VESTRA CODAThe Codex
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FuryHeavySlowMeleeSlashTwo Handed

Greatsword

The Juggernaut - overwhelming steel

A massive two-handed blade. Sweeping slash attacks that cleave multiple foes, a charging heavy stance, and the Tornado — a whirling Fury-fueled onslaught.

Resource: Fury

Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Fury
  • +25% penetration (all tag)

The held passive scales with how full the bar is.

Charge and draw

Hold left mouse
TierNameHeld for
1Wind Up1 s
2Heavy Wind Up2.5 s
3Full Crush4 s

Defence

Guard
Yes (partial)
Parry
Yes

Dodge

Distance
5 m
Duration
550 ms
Invulnerable
0 ms – 250 ms
Stamina cost
1,000

Combo graph

Abilities

24

Executions

Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:

Animation set25 clip mappings · from greatsword
Animation Library
Combat
Animation Source
greatsword
Block Animations
Enter
Hit_Block__Block_Start
Exit
Hit_Block__Block_End
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Loop
Block Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Block__Walk_Block_Loop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Loop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Loop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Loop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Loop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Loop_F_R_45
Idle
Hit_Block__Block_Loop
Left
Walk_Walk_Block__Walk_Block_Loop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Block__Walk_Block_Start_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Start_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Start_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Start_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Start_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Start_F_R_45
Left
Walk_Walk_Block__Walk_Block_Start_F_L_90
Right
Walk_Walk_Block__Walk_Block_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Block__Walk_Block_Stop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Stop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Stop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Stop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Stop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Stop_F_R_45
Left
Walk_Walk_Block__Walk_Block_Stop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Stop_F_R_90
Block Turns
Turn 180 Left
Turn_Turn_Block__Turn_Block_180_L
Turn 180 Right
Turn_Turn_Block__Turn_Block_180_R
Turn 90 Left
Turn_Turn_Block__Turn_Block_90_L
Turn 90 Right
Turn_Turn_Block__Turn_Block_90_R
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dodge Animations
Back
Dodge_Dodge_Combat__Dodge_Combat_B_180
Back Left
Dodge_Dodge_Combat__Dodge_Combat_B_L_45
Back Right
Dodge_Dodge_Combat__Dodge_Combat_B_R_45
Forward
Dodge_Dodge_Combat__Dodge_Combat_F_0
Forward Left
Dodge_Dodge_Combat__Dodge_Combat_F_L_45
Forward Right
Dodge_Dodge_Combat__Dodge_Combat_F_R_45
Left
Dodge_Dodge_Combat__Dodge_Combat_L_90
Right
Dodge_Dodge_Combat__Dodge_Combat_R_90
Dodge To Run Animations
Back
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
Back Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
Back Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
Forward
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
Forward Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
Forward Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_Combat
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle__Idle_Combat_to_Idle
To Combat
Idle__Idle_to_Idle_Combat
Jump Animations
Back
Jump_Jump__Jump_Start_B_180
Double Back
Jump_Jump__Jump_Start_B_180
Double Forward
Jump_Jump__Jump_Start_F_0
Double Left
Jump_Jump__Jump_Start_L_90
Double Neutral
Jump_Jump__Jump_Start_0
Double Right
Jump_Jump__Jump_Start_R_90
End
Jump_Jump__Jump_End_0
Forward
Jump_Jump__Jump_Start_F_0
Left
Jump_Jump__Jump_Start_L_90
Loop
Jump_Jump__Jump_Loop_0
Right
Jump_Jump__Jump_Start_R_90
Start
Jump_Jump__Jump_Start_0
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Roll Animations
Back
Roll_Roll_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90
Roll To Run Animations
Back
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
Back Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
Back Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
Forward
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
Forward Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
Forward Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90

Referenced by

1
Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
—
Ability Unlocks
—
Aim Animations
—
Aim Locomotion
—
Animation Library
Combat
Animation Source
greatsword
Animations
—
Block Animations
Enter
Hit_Block__Block_Start
Exit
Hit_Block__Block_End
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Loop
Block Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Block__Walk_Block_Loop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Loop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Loop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Loop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Loop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Loop_F_R_45
Idle
Hit_Block__Block_Loop
Left
Walk_Walk_Block__Walk_Block_Loop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Block__Walk_Block_Start_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Start_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Start_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Start_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Start_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Start_F_R_45
Left
Walk_Walk_Block__Walk_Block_Start_F_L_90
Right
Walk_Walk_Block__Walk_Block_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Block__Walk_Block_Stop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Stop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Stop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Stop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Stop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Stop_F_R_45
Left
Walk_Walk_Block__Walk_Block_Stop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Stop_F_R_90
Block Turns
Turn 180 Left
Turn_Turn_Block__Turn_Block_180_L
Turn 180 Right
Turn_Turn_Block__Turn_Block_180_R
Turn 90 Left
Turn_Turn_Block__Turn_Block_90_L
Turn 90 Right
Turn_Turn_Block__Turn_Block_90_R
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up
Civilian Jump Animations
—
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_0
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_0
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dash
—
Defense
Can Guard
yes
Can Parry
yes
Guard Speed Multiplier
—
Guard Type
partial
Description
A massive two-handed blade. Sweeping slash attacks that cleave multiple foes, a charging heavy stance, and the Tornado — a whirling Fury-fueled onslaught.
Dodge
Distance
5
Duration Ms
550
Enabled
—
I Frame End Ms
250
I Frame Start Ms
0
Stamina Cost
1,000
Dodge Animations
Back
Dodge_Dodge_Combat__Dodge_Combat_B_180
Back Left
Dodge_Dodge_Combat__Dodge_Combat_B_L_45
Back Right
Dodge_Dodge_Combat__Dodge_Combat_B_R_45
Forward
Dodge_Dodge_Combat__Dodge_Combat_F_0
Forward Left
Dodge_Dodge_Combat__Dodge_Combat_F_L_45
Forward Right
Dodge_Dodge_Combat__Dodge_Combat_F_R_45
Left
Dodge_Dodge_Combat__Dodge_Combat_L_90
Right
Dodge_Dodge_Combat__Dodge_Combat_R_90
Dodge To Run Animations
Back
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
Back Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
Back Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
Forward
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
Forward Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
Forward Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
Equipment
Main Hand
Animation Source
—
Required
yes
Type
—
Weapon Class
greatsword
Off Hand
Animation Source
—
Required
no
Type
—
Weapon Class
—
Face Crosshair On Attack
—
Guard Raise Speed
—
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_Combat
Hitstop Crawl
0.2
Id
greatsword
Idle Look
—
Idle Look Combat
—
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle__Idle_Combat_to_Idle
To Combat
Idle__Idle_to_Idle_Combat
Impact Trauma
0.45
Inherits From
—
Input
Draw
—
Lmb Charge
  1. Level
    1
    Name
    Wind Up
    Threshold Ms
    1,000
  2. Level
    2
    Name
    Heavy Wind Up
    Threshold Ms
    2,500
  3. Level
    3
    Name
    Full Crush
    Threshold Ms
    4,000
Rmb Charge
none
Jump Animations
Back
Jump_Jump__Jump_Start_B_180
Double Back
Jump_Jump__Jump_Start_B_180
Double Forward
Jump_Jump__Jump_Start_F_0
Double Left
Jump_Jump__Jump_Start_L_90
Double Neutral
Jump_Jump__Jump_Start_0
Double Right
Jump_Jump__Jump_Start_R_90
End
Jump_Jump__Jump_End_0
Forward
Jump_Jump__Jump_Start_F_0
Left
Jump_Jump__Jump_Start_L_90
Loop
Jump_Jump__Jump_Loop_0
Right
Jump_Jump__Jump_Start_R_90
Start
Jump_Jump__Jump_Start_0
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Mechanics
—
Metadata
—
Moveset
Abilities
Air
combat/abilities/melee/greatsword/air.yaml
Basic
combat/abilities/melee/greatsword/basic.yaml
Attack Pattern
sequential
Base Combo File
combat/combos/greatsword.combo.yaml
Chain Delay Ms
120
Name
Greatsword
Requirements
—
Resource
Build
—
Decay Out Of Combat Per Sec
15
Held Passive
  1. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    25
    Range
    —
    Stack Threshold
    —
    Tag
    all
    Threshold
    —
    Type
    penetration
Max
100
Regen Per Sec
0
Type
fury
Rmb Behavior
—
Roll Animations
Back
Roll_Roll_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90
Roll To Run Animations
Back
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
Back Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
Back Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
Forward
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
Forward Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
Forward Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
Schema
Loadout
Tags
heavy, slow, melee, slash, two_handed
Theme
The Juggernaut - overwhelming steel
Version
1