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From Clash! SRD

Actions A list of every action. Actions are presented in this format: Name of action Description of the action Traits

Any traits with a * next to them are special traits, meaning you can only use that action if you have the requisite special trait upgrade from a skill tree. Basic Actions Everyone has access to actions with the ‘Basic’ trait from level 1. Universal Actions Rest Exhausted, all you can do is rest. Recover 1, Fall Back 1, Basic Take a Breather Step back a moment and reassess your situation. Heal 1, Fall Back 1, Basic Defence Actions Block You focus on defending yourself while you recover Defence, Recover 1, Block 1, Basic Parry Actively deflect attacks, forcing them to rethink a combo Defence, Block 1, Parry, Basic Counter Exploit an opening and push back Defence, Cost 2, Momentum 2, Basic Offence Actions Jab A fast strike to open a combo. Offence, Cost 1, Momentum 1, Damage 1, Opener, Basic Straight A follow up to any opening strike, used to keep the opponent on the back foot. Offence, Cost 2, Momentum 2, Damage 1, Combo, Basic Hook A slow but devastating blow. Offence, Cost 2, Damage 3, Guard Break, Finisher, Basic Defence Skill Tree Actions Guard You focus totally on defending yourself Defence, Block 2 Elbow Block You intercept a blow with a hard elbow Defence, Cost 1, Block 1, Damage 1 Leg Sweep Interrupt your opponent with a toppling sweep. Defence, Cost 1, Parry, Momentum 1 Resist You put effort into blocking as much damage as possible Defence, Cost 1, Block 3 Push You try to push your opponent away Defence, Cost 1, Tiring 1, Momentum 1 Iron Block You make sure everything that hits you causes damage back. Defence, Cost 4, Block 2, Damage 2, Momentum 1 Hand Catch You try to grab your opponent’s strike and take advantage. Defence, Cost 1, Reversal 2 Create Opening You put all your focus into making sure your next attack is effective. Defence, Cost 1, Opportunity 1 Drop Punch You duck your opponent’s attack and unleash a devastating gut-punch Defence, Cost 4, Damage 2, Reversal 3 Sidestep You dodge to the side of your opponent's attack. Defence, Cost 1, Dodge Bob & Weave You put a lot of effort into not getting hit Defence, Cost 3, Dodge Slip Behind You take an opportunity to get behind your opponent Defence, Cost 4, Dodge, Opportunity 2 Offence Skill Tree Actions Bide You begin by taking a moment to prepare Offence, Opportunity 1, Opener Headbutt You slam your thick skull into your opponents, sending them reeling Offence, Cost 1, Damage 1, Discombobulate 1, Combo Uppercut A simple finisher that causes you and your opponent to reset Offence, Cost 1, Damage 3, Fall Back 1, Finisher Haymaker You start your combo with a wild swing Offence, Cost 3, Damage 3, Momentum 1, Opener Push Kick Create openings with a kick to the body Offence, Cost 2, Damage 2, Opportunity 1, Combo Dropkick Put all your effort into a devastating kick using your full body Offence, Cost 4, Damage 4, Guard Break, Tiring 2, Finisher Pummel Fatigue your enemy from the start with an opening onslaught Offence, Cost 1, Momentum 1, Tiring 1, Opener Roll Punch Keep your enemy back with a barrage of blows Offence, Cost 1, Momentum 1, Rush, Combo Hundred-Hand Slap A storm of hits to keep your opponent from ever taking the offensive. Offence, Cost 4, Damage 2, Momentum 4, Tiring 1, Finisher Preparation Get ready for what is about to come. Offence, Recover 1, Opener Stance Change Momentarily change your approach to take advantage. Offence, Cost 1, Ability, Opener The Reads How did you see that coming? Offence, Cost 2, Ditto

Special Abilities A list of every special ability, separated by skill tree. Special abilities are presented in this format: Name of special ability Effect of the special ability Defence Skill Tree Special Abilities Recuperate Whenever you use a defensive action, regain 1 hit point Tough Skin Whenever you have less than half your max stamina, gain Block 1. This stacks with other instances of Block X Imposing Whenever a combo ends, gain 1 momentum. Agile Whenever you roll for stamina or gain stamina, gain an additional 1 stamina


Offence Skill Tree Special Abilities Flurry The third hit of your combos gains Momentum 1. This stacks with other instances of Momentum X Rage Whenever you would spend a point of stamina, you can instead choose to spend 2 health Don’t even try Whenever your opponent uses an action with the Momentum X trait, deal X damage Surprise! You can use one extra stamina to add one of the following traits to any action that does not already have the chosen trait; Opener, Discombobulate 1, Momentum 1


Traits Ability Gain the effects of one additional ability for the current combo. You do not need to have unlocked this ability. Block X Reduce incoming damage by X Combo Can only be used after an opener in the current combo. Cost X lose X stamina Damage X Deal X damage to the opponent’s health. Defence Can only be used by the combatant on the defensive, or by either combatant in the Initial clash Discombobulate X Your opponent's next action costs X more stamina. Ditto In addition to the action’s listed traits, it gains all the traits of another action that you can use, as if you had used that action. That action can be chosen after actions are revealed. Dodge If the cost of your action is less than the cost of your opponents, the move has no effect. Fall Back X Lose X momentum Finisher As the ‘combo’ trait, but in addition the combo must end after this action. Guard Break Ignore the ‘Block X’ trait of your opponent’s action Halting X Reduce your opponent's momentum gain from their action by X. Heal X Recover X damage to your health. Momentum X Gain X momentum Offence Can only be used by the combatant on the offensive, or by either combatant in the Initial Clash. Opener Only actions with this trait can be used to start a combo. Opportunity X Increase your next actions momentum by X, and reduce its stamina cost by X. Parry Spend any number of your remaining stamina (minimum 0), if this is greater than the base stamina cost of your opponent’s attack, they must restart their combo (ie choose a starter action), but momentum is not checked. Recover X Gain X stamina Reversal X If X is an equal or higher number than the amount of stamina your opponent's action used, you take the offensive, even if you do not have the momentum advantage. Rush If you use this action again immediately after using it, the action gains Momentum 1 and Damage 1 (this stacks with other instances of momentum X and damage X) Tiring X Cause the opponent to lose X Stamina.