 | |
Sideways, Repeated | 0 | 13 | 9 | 8 | |
Light Load Quickstep | Forwards | 0 | 15 | 10 | 7 |
Forwards, Repeated | 0 | 14 | 10 | 7 | |
Backwards | 0 | 15 | 8 | 6 | |
Backwards, Repeated | 0 | 14 | 8 | 6 | |
Sideways | 0 | 15 | 7 | 6 | |
Sideways, Repeated | 0 | 14 | 7 | 6 | |
Note: All data is given in frames at 30 FPS, 1 frame = 33 ms
See also:
In Elden Ring, you can only deal damage with an attack if the opponent is outside of i-frames on your screen and on their screen. If the opponent is in i-frames on your screen, your attack doesn’t attempt to damage them. If the opponent was damaged on your screen but is already in i-frames on theirs, they will also not receive damage, but a phantom hit.
For every frame of latency, effectively, one frame of recovery is removed. If your opponent has approximately 8 frames = 270 ms of latency and is spamming light/medium rolls, then they will always be in i-Frames on your screen or on their own, making them immortal to any damage other than status effects. This allows them to do things that are normally impossible, like rolling into their opponent’s Flaming Strike and back out of it without taking damage.
See also:
In some rare cases, players don’t get staggered by attacks that they clearly shouldn’t be able to poise. Even powerstanced great spear jumping attacks sometimes don’t stagger opponents, seemingly randomly. An IPE can be recognized by the fact that no flinching animation will be played whatsoever when the opponent is hit by an attack. Poising an attack normally will result in a slight flinching animation, possibly leading to aimpunch, contrary to an IPE.
The exact reason for why this happens is unknown, but IPEs most commonly occur when:
Kill confirmation is the act of finishing an opponent off when they are at low health. When discussing tactics for kill confirmation, this typically involves ways of doing small amounts of damage, but as reliably as possible.
A knowledge check is an attack or playstyle which tests the opponent’s game knowledge. For example, using status effects checks if the opponent knows about talismans that increase their status resistances, and whether they know that they can remove these status effects with boluses.
Knowledge check is sometimes used in a condescending manner, referring to strategies which become useless if the opponent knows about them.
Motion values are multipliers for properties of attacks. They include:
For example, the actual poise damage of a weapon is calculated by multiplying the poise damage motion value and the base poise damage of the weapon. Except for poise damage MVs, all MVs of a one-handed R1 are typically 100, so you can see them as a percentage of a light attack.
See also:
In fighting games, there are three states that players can find themselves in:
While players are in neutral, they are typically closer to the middle of the stage and attempting to put the opponent into disadvantage, e.g. through zoning.
A neutral jump is a technique where the player jumps while standing still. If their opponent attacks them during this, the jump can avoid this attack and counter it with a jump attack. Neutral jumps work similarly to parrying because they are predictions of your opponent attacking you. However, they are often safer and require much less precision than a parry.
From testing during PvP, it appears like neutral jumps have very good tracking when used while walking, but have no tracking whatsoever when used during a recovery, e.g. after performing an attack.
Players refer to offhand weapons with these abbreviations:
When a player is hit while they are not attacking, and manages to not get staggered, i.e. “poises” the attack, this effect is called passive poise. Also refer to the lexicon entry for poise for more information.
While the player is attacking, they may also receive hyper-armour which lets them poise more attacks, and we refer to the calculations when they get hit as active poise.
Not every tool for parrying is made equal in Elden Ring. Some parries have significantly better frame data, meaning that the active parry frames appear earlier in the animation, and there are more of them, so there is a longer window during which an attack may be parried.
Parry Tool | Startup | Parry Frames | Recovery to Roll / Ash of War | |
Golden Parry | 4 | 6 | 15 | 16 |
Carian Retaliation | 4 | 6 | 15 | 16 |
Buckler | 4 | 5 | 16 | 18 |
Small Shield | 5 | 5 | 15 | 16 |
Storm Wall | 5 | 5 | 15 | 16 |
Dagger | 6 | 4 | 15 | 16 |
Thop’s Barrier | 6 | 4 | 15 | 16 |
Medium Shield, Thrusting Sword, First, Claw (Offhand) | 6 | 2 | 17 | 18 |
Fist/Claw (Mainhand) | 6 | 2 | 15 | 16 |
Curved Sword | 6 | 2 | 17 | 18 |
Note 1: All data is given in frames at 30 FPS, 1 frame = 33 ms
Note 2: Ashes of War like Golden Parry have the same frame data on small/medium shields
Windy Crystal Tear and Crucible Feather Talisman add +3 iframes and therefore -3 recovery to Light, Medium, and Heavy Roll. No other iframes are affected by these, and they do not stack.
See also:
When a player starts blocking at the same frame as they are hit, they will block without entering block stun, but still lose stamina. It is commonly seen that a player takes full damage instead of blocking, but bypasses hit stun with this technique. This indicates that the perfect block is likely a bug.
When a physical projectile like a fan dagger or arrow hits your opponent in the head, a headshot animation plays which staggers them for a long time. This is even possible on a phantom hit, so you only need to headshot them on your screen. The phantom hit will still deal no damage, but it will stagger them, interrupting the roll on your opponent’s screen.
A phantom hit occurs when you hit an opponent on your screen, but on their screen, they roll or otherwise enter invulnerability-frames before they get hit. Animations like a blood splatter and a sound effect will still be played, but the opponent receives no damage. Status effects are built up as if you hit them normally, possibly resulting in a phantom proc.
This is the exact opposite effect of a phantom hit. Visually, you get hit on your screen by a projectile or melee attack, but it deals no damage to you because the attack did not connect on your opponent’s screen. This effect is most noticeable when stopping to strafe projectiles, or when seemingly getting roll-caught by projectiles, but taking no damage. It occurs because on your opponent’s screen, you were still strafing or in roll i-frames.
If status buildup reaches 100% during a phantom hit, the status effect is still applied.
Status Effect | Proc | Phantom Proc |
Blood Loss | Damage and stun | Stun only |
Frost | Damage, stun, lingering debuff | Stun and lingering debuff |
Poison | Player is poisoned | Player is poisoned |
Scarlet Rot | Player is afflicted with rot | Player is afflicted with rot |
Sleep | Player is put to sleep, FP drain | Player is put to sleep, FP drain |
Madness | Damage, FP drain, long stagger | FP drain and long stagger |
Death | Player dies | Player dies |
Players unfamiliar with phantom procs may assume that blood loss randomly doesn’t do any damage. However, what actually happened is that their opponent rolled just before they got hit, resulting in a phantom hit and subsequent phantom proc.
Poise in Elden Ring is a stat which dictates how many attacks it will take until you are staggered. The player has an invisible poise health bar which depletes whenever they are hit. This includes phantom hits, so it is not necessary to take damage in order to take poise damage.
All attacks in Elden Ring deal some amount of poise damage, and the player is staggered if their poise health reaches zero, or if they are attacked in any way while having zero poise. Here is a list of ways that your poise health is changed:
Even though the game doesn’t display it as such to the player, poise and poise health are fractional. For example, full bullgoat armour gives the player ~99.9 poise, not exactly 100, but the game rounds this up when displaying the poise in menus. Poise damage is also fractional.
See also:
A poise breakpoint is a poise value which allows you to poise one more attack. As a counter-example, 52 poise is not a breakpoint because having 52 poise instead of 51 will not allow you to poise any more attacks.
WIP
Poise Dmg | BrPoint | Breakpoint Meaning (1.08 WIP) |
0 | 1 | Avoid zero poise damage attacks, e.g. Briar armour rolls |
5 | 6 | One Fan Dagger (5 daggers, 5 poise damage each) |
10 | 11 | Bone Dart, Throwing Dagger, Crystal Dart, etc. |
20 | 21 | Most arrows (20 poise damage, Stormwing Bone Arrow does 50 poise damage) |
24.3 | 25 | Dagger, Claw, Torch PS L1 half-hit (2-hit attacks) |
27 | 28 | Swift Glintstone Shard |
30 | 31 | Glintstone Pebble (Ash of War) |
32.4 | 33 | Thrusting Sword and Whip PS L1 half-hit |
37.5 | 38 | Double Slash 1 (1st hit), Double Slash 2 (1st, 2nd hit) |
40.5 | 41 | Carian Slicer, Glintstone Pebble (Spell) |
Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist PS L1 half–hit | ||
Dagger, Claw, Torch 1H R1 | ||
40.5 | 41 | Dagger and Torch 1H R1 |
44 | Thrusting Sword 1H R1 | |
44.55 | 45 | Heavy Thrusting Sword PS L1 half-hit |
45 | 46 | Light Weapon Spinning Slash 2 (1st hit) |
48.599 | 49 | Dagger and Claw PS L1 (2-hit attacks) |
50 | 51 | Stormwing Bone Arrow |
Double Slash 1 (second hit), Double Slash 2 (3rd hit) | ||
Barbaric Roar R2 (some hits) | ||
Thunderbolt | ||
Storm Assault Wind, Stormcaller Wind Tick | ||
Light Weapon Gravitas Stab | ||
52.65 | 53 | Dagger, Claw, Torch 2H R1 |
52.65 | 53 | Dagger and Torch 2H R1 |
54 | 55 | Various Dragon Breath Ticks |
Thrusting Sword and Whip 1H R1 | ||
54 | 55 | Whip and Claw 1H R1 |
57.5 | 58 | Straight Sword, Curved Sword, Katana, Twinblade, Axe, Spear 1H R1 |
60 | 61 | Kick |
Colossal Sword Golden Land and Waves of Darkness Stab | ||
Beast’s Roar, Thundercloud Form Tick, Prelate’s Charge Tick, War Cry AoE, … | ||
60.75 | Dagger, Claw, Torch 1H JR1 | |
64.799 | 65 | Thrusting Sword and Whip PS L1 |
67.5 | 68 | Unendurable Frenzy Bullet |
Honed Bolt | ||
Fist and Small Shield 1H R1 | ||
Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist 1H R1 | ||
68.75 | 69 | Small/Medium Shield Bash |
70.2 | 71 | Thrusting Sword and Whip 2H R1 |
72.899 | 73 | Dagger PS L1 (3-hit attacks) |
74.25 | 75 | Heavy Thrusting Sword 1H R1 |
74.925 | Halberd and Reaper PS L1 half-hit | |
75 | 76 | Storm Blade Bullet |
Greatshield Bash | ||
78.975 | 79 | Dagger, Claw, Torch 2H JR1 |
80 | 81 | Waves of Darkness Shockwave |
80.999 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist PS L1 | |
81 | 82 | Dagger, Claw, Torch 1H R2 |
82.418 | 83 | Greatsword and Great Spear PS L1 half-hit |
87.75 | 88 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist 2H R1 |
89.099 | 90 | Heavy Thrusting Sword PS L1 |
90 | 91 | 2x Dagger, Claw, Torch 1H R1 |
94.5 | 95 | Catch Flame |
96.525 | 97 | Heavy Thrusting Sword 2H R1 |
100 | 101 | Flaming Strike, Storm Stomp, Ice Spear Startup |
Double Slash 3 | ||
Lightning Slash Lightning | ||
Bloodboon Ritual (Mogh Spear) | ||
Golden Retaliation Bullet (Erdtree Greatshield) | ||
Cursed Blood Slicer (Bloodlame Bullet) | ||
Blade of Gold/Death Bullet | ||
Glintblade Phalanx (Ash of War) Blade | ||
Gravity Stone Fan | ||
101.25 | 102 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear 1H JR1 |
105.3 | 106 | Dagger, Claw, Torch 2H R2 |
Thrusting Sword 2H JR1 | ||
108 | 109 | Thrusting Sword and Whip 1H R2 |
2x Thrusting Sword and Whip 1H R1 | ||
111.375 | 112 | Heavy Thrusting Sword 1H JR1 |
113.399 | 114 | Claw PS JL1 |
114.873 | 115 | Claw 2H RR2 |
118.8 | 119 | Thrusting Sword and Whip 2H RR2, 2H BR1 |
121.499 | 122 | Dagger and Curved Sword PS JL1 |
131.625 | 132 | Fist 2H JR1 |
124.875 | 125 | Halberd and Reaper 1H R1 |
130 | 131 | Sacred Blade Bullet, Nebula Bullet (Wing of Astel, Bastard’s Stars) |
Poise Dmg | BrPoint | Breakpoint Meaning (1.07) |
0 | 1 | Avoid zero poise damage attacks, e.g. Briar armour rolls |
5 | 6 | One Fan Dagger (5 daggers, 5 poise damage each) |
10 | 11 | Bone Dart, Throwing Dagger, Crystal Dart, etc. |
20 | 21 | Most arrows (20 poise damage, Stormwing Bone Arrow does 50 poise damage) |
24.3 | 25 | Dagger, Claw, Torch PS L1 half-hit (2-hit attacks) |
27 | 28 | Swift Glintstone Shard |
30 | 31 | Glintstone Pebble (Ash of War) |
32.4 | 33 | Thrusting Sword and Whip PS L1 half-hit |
37.5 | 38 | Double Slash 1 (1st hit), Double Slash 2 (1st, 2nd hit) |
40.5 | 41 | Carian Slicer, Glintstone Pebble (Spell) |
Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist PS L1 half–hit | ||
Dagger, Claw, Torch 1H R1 | ||
44.55 | 45 | Heavy Thrusting Sword PS L1 half-hit |
45 | 46 | Light Weapon Spinning Slash 2 (1st hit) |
48.599 | 49 | Dagger and Claw PS L1 (2-hit attacks) |
50 | 51 | Stormwing Bone Arrow |
Double Slash 1 (second hit), Double Slash 2 (3rd hit) | ||
Barbaric Roar R2 (some hits) | ||
Thunderbolt | ||
Storm Assault Wind, Stormcaller Wind Tick | ||
Light Weapon Gravitas Stab | ||
52.65 | 53 | Dagger, Claw, Torch 2H R1 |
54 | 55 | Various Dragon Breath Ticks |
Thrusting Sword and Whip 1H R1 | ||
60 | 61 | Kick |
Colossal Sword Golden Land and Waves of Darkness Stab | ||
Beast’s Roar, Thundercloud Form Tick, Prelate’s Charge Tick, War Cry AoE, … | ||
60.75 | Dagger, Claw, Torch 1H JR1 | |
64.799 | 65 | Thrusting Sword and Whip PS L1 |
67.5 | 68 | Unendurable Frenzy Bullet |
Honed Bolt | ||
Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist 1H R1 | ||
68.75 | 69 | Small/Medium Shield Bash |
70.2 | 71 | Thrusting Sword and Whip 2H R1 |
72.899 | 73 | Dagger PS L1 (3-hit attacks) |
74.25 | 75 | Heavy Thrusting Sword 1H R1 |
74.925 | Halberd and Reaper PS L1 half-hit | |
75 | 76 | Storm Blade Bullet |
Greatshield Bash | ||
78.975 | 79 | Dagger, Claw, Torch 2H JR1 |
80 | 81 | Waves of Darkness Shockwave |
80.999 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist PS L1 | |
81 | 82 | Dagger, Claw, Torch 1H R2 |
82.418 | 83 | Greatsword and Great Spear PS L1 half-hit |
87.75 | 88 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear, Fist 2H R1 |
89.099 | 90 | Heavy Thrusting Sword PS L1 |
90 | 91 | 2x Dagger, Claw, Torch 1H R1 |
94.5 | 95 | Catch Flame |
96.525 | 97 | Heavy Thrusting Sword 2H R1 |
100 | 101 | Flaming Strike, Storm Stomp, Ice Spear Startup |
Double Slash 3 | ||
Lightning Slash Lightning | ||
Bloodboon Ritual (Mogh Spear) | ||
Golden Retaliation Bullet (Erdtree Greatshield) | ||
Cursed Blood Slicer (Bloodlame Bullet) | ||
Blade of Gold/Death Bullet | ||
Glintblade Phalanx (Ash of War) Blade | ||
Gravity Stone Fan | ||
101.25 | 102 | Straight Sword, Curved Sword, Katana, Axe, Twinblade, Spear 1H JR1 |
105.3 | 106 | Dagger, Claw, Torch 2H R2 |
Thrusting Sword 2H JR1 | ||
108 | 109 | Thrusting Sword and Whip 1H R2 |
2x Thrusting Sword and Whip 1H R1 | ||
111.375 | 112 | Heavy Thrusting Sword 1H JR1 |
113.399 | 114 | Claw PS JL1 |
114.873 | 115 | Claw 2H RR2 |
118.8 | 119 | Thrusting Sword and Whip 2H RR2, 2H BR1 |
121.499 | 122 | Dagger and Curved Sword PS JL1 |
131.625 | 132 | Fist 2H JR1 |
124.875 | 125 | Halberd and Reaper 1H R1 |
130 | 131 | Sacred Blade Bullet, Nebula Bullet (Wing of Astel, Bastard’s Stars) |
Also note that Elden Ring poise is translated into a toughness stat which has a lower maximum than poise. Poise damage subtracts from toughness, introducing floating point imprecision. Furthermore, armour poise is fractional, e.g. Bullgoat Armor gives ~99.6 poise and is rounded up to 100 when displayed in your menu. As a result, 60 armour poise can sometimes be enough to protect against 60 poise damage, but this cannot be relied upon. The above list is always poise damage +1.
Poise counting is a technique of keeping track of your and your opponent’s current poise health. When you get (phantom) hit, your poise health is depleted, and so is your opponent’s. When it reaches zero, the poise health is reset.
Poise counting is necessary to know whether you will interrupt your opponent’s next attack. If so, you can afford to play more aggressively and to pressure them. You should typically avoid performing attacks that will not break the poise of your opponent, since they can very easily poise trade with your attack otherwise.
A powerstance refers to using two weapons of the same type, one in the mainhand and one in the offhand. In this case, the L1 attack will not just swing the offhand weapon, but will use both weapons in a paired attack.
This term originates from Dark Souls 2, but is widely used in Elden Ring despite not being mentioned anywhere within the game. “Paired weapons” instead refers to weapons that give you a PS moveset when two-handed, such as Ornamental Straight Sword.
In an exchange of attacks, one player usually has priority over the other, especially if they are using different weapons. Priority is a form of advantage where if both opponents were to attack at the same time, the player with priority would win the exchange for some reason.
For example, if a player in Elden Ring gets hit by an attack, they usually don’t have priority, because a follow-up attack of their opponent would hit them before they recover from the stagger animation and can perform their own attack.
A player can have priority because their attack has more damage or poise damage, or because it is significantly faster. If you don’t have priority yourself, you typically have to gain distance from your opponent and reset to neutral, or you can parry or neutral jump if you predict that your opponent makes use of their priority.
Proc comes from “programmed random occurrence”. It was commonly used in World of Warcraft to describe when a random event happens during an attack, like poison damage.
In Elden Ring, the term is used to describe when status buildup reaches 100% and e.g. the blood loss effect is applied. It is a misuse of the term because it is not a random event.
Additional Effect | Duration | FP Drain | Damage (Per Tick) | Dmg at 2000 HP | Dmg at 2700 HP | |
Bleed1 | Short stun | ⌊MaxHP * 0.15⌋ + 100 | 400 | 505 | ||
Bleed2 | Short stun | ⌊MaxHP * 0.15⌋ + 200 | 500 | 605 | ||
Frost | -20% damage negation & stamina recovery debuff | 30 s | ⌊MaxHP * 0.1⌋ + 30 | 230 | 300 | |
Madness | Long stun | 2 s | ⌊MaxFP * 0.1⌋ + 30 | ⌊MaxHP * 0.15⌋ + 100 | 400 | 505 |
Sleep | Long stun | 1 s | ⌊MaxFP * 0.1⌋ + 30 | |||
Poison1 | Damage over time (1 Hz) | 90 s | ⌊MaxHP * 0.0007⌋ + 7 | 720 | 720 | |
Poison2 | Damage over time (1 Hz) | 30 s | ⌊MaxHP * 0.0014⌋ + 14 | 480 | 510 | |
Poison3 | Damage over time (1 Hz) | 30 s | ⌊MaxHP * 0.0012⌋ + 12 | 420 | 450 | |
Poison4 | Damage over time (1 Hz) | 30 s | ⌊MaxHP * 0.0042⌋ + 18 | 780 | 870 | |
Poison5 | Damage over time (1 Hz) | 30 s | ⌊MaxHP * 0.0021⌋ + 21 | 750 | 780 | |
Scarlet Rot1 | Damage over time (1 Hz) | 90 s | ⌊MaxHP * 0.0018⌋ + 15 | 1620 | 1710 | |
Scarlet Rot2 | Damage over time (1 Hz) | 90 s | ⌊MaxHP * 0.0018⌋ + 13 | 1440 | 1530 |
Note 1: the ⌊symbols⌋ mean rounding down
Note 2: There are further PvE variations of poison and rot
Note 3: Poison ticks can be i-framed, meaning that the total damage may be lower than e.g. 720
See also:
A read in fighting games is a prediction of your opponent’s actions with a pre-emptive punishment for them. For example, you can predict that your opponent will attack when they get closer to you, and you attack them to interrupt them before they can do so.
A hard read is a read where you predict your opponent with great confidence and make a substantial commitment to the punishment. For example, a successful parry is always a hard read, and so is a neutral jump. In this case, you are predicting that your opponent will attack within a small time window, and then punishing them for it. Parries and neutral jumps can be punished and thus require commitment.
Moves in Elden Ring have a certain amount of recovery frames until the player can walk and perform an arbitrary move again. However, the amount of recovery frames into actions other than walking is typically lower.
For example, the recovery after a UGS crouch poke to walking is fairly long, but the player can crouch to end this recovery sooner.
See also:
Elden Ring players typically refer to attacks/inputs by these acronyms.
Acronym | Meaning |
R1 | Mainhand light attack |
R2 | Mainhand heavy attack |
L1 | Offhand/paired attack, blocking, etc. |
RR1 | Mainhand light running attack |
RR2 | Mainhand heavy running attack |
RL1 | Paired running attack |
CR1 | Mainhand crouch/rolling attack |
CL1 | Paired crouch/rolling attack |
JR1 | Mainhand light jumping attack |
JR2 | Mainhand heavy jumping attack |
BR1 | Mainhand backstep attack |
BL1 | Paired backstep attack |
L2 | Use of weapon skill |
L3 | Crouching |
WDR1 | = RR1, “while dashing R1”, DS3 lingo |
WRR1 | = CR1, “while rolling R1”, DS3 lingo |
Note that there is no difference between a rolling and a crouch attack in Elden Ring, they are always the exact same attack. This is why RR1 is unambiguous, as CR1 can be used to refer to a rolling attack.
This is a technique where you queue up a backstep during the recovery of an attack, and then start walking backwards so that the backstep doesn’t go backwards as usual, but forwards. You can then perform a backstep attack. This sequence is faster than recovering from an attack into running and performing a running attack.
Animation | Startup* | To Attack | To AoW | To Roll |
Medium Backstep | 2 | 9 - 11 | 12 - 14 | 16 - 18 |
Frame data is at 30 FPS and recovery windows do not include the startup
Cancel windows depend on equipment load
*during startup, your character doesn’t move yet and turning is enabled, which allows you to turn around before the hop
The ravioli allows you to pressure opponents much more than with repeated running attacks, as both the reverse backstep and the backstep attack will close distance.
This technique is similar to the reverse quickstep, but can also be performed while walking. To perform it, you need to lock onto a target. Then, aim backwards, quickstep, and unlock all at the same time. This will result in your character performing a backwards quickstep, but towards your target. These inputs don’t have to be performed frame-perfectly at the same time, you have some leeway.
This technique is used for approaching the opponent with a backstep attack, or for backstabbing them. The reverse quickstep is a much less risky way of backstabbing opponents than using a reverse backstep, because it also has i-frames.
See also:
A roll-catching combo is a series of attacks that an opponent can roll out of, but that will roll-catch them if they panic roll, i.e. spam the roll button as soon as they are hit.
Examples:
The key benefit of roll-catching combos is that they don’t require any precision or careful timing to catch rolls. They work if you simply queue up attacks.
This is the level of a character. The meta, i.e. the level where competitive matches take place is 125 in Elden Ring. Another popular level is 150. For invasions, players often make characters at RL 137, allowing them to invade both 125 and 150.
When you perform a jump attack very early into the jump, i.e. while your character is gaining height, this is called a rising jump attack. When you are doing it late into the jump, i.e. while your character is losing height, this is called a falling jump attack. If your character touches the ground while performing the jump attack, it is a landing jump attack.
Falling and landing jump attacks have much better tracking than rising jump attacks, to the point where you can perform the attack and turn into the direction where you have jumped from.
When you block with a shield and simultaneously perform a light attack, you attack while blocking. You can get guard-broken during this attack.
Weapon | Pvp Poise Dmg | Attack | Damage Level | Startup Frames | Active Frames | Recovery To Roll | Recovery To Attack |
Thrusting Sword | 54 | 100 | 1 | 11 | 3 | 7 | 9 |
Heavy Thrusting Sword | 74.25 | 100 | 1 | 13 | 3 | 13 | 10 |
Spear | 67.5 | 85 | 1 | 12 | 4 | 9 | 9 |
Great Spear | 137.3625 | 85 | 1 | 16 | 3 | 12 | 11 |
Frame Data at 30 FPS, 1 frame = 33ms
Note 1: Damage level 1 results in 10 frames hitstun until dodge, and 7 frames hitstun until attack; This means that the poked player always has a frame advantage
A soft cap is a level after which the gains from additional stat investment significantly increase or decrease. In most cases, the gains will decrease, but some soft caps, like 15 Mind, increase returns. A hard cap is the maximum of 99 which can be invested into a stat. See below the gains in HP from Vigor and Mind, with soft caps highlighted:
Vigor | HP | Delta | Vigor | HP | Delta | Mind | FP | Delta | Mind | FP | Delta | |||
10 | 414 | 18 | 61 | 1906 | 6 | 10 | 78 | 3 | 61 | 352 | 2 | |||
11 | 434 | 20 | 62 | 1912 | 6 | 11 | 82 | 4 | 62 | 355 | 3 | |||
12 | 455 | 21 | 63 | 1918 | 6 | 12 | 85 | 3 | 63 | 357 | 2 | |||
13 | 476 | 21 | 64 | 1924 | 6 | 13 | 88 | 3 | 64 | 360 | 3 | |||
14 | 499 | 23 | 65 | 1930 | 6 | 14 | 91 | 3 | 65 | 362 | 2 | |||
15 | 522 | 23 | 66 | 1936 | 6 | 15 | 95 | 4 | 66 | 365 | 3 | |||
16 | 547 | 25 | 67 | 1942 | 6 | 16 | 100 | 5 | 67 | 367 | 2 | |||
17 | 572 | 25 | 68 | 1948 | 6 | 17 | 105 | 5 | 68 | 370 | 3 | |||
18 | 598 | 26 | 69 | 1954 | 6 | 18 | 110 | 5 | 69 | 373 | 3 | |||
19 | 624 | 26 | 70 | 1959 | 5 | 19 | 116 | 6 | 70 | 375 | 2 | |||
20 | 652 | 28 | 71 | 1965 | 6 | 20 | 121 | 5 | 71 | 378 | 3 | |||
21 | 680 | 28 | 72 | 1971 | 6 | 21 | 126 | 5 | 72 | 380 | 2 | |||
22 | 709 | 29 | 73 | 1977 | 6 | 22 | 131 | 5 | 73 | 383 | 3 | |||
23 | 738 | 29 | 74 | 1982 | 5 | 23 | 137 | 6 | 74 | 385 | 2 | |||
24 | 769 | 31 | 75 | 1988 | 6 | 24 | 142 | 5 | 75 | 388 | 3 | |||
25 | 800 | 31 | 76 | 1993 | 5 | 25 | 147 | 5 | 76 | 391 | 3 | |||
26 | 833 | 33 | 77 | 1999 | 6 | 26 | 152 | 5 | 77 | 393 | 2 | |||
27 | 870 | 37 | 78 | 2004 | 5 | 27 | 158 | 6 | 78 | 396 | 3 | |||
28 | 910 | 40 | 79 | 2010 | 6 | 28 | 163 | 5 | 79 | 398 | 2 | |||
29 | 951 | 41 | 80 | 2015 | 5 | 29 | 168 | 5 | 80 | 401 | 3 | |||
30 | 994 | 43 | 81 | 2020 | 5 | 30 | 173 | 5 | 81 | 403 | 2 | |||
31 | 1037 | 43 | 82 | 2026 | 6 | 31 | 179 | 6 | 82 | 406 | 3 | |||
32 | 1081 | 44 | 83 | 2031 | 5 | 32 | 184 | 5 | 83 | 408 | 2 | |||
33 | 1125 | 44 | 84 | 2036 | 5 | 33 | 189 | 5 | 84 | 411 | 3 | |||
34 | 1170 | 45 | 85 | 2041 | 5 | 34 | 194 | 5 | 85 | 414 | 3 | |||
35 | 1216 | 46 | 86 | 2046 | 5 | 35 | 200 | 6 | 86 | 416 | 2 | |||
36 | 1262 | 46 | 87 | 2051 | 5 | 36 | 207 | 7 | 87 | 419 | 3 | |||
37 | 1308 | 46 | 88 | 2056 | 5 | 37 | 214 | 7 | 88 | 421 | 2 | |||
38 | 1355 | 47 | 89 | 2060 | 4 | 38 | 221 | 7 | 89 | 424 | 3 | |||
39 | 1402 | 47 | 90 | 2065 | 5 | 39 | 228 | 7 | 90 | 426 | 2 | |||
40 | 1450 | 48 | 91 | 2070 | 5 | 40 | 235 | 7 | 91 | 429 | 3 | |||
41 | 1476 | 26 | 92 | 2074 | 4 | 41 | 242 | 7 | 92 | 432 | 3 | |||
42 | 1503 | 27 | 93 | 2078 | 4 | 42 | 248 | 7 | 93 | 434 | 2 | |||
43 | 1529 | 26 | 94 | 2082 | 4 | 43 | 255 | 7 | 94 | 437 | 3 | |||
44 | 1555 | 26 | 95 | 2086 | 4 | 44 | 262 | 7 | 95 | 439 | 2 | |||
45 | 1581 | 26 | 96 | 2090 | 4 | 45 | 268 | 6 | 96 | 442 | 3 | |||
46 | 1606 | 25 | 97 | 2094 | 4 | 46 | 275 | 7 | 97 | 444 | 2 | |||
47 | 1631 | 25 | 98 | 2097 | 3 | 47 | 281 | 6 | 98 | 447 | 3 | |||
48 | 1656 | 25 | 99 | 2100 | 3 | 48 | 287 | 6 | 99 | 450 | 3 | |||
49 | 1680 | 24 | 49 | 293 | 6 | |||||||||
50 | 1704 | 24 | 50 | 300 | 7 | |||||||||
51 | 1727 | 23 | 51 | 305 | 5 | |||||||||
52 | 1750 | 23 | 52 | 311 | 6 | |||||||||
53 | 1772 | 22 | 53 | 317 | 6 | |||||||||
54 | 1793 | 21 | 54 | 322 | 5 | |||||||||
55 | 1814 | 21 | 55 | 328 | 6 | |||||||||
56 | 1834 | 20 | 56 | 333 | 5 | |||||||||
57 | 1853 | 19 | 57 | 338 | 5 | |||||||||
58 | 1871 | 18 | 58 | 342 | 4 | |||||||||
59 | 1887 | 16 | 59 | 346 | 4 | |||||||||
60 | 1900 | 13 | 60 | 350 | 4 |
Stat | Primary Soft Caps | Resistance/Defence Soft Caps |
VIG | 40, 60 for HP | 40, 60 for Immunity |
MIN | 15, 35, 60 for FP | 40, 60 for Focus |
END | 15, 30, 50 for Stamina | 30, 40, 60 for Robustness |
STR | 20, 55, 80 for AR | 30, 40, 60 for Physical Defense |
DEX | 20, 55, 80 for AR 15, 30, 45 for Incantation Scaling | |
INT | 20, 50, 80 for AR 60, 80 for Sorcery Scaling | 20, 35, 60 for Magic Defense |
FTH | 20, 50, 80 for AR 60, 80 for Incantation Scaling | |
ARC | 20, 50, 80 for AR 15, 30, 45 for Incantation/Sorcery Scaling 25, 45, 60 for melee status buildup 15, 30, 50 for projectile status e.g. pots 25, 45, 60 for Serpent Bow arrow status | 15, 40, 60 for Vitality 20, 35, 60 for Holy Defense |
Note: The scaling of AR on weapons or the sorcery/incantation scaling on staffs/seals depends on the weapon and its infusion, the above soft caps are approximations
Spacing is a form of positioning where the player positions themselves just barely outside of the range of an opponent’s attack, so that they don’t get hit but can punish their opponent for whiffing an attack.
Some weapons like paired straight swords are referred to as “spacing weapons”, which means that you play them primarily by spacing and punishing your opponent for whiffing, or getting close to them and obtaining priority.
Spacing and zoning are both forms of space management, but spacing usually refers to management around individual attacks and zoning to the overall positioning while in neutral.
A lot of weapons in Elden Ring, especially those infused with an affinity deal both physical and affinity damage (fire, magic, lightning, holy). This is called split damage. Weapons infused with Keen, Heavy, Standard, etc. will usually deal pure physical damage. Some weapons like the Coded Sword deal pure holy damage.
Generally speaking, pure damage is better than split damage, because pure damage only goes through one defence calculation. Players and enemies have defences (approximately 140), and the higher damage is in relation to that defence stat, the better.
The Sword of Night and Flame is a great example of a weapon that can achieve a very high attack rating, but deals little effective damage because its damage is split between magic, fire, and physical.
When you hit a blocking opponent’s shield, you deal a certain amount of stamina damage. This damage mostly depends on the attack and the weapon class, but there are small differences between weapons in the same class as well. The formula for melee stamina damage is approximately:
The formula for bullets is:
BaseStDmg- A base stamina damage constant which depends on the weapon, usually between 20 and 100. Consider hammer talisman and other buffs to increase this value.
BulletStDmg- The stamina damage of a bullet, such as Thunderbolt or Kick. Kick does 999.
GF- A guard factor which depends on the buffs applied to the shield, or 1 if none apply. E.g. 0.5 when Barricade Shield is active, 0.8 for Greatshield Talisman. Buffs scale multiplicatively.
GBoost - A guard boost stat which depends on the shield, its infusion, and upgrade level. Increased by approximately 10 when two-handing the shield
AF - An attack factor which depends on the current attack, if any. 1 normally, 0.8 for torch poke, 0.75 for shield poke with small/medium shields, 0.7 for great shield poke.
StDmgMV- The stamina damage motion value of an attack. Usually 100 for a 1H R1.
UpgrMod - A constant which increases with upgrade levels of weapons. 1 for +0, 2 for +25.
PvPMod - A constant which increases stamina damage in PvP. 1.325 for melee attacks, 1.25 for ashes and spells.
Weapon | Move | Stamina Dmg MV / PvE Bullet Stamina Dmg | Max PvP Raw Stamina Dmg |
Straight Sword Best for Ashes: Broadsword (47 Base St. Dmg) | 2H R1 | 120 | |
2H R2 100% | 240 | ||
PS L1 | 180 | ||
PS JL1 | 220 | ||
Square Off R1 (Broadsword) | 700 | 1151.5 | |
Square Off R2 (Broadsword) | 240 | ||
Katana 2nd Best: Nagakiba (45 Base St. Dmg.) (ignoring Meteoric) | 2H R1 | 120 | |
2H R2 100% | 250 | ||
PS JL1 | 250 | ||
Unsheathe R1 | 200 | ||
Unsheathe R2 | 300 | ||
Spinning Slash 1 | 150 | ||
Spinning Slash 2 | 85, 150 | ||
Greatsword Best: Iron Greatsword (70 Base St. Dmg) | 2H R1 | 120 | |
2H R2 | 170 | ||
2H R2 100% | 240 | ||
2H JR1 | 120 | ||
2H JR2 | 240 | ||
Great Spear Best: Serpent Hunter (73 Base St. Dmg.) | 2H R1 | 120 | |
2H R2 100% | 265 | ||
PS CL1 | 200 | ||
PS JL1 | 300 | ||
Thrusting Sword Best: Cleanrot Knight (33 Base St. Dmg) | 2H R1 | 200 | |
2H R2 100% | 300 | ||
2H JR2 | 350 | ||
PS JL1 | 310 | ||
Heavy Thrusting Sword | 2H R1, JR1 | 200 | |
2H R2 | 200 | ||
2H RR2 | 200 | ||
2H JR1 | 200 | ||
2H JR2 | 350 | ||
Colossal Sword Best: Ruins (84 Base St. Dmg) | 2H R1 | 120 | |
2H R2 | 170 | ||
2H R2 100% | 240 | ||
2H CR1 | 120 | ||
2H JR1 | 120 | ||
2H JR2 | 240 | ||
Ashes of War | Flaming Strike Melee | 200 | |
Flaming Strike Bullet | 100 | ||
Waves of Darkness Stab | 100 | ||
Waves of Darkness Wave | 70 | ||
Transient Moonlight Blade | 100 | ||
Transient Moonlight Bullet | 200 | ||
Shield Bash | 500 | ||
Kick Bullet | 999 | 1748.25 | |
Storm Stomp | 100 | ||
Glintstone Pebble | 150 | ||
Thunderbolt | 40 | ||
Gravity Bolt | 415 | ||
Bloodboon Ritual | 80 | ||
Beast Roar | 66 | ||
Spells | Catch Flame | 30 | |
Bestial Sling | 60 | ||
Bloodflame Talons | 100 | ||
Carian Slicer | 40 | ||
Carian Piercer | 175 - 230 | ||
Giantsflame Take Thee | 210 - 273 | ||
Placidusax’s Ruin | 400 | ||
Greyoll’s Roar | 220 | ||
Agheel’s Flame | 90 | ||
Wrath of Gold | 240 - 290 |
Note 1: Max Raw Stamina Dmg refers to the stamina damage dealt with the example weapon which is used as a representative for the weapon class, with Hammer Talisman equipped and the weapon fully upgraded.
The stance escape is a form of stagger cancelling which is limited to moves with damage level 3 and attack direction 0*. When hit in the back by such an attack, e.g. a UGS crouch poke, you can immediately use an ash of war instead of being staggered for long. A stance weapon art such as Unsheathe then lets you roll away much sooner, escaping the UGS vortex.
* Damage level is explained above, attack direction is a hidden attribute of attacks that indicates if they attack sideways or frontally. Attack direction 0 is a frontal attack, e.g. a thrusting move.
See also:
When two players both hit each other at the same time, this is called a trade. There are different kinds of trades and different reasons why they occur.
Trade | Reason | Ways to Avoid |
Perfect Trade | Players attack each other exactly at the same moment, i.e. their active attack frames connect with the enemy hurtbox at the same time. | Fundamentals, luck. |
Poise Trade | One or both players would have been interrupted before landing an attack, but they poise the attack and land it anyways. | High poise damage weapons, e.g. UGS. |
Hyperarmor Trade | Same principle as a Poise Trade, but caused by increased poise during HA. | Fast and high damage weapons, e.g. 2H Halberd. |
Latency Trade | One or both players would have been interrupted before landing an attack, but because the hit takes too long to arrive on the opponent’s screen (due to latency), they land it anyway. | Low recovery weapons, rolling away after each attack, e.g. PS straight swords. |
Ranged Trade | Both players shoot projectiles at their opponent, and get hit while firing or during their recovery. | Don’t fight ranged vs ranged. |
Shield Poke Trade | One player attacks the other with a shield poke during their attack, possibly on reaction. | High range weapons, jump attacks. |
The time to kill is a vague metric for how long it takes to kill other players in a game. Elden Ring at higher RL (rune level) is considered to have a low TTK. For example, many colossal swords can kill a player within seconds using 4 crouch pokes, and many ashes of war can deal well over 1000 damage, which should be roughly half a player’s total HP.
A true combo is a sequence of attacks which the opponent cannot escape (by rolling). Elden Ring has comparably few true combos, a lot of which may be unintentional.
Examples:
In Elden Ring, a combo is usually called “true” if it is not possible to roll out of it (disregarding poise). However, some of these combos can be escaped using Quickstep and other skills which enter i-frames immediately, because the hit-stun for some damage levels until L2 lasts shorter than the hit-stun until roll. Some of these combos are not true if the opponent poises a part of it. For example, an opponent with 91 poise can escape the heavy thrusting sword JR1 R1 true combo. Some true combos also require you to angle your weapon in a specific way, such as the Banished Knight’s Greatsword JR1 R1 combo.
Unsheathe and Transient Moonlight (the Moonveil skill) usually end with a long recovery animation. This animation can be cancelled by rolling, jumping, crouching, or blocking, but the recovery into walking is very long.
You can use this to your advantage and immediately block or crouch after unsheathing, then hold L2 to sheathe again. This technique lets you unsheathe repeatedly at high speed. The cancel into crouch is the easiest to perform, since you just need to tap the crouch button and hold L2, whereas you need to be blocking for some time to cancel after Unsheathe.
This also results in a vortex, because Unsheathe into Unsheathe is a roll-catching combo, and since Unsheathe is quite difficult to reaction-roll at point blank.
A vigor check happens when a player’s HP bar is emptied in a single hit or a single attack, revealing exactly how much health they had, and thus how much vigor they have. It is a humorous term, used especially when encountering players with low vigor who get killed quickly by attacks that wouldn’t have killed a player with a better build.
For reference, at RL (rune level) 125, a player should typically have 60 vigor, or very close to that.
A vortex is a situation where a player is at a disadvantage and can’t easily reset to neutral because taking the wrong action (e.g. panic rolling) keeps them in the same disadvantaged state.
For example, after you have been hit by a Great Spear crouch poke, you are staggered for a large amount of time. You are then at a disadvantage, because you can be hit by a follow-up poke before performing any attack yourself. A follow-up poke can be very difficult to react to, so you are somewhat forced to panic roll. However, a panic roll is also not a good option, because Great Spear is an excellent weapon for roll-catching.
The Great Spear vortex is the most extreme example of a vortex in Elden Ring, but some other examples are:
Wavedashing is a technique which is used to perform crouch attacks while running. It works by repeatedly crouching and un-crouching while running. For a few steps after un-crouching, it is possible to perform a crouch attack, even though the player is running.
See also:
This is the Dark Souls 3 term for weapon skills. In Elden Ring, they are referred to as skills when used, and ashes of war when talking about adding a skill to a weapon.
A player whiffs, i.e. their attack is whiffed if they fail to hit their opponent due to improper spacing. This can either happen because they didn’t close enough distance before attacking, or they didn’t wait for their opponent to close distance.
A whiff typically puts the opponent at an advantage, allowing them to attack and hit the whiffing player, which is called a whiff-punish.
Zoning is whatever series of tactics a player uses to keep their opponent at a specific distance. The goal is to use projectiles, long-ranged attacks, fast and safe moves, to apply pressure, and to force your opponent into a disadvantage.
Sorcery and Light Bow are examples of playstyles/weapons which rely heavily on zoning, always attempting to keep their opponent within range of their projectiles, but also attempting to stay away from their melee attacks, assuming they are being chased after.
Spacing and zoning are both forms of space management, but spacing usually refers to management around individual attacks and zoning to the overall positioning while in neutral.