Enemy abilities
See also: List of all enemy abilities
Ability types
Enemies can have 2 different types of attacks. No enemy ability can deal a critical strike. If an ability has a damage over time part, it deals damage with the same element as the ability itself.
Autoattack
Every enemy has an autoattack. Any ability in the autoattack slot does not start its cooldown. Autoattacks are usually weak and don't do much outside of damage or weak healing.
Spell
Many enemies can also use spells, these are abilities often with more powerful effects than autoattacks but in return, they also have a cooldown. While all spells have their own cooldown, if an enemy uses a spell, there's always 3 seconds delay (or 1 second for instant spells) before they can use another one. Enemies always pick what ability to use based on its priority.
Spell priority
Since there is a 3 seconds delay between using spells, enemies have to decide which spells to use first if they know multiple of them. This is determined by priority (higher is always more important).
| Spell 1 | Spell 2 | Result |
|---|---|---|
| Priority 10, can be used | Priority 11, can be used | Enemy uses Spell 2 |
| Priority 10, can be used | Priority 11, on cooldown | Enemy uses Spell 1 |
| Enemy spell | Its priority |
|---|---|
| Strike | 1 |
| Rapid strike | 1 |
| 10 | |
| Heavy smash | 50 |
| Vampiric strike | 75 |
| 100 | |
| 100 | |
| Bleeding strike | 100 |
| Venomous strike | 100 |
| 100 | |
| Molten strike | 100 |
| Mana devouring strike | 110 |
| Ice breaker | 150 |
| 250 | |
| Execute | 400 |
| Provoking blow | 500 |
| 700 | |
| 900 | |
| Chilling strike | 1000 |
| 1100 | |
| 1100 | |
| 1300 | |
| 1350 | |
| 1400 | |
| Armor break | 1500 |
| Pulverize | 1500 |
| 2000 | |
| 2500 | |
| 2500 | |
| 3000 | |
| 5000 | |
| 5000 | |
| 6000 | |
| 8000 | |
| 10000 |
Range types
All abilities have a set range, this determines from what distance will the ability be used. Almost all enemies use exclusively either melee or ranged abilities. They rarely use both and if they do, it's always an enemy with a melee autoattack and a ranged ability, often with a
Stun or
Slow to reach their target easier.
In general, you can tell what type the enemy is by looking at their class.
Tanks and
Brawlers often use melee abilities while
Healers and
Casters often use ranged abilities.
Melee
If the enemy is trying to run close to you, they're about to hit you with a melee attack. These attacks can be performed only if the enemy is 2.5 tiles or closer to you.

Ranged
If the enemy is standing on a spot with their cast bar filling up, they're casting a ranged ability. However, if such enemies chase you, they can still cast spells but at half the speed.

Lightning bolt after casting it at the playerSelf cast
Self cast abilities are often buffs that the enemy uses to boost its power. They can be used as long as they're off cooldown but enemies often hold them based on ability specific conditions.
Telegraphed
Telegraphed abilities can have any range and shapes. They often have a low cast time and show the area of impact with a red object before using the ability.
Ability ranges
Every enemy ability has 3 ranges that determine how will they be used
Ability range
Represents the actual range of the ability. It can be used only if the distance between the user and target is lower than the ability range
Walk range
Represents the range a creature will try to walk to to use this ability. The creature won't move again until its target is out of their ability range
Search range
Represents the range at which will creatures try to look for a potential target. This is valid only when in combat, otherwise they will be searching in range of just 5 tiles.