DungeonSettlers.wiki

Sword Counter

Steam
Sword Counter icon

Sword Counter

SKILL_SwordCounter · Active Physical Melee Self

Gains Fortification for 12 seconds and deals damage equal to 200% of Physical Attack Power to the attacker upon successfully guarding against a melee attack.

Effects & keywords

4energy

Damage

Shown for stock Lowell, Wooden Sword at level 5 (level cap). Pick your physical and magic units in the sidebar.
Expected per cast 182 physical per target
= PAtk 84.5 x 200% x 1.079 crit
Versus benchmark 33.8% of Acid Slogel HP
Damage per energy 45.6 per energy (4 energy)
Damage per second 10.9 per second (from the 18 s cooldown)
Versus median 1.1x the median physical active per cast
Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.

How the math works

Each counter deals 200% of this unit's Physical Attack Power to the unit whose hit was guarded. The size of the guarded hit does not change it.

Where it lands: The counter is a new hit from this unit, with the physical and melee types of Sword Counter. It goes through all the normal hit steps. It can miss, the target can guard it, it can crit with this unit's Critical Chance, and the target's Physical Resist lowers it.

When it runs: For 12s after the cast, every melee hit that this unit guards starts one counter. There is no limit and no wait between counters.

What it applies to: Melee physical hits only. Only physical hits can be guarded, and the counter check also needs the guarded hit to be a melee attack. Ranged hits, magic hits and hits that have no attack type never start a counter. Bleeding ticks have no attacker, so they never start one.

Things the tooltip does not tell you

  • The counter can crit. It uses the same crit roll as any other hit, with this unit's Critical Chance.
  • The counter is not a sure hit. It can miss, and the target can guard it.
  • Counters need the Sword Counter buff from the cast. Having the skill is not enough.

How it interacts with other effects

  • Blade Spirit: a counter that crits restores Blade Spirit's Energy. The game counts the counter as a Sword Counter skill hit that is physical and melee and is not a basic attack. The code has no check that leaves counters out.
  • Fortification from the same cast raises Guard Chance for the same time. More guards give more counters.

See also: Blade Spirit.

Read out of the game binary of build 25846389. Refactor.Combat.SkillRelated.SKILL_SwordCounter.<SkillRoutine>d__1$$MoveNext@0x90BF18, Refactor.Combat.SkillRelated.SKILL_SwordCounter.Passive_SwordCounter$$OnEnable@0x90B9A0, Refactor.Combat.SkillRelated.SKILL_SwordCounter.Passive_SwordCounter$$OnGuard@0x90BB90, Refactor.Combat.SkillRelated.SKILL_SwordCounter.Passive_SwordCounter.<DamageRoutine>d__4$$MoveNext@0x90BDE8, Refactor.Combat.AffecterRelated.PassiveAction$$Initialize@0x9B90BC, Refactor.Combat.AffecterRelated.PassiveAction$$PublishExecution@0x9B93E8, Refactor.Combat.DamageExecutionData$$GetDamageType@0x8A03DC, Refactor.Combat.DamageExecutionData$$GetAttackType@0x8A04E4, Refactor.Combat.DamageExecutionData$$InitData@0x8A032C, Refactor.Combat.ExecutionProcess.DamageSimulator$$CalculateResult@0x94B2E8, Refactor.Combat.ExecutionProcess.DamageSimulator$$CheckIsCritical@0x94C0F0, Refactor.Combat.AffecterRelated.AFFECTER_Bleeding.Passive_Bleeding$$Damage@0x96D7F4, Refactor.Tick.ExecutionSystem$$ProcessNode@0xAA1B1C, Refactor.Main.EntityLoadHelper$$LoadUnit@0xCA9C1C, Refactor.Main.EntityLifecycleHelper$$InsertUnitTo@0xC9CEDC, Refactor.Main.UnitSpawner$$SetSkill@0xCAEB94, Refactor.Main.Event.EntityEventHandler$$OnEvent(LearnSkillRequested)@0xD89FC8

Numbers

Range0
Start delay0.2s
End delay0.2s
Cooldown18s
Duration12s
Energy cost4
Durability cost2 (Primary)
Required equipmentSword
Skill points to learn8
Required level0
Basic attack skillno
Delay scales with attack speedno
Can target over wallsno
Raw values12, 200

Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.

Range and area

Self only

This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.

Prerequisites

Unlocks: Pommel Strike

Tree position

Sword Skill Tree - Tier 1, column 3