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# Combat moves

## Combat

For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both.

Heavy changes to the combat system were made in the update Bumfights (2016-09-21).

In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)

A note on "μ":

Quote from jorb:

"Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like."

Moves in italics are available for free to hearthling when acquiring 'The Will to Power' skill.

General formula for determining amount of opening seems to be: ${\displaystyle {\sqrt {\sqrt {W_{a}/W_{d}}}}\cdot O_{b}\cdot (1.0-O_{c})}$ Where ${\displaystyle W_{a}}$ is attack weight, ${\displaystyle W_{d}}$ is defense weight, ${\displaystyle O_{b}}$ is base opening % from the move, and ${\displaystyle O_{c}}$ is the current opening of that type in the target. Example: A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch. Defense weight will be ${\displaystyle 50\cdot 1.4}$ and attack weight will be ${\displaystyle 100*0.8*1.5}$. The opening that will be added to the defending player will thus be ${\displaystyle {\sqrt {\sqrt {120/70}}}\cdot 15\%\cdot (1.0-0.25)\approx 13\%}$ and the total opening will be 38%

## Moves

Move Initiative cost Cooldown Notes Learned from
Dash Opponents' initiative points: +2 80/μ Completely removes your slightest opening
• Boar
• Wolverine
• Horse
Opportunity Knocks 4 45 Opportunity Knocks increases your opponent's greatest opening by 40%·μ.
• Boar
• Wolverine
• Bear
• Aurochs
Take Aim 0 (30 + IP·2)/μ Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.
• Ants
• Boar
• Fox
Think 0+4 40/μ Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.
• Bat
• Boar
• Fox
• Horse

## Restorations

Move Learned from Initiative cost Attack Weight Openings Reduces Cooldown Special
Artful Evasion
• Bats
• Boar
• Deer
Opponents' initiative points: +1
• 20%·μ Striking
• 20%·μ Backhanded
• 20%·μ Sweeping
• 20%·μ Oppressive
40
Feigned Dodge
• Bats
• Foxes
0
• 15%·μ Striking
35 For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.
Flex
• Bats
• Boar
• Deer
0 Unarmed On opponent:
• +15% Dizzy
• 10%·μ Backhanded
• 10%·μ Oppressive
30
Jump
• Aurochs
• Bear
• Boar
• Foxes
0
• 20%·μ Sweeping
25
Quick Dodge
• Ants
• Bats
• Boar
0
• 20%·μ Striking
25
Regain Composure
• Boar
0
• 20%·μ Striking
• 20%·μ Sweeping
35
Sidestep
• Ants
• Bats
• Foxes
0
• 20%·μ Backhanded
25
Watch Its Moves
• Ants
• Bats
• Foxes
Initiative points: +1
• 30%·μ Backhanded
45 Gains you 1 point of initiative against your opponent.
Yield Ground
• Ants
• Bats
• Foxes
• Boar
• Moose
1 On you:
• +10% Dizzy
• +10% Reeling
• 30%·μ Striking
• 30%·μ Oppressive
30
Zig-Zag Ruse
• Aurochs
• Boar
• Mouflon
Opponents' initiative points: +2
• 50%·μ Sweeping
• 50%·μ Oppressive
50

## Maneuvers

Move Block weight Cooldown Notes Learned from
Bloodlust Unarmed·75%·μ 10 When attacked:
• Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.
Chin Up Unarmed·μ 10
Combat Meditation Unarmed·μ 10 When attacked:
• Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.
• While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.
Death or Glory Unarmed·75%·μ 10 When attacked:
• You gain 0.75·Δ points of Initiative against the opponent.
Oak Stance Unarmed·150%·μ 10 When attacked:
• Your greatest opening is reduced by 5%·Δ.
• While Oak Stance is active, all your attacks will have 50% of their normal attack weight.
Parry Melee·80%·μ 10 When Attacked:
• Openings: +10% Dizzy

You need a sword equipped for Parry to inflict its effect upon your opponents.

Shield Up Melee·250%·μ 10 If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.
To Arms Melee·μ 10

## Attacks

Move Learned from Initiative cost Attack weight Attack type Openings Damage Grievous damage Cooldown Special
Chop
• Ants
• Bats
• Boar
• Deer
• Foxes
• Moose
1 Melee·μ
• Striking
• +15% Off Balance
According to weapon 40 Weapon:
• Any edged weapon
Cleave
• Aurochs
• Bear
• Lynx
• Moose
4+2 Melee·μ
• Backhanded
• Oppressive
• +25% Cornered
According to Weapon·150% 80
Full Circle
• Bats
• Deer
• Green Oozes
• Mouflon
• Otter
0 Melee·90%·μ
• Sweeping
• Oppressive
• +15% Off Balance
• +5% Cornered
According to weapon 40 Weapon:
• Any melee weapon

Full Circle attacks your main target and all other opponents in range.

Go for the Jugular
• Moose
• Wolverine
2+2 Unarmed·μ
• Striking
• Oppressive
• +15% Off Balance
• +10% Cornered
40 30% 45
Haymaker
• Ants
• Bats
• Moose
0 Unarmed·μ
• Sweeping
• +15% Reeling
20 15% 50
Kick
• Ants
• Aurochs
• Bats
• Foxes
1 Unarmed·μ
• Sweeping
• +20% Reeling
25 15% 45
Knock Its Teeth Out
• Boar
• Horse
1 Unarmed·μ
• Oppressive
• +20% Cornered
30 25% 35
Left Hook
• Ants
• Bats
0 Unarmed·μ
• Backhanded
• +15% Dizzy
15 10% 40
Low Blow
• Foxes
• Boar
• Bats
0 Unarmed·μ
• Backhanded
• +10% Off Balance
20 30% 50 Gains you 1 Point of Initiative against your opponent.
Punch
• Ants
• Bats
• Moose
0 Unarmed·80%·μ
• Striking
• +15% Off Balance
10 5% 30
Punch 'em Both
• Ants
• Bats
• Deer
• Foxes
0 Unarmed·μ
• Striking
• Sweeping
• +15% Reeling
10 7.5% 40 Attacks both your primary target and also one other opponent in range.
Quick Barrage
• Foxes
• Boars
0 Melee·μ
• Oppressive
• +10% Cornered
According to Weapon·25% 20 Weapon:
• Any melee weapon

If your opponent has more than 25% of Oppressive openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.

Raven's Bite
• Bats
• Boar
4 Melee·μ
• Striking
• Sweeping
• +15% Off Balance
• +15% Reeling
According to weapon·110% 40 Weapon:
• Any axe
Rip Apart
• Deer
6 Unarmed·μ
• Striking
• Backhanded
• Sweeping
• Oppressive
• +7.5% Off Balance
• +7.5% Dizzy
• +7.5% Reeling
• +7.5% Cornered
50 30% 60
Sideswipe
• Aurochs
• Bats
• Foxes
0 Melee·μ
• Sweeping
• +7.5% Reeling
According to weapon·75% 25 Weapon:
• Any edged weapon
Steal Thunder
• Boar
• Moose
0 Unarmed·μ
• Backhanded
• Sweeping
• +10% Dizzy
None 40 To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.
Sting
• Bear
• Boar
• Deer
• Foxes
2 Melee·μ
• Striking
• Backhanded
• +20% Dizzy
• +10% Reeling
According to weapon·125% 50 Weapon:
• Any pointed weapon
Storm of Swords
• Bats
• Green Oozes
2 Melee·μ
• Backhanded
• Sweeping
• +30% Reeling
According to weapon 50 Weapon:
• Any sword

Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon's damage.

Takedown
• Aurochs
• Bear
• Boar