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Dodging
May 6, 2026 at 10:08 PM
Initial dodging overview covering use cases and trade-offs against parrying.
Dodging is the Druid's other primary defensive tool, alongside parrying. A directional dodge moves the Druid out of an attack's path, with a brief invulnerability window during the animation. Dodges work against attacks parries cannot answer, like wide area swings, charges, and area-of-effect spells, and they double as a positioning tool to enter or exit melee range cleanly.
Wide area attacks. Sideways or backward dodges leave the swing arc.
Charging enemies. Step or roll perpendicular to the line of charge.
Unparriable telegraphs. If the windup signals an unblockable, dodge instead of attempting a parry.
Repositioning. Use dodges to close range against ranged enemies, or open distance to set up a magic cast.
Builds that lean into daggers turn dodges into offense. The Dagger Skirmisher archetype includes a skill-tree node that transforms forward dashes into leaping attacks, so movement and damage become the same input.
Stamina cost, the number of consecutive dodges available, whether i-frames extend through an entire roll or only the first half, and whether armor weight slows the dodge animation are unconfirmed. Pre-launch trailers show dodge animations but do not detail their cost.