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.

Aggressive/Passive, Reactive/Read-Heavy
Red/Blue/Green/Yellow Quadrant

Players are often categorised based on two metrics:

  • A reactive player waits for their opponent to make a move, then attempts to gain an advantage based on that. A read-heavy player will instead predict their opponent’s move and set up their next attack based on that.
  • A passive player will stay at distance in neutral and wait for their opponent to come to them. An aggressive player will close distance instead.

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.


Aimpunch

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:


Backswing

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.


Block Cancel

Blocking in Elden Ring has a variety of applications which fall under the umbrella term block cancelling:

  • Running without ever pivoting (i.e. cancelling the pivot)
  • Repeating running jumps (i.e. cancelling the walking state)
  • Performing a running jump towards the opponent and instantly running back without pivoting
  • Cancelling the recovery of an attack (see recovery cancel)
  • Cancelling the crouching state, e.g. to perform a neutral R1

See also:


Chip Damage

Chip damage refers to small amounts of damage coming from consumables, projectiles, and sometimes melee weapons, typically below 10% of player HP.


Counter-Hit, Counter-Damage

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.


Critical Attack - Backstab, Riposte [1.08]

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

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 [1.08]

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.


Dead Angling

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.


Defence and Damage Negation, Competitive Defence [1.08]

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.


Empty Jump

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.


Fast Weapon Art vs. Slow Weapon Art [1.08]

Certain weapon arts aka. skills are classified as “fast”. This includes (list may be incomplete):

  • No Skill
  • Lion’s Claw
  • Double Slash
  • Prelate’s Charge
  • Unsheathe
  • Square Off
  • Lightning Ram
  • Flame of the Redmanes
  • Determination
  • Royal Knight’s Resolve
  • Quickstep
  • Bloodhound’s Step
  • Raptor of the Mists
  • White Shadow’s Lure
  • Unblockable Blade
  • Sword Dance (since 1.07)
  • Vow of the Indomitable (since 1.07)
  • Eochaid’s Dancing Blade (since 1.07)
  • Stamp (Upward Cut) / Stamp (Sweep) (since 1.07)
  • Impaling Thrust (since 1.07)
  • Piercing Fang (since 1.07)
  • Charge Forth (since 1.07)
  • Blood Tax, Repeating Thrust (since 1.07)
  • Giant Hunt (since 1.07)
  • Loretta’s Slash (since 1.07)
  • Poison Moth Flight (since 1.07)
  • Bloody Slash (since 1.07)
  • Lifesteal Fist (since 1.07)
  • Storm Blade (since 1.07)
  • Flaming Strike (since 1.07)
  • Lightning Slash (since 1.07)
  • Blood Blade (since 1.07)
  • Phantom Slash (since 1.07)
  • War Cry (since 1.07)
  • Ordovis’s Vortex (since 1.07)
  • Wild Strikes (since 1.07)
  • Spinning Strikes (since 1.07)

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

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.


Frame Trap

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:

  • Spinning Slash
  • Double Slash Follow-Up
  • Light attack spam on numerous weapons, such as Shamshir, Dagger, Thrusting Sword, …

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


Free-Aiming

Some attacks in Elden Ring -especially horizontal slashes- can behave differently when manually aiming them to the side, downwards, or upwards. Examples include:

  • Aiming upwards to prevent an opponent from jumping over them
  • Aiming downwards to extend their range slightly (e.g. Unsheathe R2, PS GSpears CL1, ...)
  • Aiming sideways to make them hit on an earlier frame
  • Aiming sideways to make them connect on a later frame, possibly allowing for true combos
  • Aiming backwards to prevent your opponent from whiff-punishing you

Fundamentals

Fundamentals are game skills which are universal to every weapon. Fundamentals are necessary to master PvP.

Elden Ring Fundamentals:

  • Foresight
  • Spacing/zoning
  • Reaction-rolling/dodging
  • Game knowledge
  • Stamina management
  • Poise counting

Fundamentals Weapon

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, WUGS

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.


Hard-Swap vs. Soft-Swap

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.


Holy Damage Bug

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 Armor

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:


IGN Glitch, IGN Build

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:

  • Showing no awareness that the PvP meta is at RL 125 or RL 150
  • Being ill-informed about the viability of certain weapons, such as Bloodhound’s Fang
  • Recommending poor build practice such as using soreseals over RL 200
  • Promoting toxic strategies such as shield poking with Fingerprint Stone Shield
  • Promoting the use of exploits

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”.


Invulnerability Frames aka. i-Frames [1.08]

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:


i-Frame Duplication, Roll-Spam Immortality

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:


Irregular Poise Event (IPE) aka. Random Poise Event (RPE)

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:

  • A melee headshot is involved, i.e. the opponent gets hit in the head
  • The opponent is turning just as they get hit
  • The opponent is beginning to crouch just as they get hit

Kill Confirmation

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.


Knowledge Check

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 Value (MV)

Motion values are multipliers for properties of attacks. They include:

  • Physical/Affinity attack motion values
  • Status motion values
  • Poise damage motion values
  • Stamina damage motion values

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:


Neutral, Neutral Game

In fighting games, there are three states that players can find themselves in:

  • Advantage - Player is pressuring their opponent
  • Disadvantage - Player is being pressured by their opponent
  • Neutral - Neither player has the advantage

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.


Neutral Jump

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.


Offstoc, Offkiba, etc.

Players refer to offhand weapons with these abbreviations:

  • Offstoc - offhand thrusting sword, not necessarily Estoc
  • Offkiba - offhand Nagakiba
  • Offpike - offhand Pike

Passive Poise vs. Active Poise

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.


Parry Frames [1.08]

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:


Perfect Block

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.


Phantom Headshot

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.


Phantom Hit

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.


Phantom Miss aka. Phantom Anti-Hit

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.


Phantom Proc - Phantom Blood Loss, Phantom Sleep, etc.

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

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:

  • Getting hit by an attack decreases poise health, depending on the kind of attack
  • Entering hyper armour increases poise health, but may not reset it completely
  • Not getting hit for 30 seconds resets poise health to whatever your poise is

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:

Poise Breakpoint [1.07]

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)
(missing some info, such as Hammer and Flail)

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)
(missing some info, such as Hammer and Flail)

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

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.


Powerstance (PS)

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.


Priority

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 [1.08]

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:


Read, Hard Read

 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.


Recovery Canel

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:


R1, R2, JR1, RR1, etc. Input Notation

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.


Reverse Backstep (Ravioli) [1.08]

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.


Reverse Quickstep

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:


Roll-Catching Combo

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:

  • Great spear R1 into R2
  • Great spear RR1 into R1
  • Halberd RR1 into Impaling Thrust
  • Halberd RR1 into Flaming Strike
  • Unsheathe R1/R2 into Unsheathe R1

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.


Rune Level (RL)

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.


Rising Jump Attack vs. Falling Jump Attack vs. Landing Jump Attack

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.


Shield Poke [1.08]

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
MV

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


Soft Cap vs. Hard Cap [1.08]

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
30, 40, 60 for Fire Defense

MIN

15, 35, 60 for FP

40, 60 for Focus

END

15, 30, 50 for Stamina
60 for Carry Capacity

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, Spacing Weapon

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.


Split Damage vs. Pure Damage

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.


Stamina Damage [1.08]

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
(Hammer Tali)

Straight Sword

Best: Regalia
(54 Base St. Dmg.)

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

Best: Cragblade
(49 Base St. Dmg.)

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.


Stance Cancelling aka. Ash of War Stagger Cancelling

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:


Trade, Trading

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.


Time to Kill (TTK)

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.


True Combo

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:

  • 2H Heavy thrusting sword JR2 into R1
  • 2H Heavy thrusting sword JR1 into R1
  • 1H Guardian’s Swordspear JR2 into R1
  • Transient Moonlight R1 into R1, or into Carian Slicer
  • 1H Colossal sword CR1 into offhand weapon
  • Storm Stomp into numerous weapon attacks, most commonly R1

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 Vortex, Unsheathe Recovery Cancel, Moonveil Vortex, Moonveil Recovery Cancel

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.


Vigor Check

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.


Vortex

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:

  • Halberd+Offstoc vortex
  • Unsheathe/Moonveil vortex
  • PS Great Hammers/Greataxes vortex

Wavedashing aka. Goblin Step

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:


Weapon Art

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.


Whiff

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.


Whiff-Punish

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

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.