In this guide about dodging, I will discuss some ways to dodge enemy attacks and I hope it’ll help some of you struggling with getting hurt by some really obvious attacks and some not-so-obvious ones.
There are different ways to dodge, one of them is the most obvious one that works especially great against long rangers, another one works for most medium rangers and most long rangers, and another risky one. Have in mind that most of these don’t take Supers in account.
Ways of dodging
It is the art of walking in a zigzag pattern. Works better against long rangers and some medium rangers, specifically those that shoot one bullet (Like Jessie, Spike, and Nita). While it can work against lobbers, It’s not as effective, due to their AoE attack. Start zigzagging when you’re either pursuing a long ranger to get in range, or when you’re being targeted by one and want to get out of their range. Remember, don’t do this if you’re too close to your enemy.
This one works well against: Colt, Jessie, Brock, Ricochet, Piper, Spike
This one can work against: Nita, Barley, Bo
This one won’t work as well against: Dynamike, Pam, Tara, Crow
This one is most likely to fail against: Shelly, El Primo, Bull, Poco, Darryl, Mortis
This one also works well on lobbers and some long rangers. Fool your enemy by tempting them to attack you by going in a single direction, then as soon as you hear and see your enemy attacking, go back to the opposite direction, or make a hard turn against any other direction to evade getting hit. If you just go into a direction without your enemy attacking then turning into the opposite direction, your opponent might understand what you’re trying to do, and predict you, especially if you try to do this multiple times. While if pulled out correctly this works well against most, have in mind if you pull this out correctly once or twice, doing it multiple times in a row will make your movements predictable.
This one works well against: Colt, Jessie, Brock, Ricochet, Piper, Spike, Barley, Dynamike
This one can work against: Nita, Bo, Tara, Crow
This one won’t work as well against: Pam, Poco, Shelly
This one is most likely to fail against: El Primo, Bull, Darryl
This one is by far the riskiest one, but if pulled out correctly, you can dodge almost anything. You basically have to be exactly at the same spot as your enemy and start circling around in ellipse patterns, like atoms or whatever. If you pull this out correctly, you can avoid almost anything. This one is by far the hardest one, and unless you practice it a lot, is not recommended to do it. However, if you’re going against a tank and you think you have no chance of survival, you can try and do this one.
This one can work against: Colt, Nita, Jessie, Ricochet, Poco, Pam, Spike, Shelly, El Primo, Bull, Brock, Bo, Darryl, Piper, Tara, Crow.
This one is most likely to fail against: Dynamike
This one WILL fail against: Barley, Mortis
Predicting your opponent’s shots
Predicting your opponent’s shots is also essential for dodging, no matter which way of dodging will you use. This one will require you to analyze your opponent as well, the way they shoot, walk, everything. For example, an experienced brawler will try to predict your moves, shooting not where you are but where you will be, while a newbie will just shoot at you. This is crucial for predicting, thus, for dodging.
If you’re playing against an experienced Piper, you should know that they will try to shoot at where they think you will be. If you try zigzagging, they will quickly realize what you’re doing and start shooting at where you are or were. If you feint a Piper once, they won’t buy it another time in a row, when you feint once or twice, pretend that you will feint but in reality you will just keep going forward.
However, if you’re playing against an experienced tank, the best way to dodge is to never let them get close, as most ways of dodging wont work once you’re in range.
Predicting your opponent’s shot requires you to know what an experienced Brawler would do.
Something that applies for any brawler, tank or not, is to fear bushes. Unless it’s a small bush that you had your sight always on, you will never know who’s in there. A Piper? A Bull? The only way to find out is to go inside that bush, which is very very risky. Unless you’re a maxed Bo or you have one in your team, always assume that inside a bush there is somebody that can kill you. This becomes easier the better you can predict your enemy.
Enhancing your senses
Dodging also requires you to react quickly to situations. A Colt, hiding in bushes, shoots at you from the distance, will he hit all his six bullets or none? Depends on your reaction speed . You must train your eyes and ears to react quickly to these things, specially for fast-traveling bullets such as Piper’s. Practice with and against friends to enhance your senses (bots won’t work).
Tips for dodging each brawler
Just in case you need even extra info about this…
- Shelly: Considered a close-ranged in this list due to how her attack work: The closer you are, the more damage she will deal. Just like with tanks, stay away from her, or just far enough for her to deal minimal damage. Never let her get too close. And as a last resort, try to ellipse her.
- Colt: I’m not quite sure if he should be considered medium-ranged or long-ranged, but it doesn’t matter anyway. His attack is fast and last somewhat long, so zigzagging may not be the best choice always, try feinting first. His damage is too high for you to allow him to hit you, one bullet maybe, two are ok-ish, three hurts, four or more are devastating.
- Nita: Her wide attack makes feinting and zigzagging hard to do, but not impossible! Her range is quite short so outranging her is good, but you want to be aggressive, feinting is the best option. Don’t try to take cover by hugging walls, as her attack can bypass walls in a way.
Nita’s Bear: It’s slow, and travels in a straight line towards somebody. Not very hard to dodge, just run and kill it.
- Dynamike: His attacks are somewhat predictable, as its pretty slow, but an experienced dynamike would have mastered prediction, don’t underestimate them! Remember that his damage is pretty high now. Feinting is the best choice, but try to get closer each time you faint, just enough for you to land shots; or farther if you can outrange him.
- El Primo: Previously the one with the shortest range, staying away is pretty easy, and it’s the best strategy.
- Bull: While his range doubles that of el primo’s, he needs to be at a similar range to deal significant damage. Like with all tanks, stay away and only use Ellipsing as a last resort.
- Brock: His rockets are somewhat slow, but in compensation for that, they pack quite a punch, so beware. Both zigzagging and feint work well. He can be used for practicing your prediction skills and enhancing your senses (fighting against him, not with him if that’s what you understood)
- Jessie: Just like Brock, her attacks are slow, however she can have a theoretical range farther than that of Ricochet’s actual range. Her bullet is a bit bigger so be careful. Pay attention to the bullet until it vanishes, as it can hit an ally and then bounce at you. Never let your guard down. Also, try to be separate from your allies, as you all can take a hit with only one bullet.
Jessie’s Turret: Unlike actual persons, it’s AI controlled, meaning that it won’t try to predict you, just shoot at where you were at the moment the bullet was shot. Just run and keep running until you either kill it or get out of range. However, its bullets can shoot not in the direction it meant (kind of like ricochet’s attack, some bullets go a bit to the right, other go to the left), so keep an eye on it.
- Ricochet: A hard one. Keep an eye to each of his five bullet, grow three extra eyes if you have to. If you’re in open space, evading his bullets can be quite easy, but if you’re being attacked in a way he’s safe, then the best strategy might be to give up trying to get close to him. Try to take him to an open area by any means, 1v1 it is beneficial for you in some way, but don’t do it if you fear of getting into a 2v1, or worse, 3v1. His reload speed makes him a machine gun, trying to dodging him while getting in range might never be possible, while you’re stuck on dodging. Try to surprise them by an ambush, as his health is low and can be taken down with quite an ease. Definitely hard to dodge, but not impossible.
- Poco: Another hard one. Poco’s ridiculously wide area of attack makes it almost impossible to dodge it, unless of course, you’re out of range. So, yeah, stay out of range.
- Bo: His arrows are really close to each other, making it easier to dodge. However, depending on the direction he shoots it and the direction he’s going, the arrows can have different distances from each other, making this work either easier or harder. For example, depending on his movement and aiming, his arrows can go all three in a straight line, in which case zigzagging works better, but if he goes into the other direction while aiming at the same spot, his arrows can be really apart from each other, in which case feinting works better. Learning how Bo’s attack works is required to dodge him more easily.
- Darryl: The same thing as Bull.
- Piper: Okay, we have reached what could have been the main reason for this post. Like Brock, both zigzagging and feinting work well, as long as they aren’t abused. Piper deals less damage the closer you are to her, so, try to get close while dodging. She could also be used for practicing.
- Pam: A hard one. Her wide spread makes it hard to dodge her bullets. Zigzagging is most likely going to fail, feinting could work, but you’ll probably get hit by at least one bullet, which is not that much damage anyways ,but it can stall your health regeneration, which can be useful for the enemy.
Pam’s Healing Station: Are you kidding me?
- Tara: She has a considerable range. Like most brawlers with a spread attack, Zigzagging will most likely fail, but feinting might work. She deals more damage when she’s close, making her a bit like Shelly, so keep an eye on her.
Tara’s Shadow: It’s basically like Nita’s Bear but faster and with less health, frail and somewhat easy to kill. No need to evade it, just kill it.
- Mortis: This guy is impossible to evade. Zigzagging, Feinting, Ellipsing, none of those will work due to how his attack works. However, he now wields the shortest range in the game. The best strategy is to stay away from him, unless you’re a tank, since they’re Mortis’ counters.
- Spike: This one is similar to Jessie, since their bullets are pretty much the same size and travel at a similar speed, however his bullet splits into six spikes after reaching its maximum range or hitting something. Feinting and zigzagging works well, but there is still the possibility of getting hit by a spike, since it splits in a random rotation always. The spikes are really fast and hard to avoid, but you may not get hit at all. It’s all about luck against this one.
- Crow: Zigzagging might work, but not so well, same goes for eclipsing. However, there is a gap between his three daggers, meaning that you can dodge those while being inside his attack range (that cone thing when you aim). To master this, you will require a lot of practice, and it’s easier to just outrange him, but if you manage to calculate his movements, thoughts, and attacks in that very moment, you will be practically invincible against a Crow. However, Crow has probably the biggest punishment of being hit, as it takes away your health regeneration for four seconds, usually you would start healing three seconds after being hit without shooting or getting hit again, but if you get poisoned, you’ll have to wait 7 seconds to start healing again. Dodging his daggers is crucial.
Idea, and all text by DeathBoo
Edited by Arigh