Combat in EVILBANE is real-time and built around a single idea: every character goes into battle carrying one melee weapon and one ranged weapon at the same time, and can switch between them freely on the fly. That swap is the core of the game's combat identity. Rather than locking you into one fighting style, it asks you to read the moment and pick the right tool, closing the gap with steel one second and pulling back to fire the next.
Melee and Ranged Interplay

Because both weapon slots are live at once, fights flow between two ranges. Melee gives you up-close pressure; ranged lets you deal with enemies from a distance and keep the pace under control. The game uses a third-person camera, and ranged play is described as feeling shooter-like, so firing a Bow or gauntlet has the responsiveness of an action shooter rather than a stat roll behind the scenes. Knowing when to swap, and chaining the two together, is meant to be where skill expression lives. See Weapons for the four weapon types and what each one brings.
Skills in a Fight
On top of basic attacks, each character equips active skills that come from the weapons they are carrying, plus the customizable abilities of the Heavenstone System. Heavenstone skills are powerful enough to turn a fight, and a squad can combine them for big moments, so combat is as much about timing your abilities with your teammates as it is about your own inputs.
Counters, Dodges, and Finishers
Swapping weapons is not the only thing the game asks you to time. The developer has described skill-based mechanics built on reading an incoming attack: you can meet a blow head-on and hit back, or roll clear and answer from the opening that follows. Trailer footage has shown that counter play running through both stances rather than being tied to one weapon. Land those windows and the payoff is a finishing move, staged as a short cinematic beat rather than another swing in a chain. The line the team keeps returning to is that timing, positioning, and coordination are what separate a clean run from a messy one.
Coordination-Heavy Encounters
The fights shown so far lean hard on coordination, especially the co-op boss battles against demonic foes. Positioning, target priority, and lining up abilities across a party matter, which fits the game's broader framing that teamwork and smart choices, not reflexes alone, decide victory. The Co-op and Multiplayer and Missions pages cover the team and encounter sides in more detail.
What Is Not Yet Detailed
A lot of the fine print on combat has not been made public. There are no released combo strings, no damage values, and no published numbers for any weapon or skill. Specifics like stamina, the size of the counter and dodge windows, and exact ability behavior have not been laid out either. This page sticks to what has actually been confirmed and will be expanded as more concrete details are shared.