Difference between revisions of "Kiting"

From CrawlWiki
Jump to: navigation, search
(using sticky flame w/ kiting)
 
m (Finite kiting)
 
(10 intermediate revisions by 3 users not shown)
Line 1: Line 1:
'''Kiting''' is a basic tactic used to kill monsters while avoiding engaging in [[melee]].
+
{{version033}}
 +
'''Kiting''' refers to running away from an enemy while gaining some sort of advantage. For example, if you're faster than an enemy, you'll gain distance by running away, and that distance can be used to make ranged attacks. It is a basic technique used to kill monsters and lure them away.
  
To kite a monster, you must be [[speed|faster]] than it and have some form of [[ranged attack]]. Back away from the monster whenever it gets close to you; when you are far enough away, hit it with a ranged attack. Repeat until the monster is dead.
+
==What's required to kite==
 +
*Enough space to back up.
 +
**Kiting is related to [[pillar dancing]]; if there is a rectangular pillar, you can kite enemies by moving in circles around it.
 +
*Ideally, the space you are planning to kite should already be cleared; if an enemy shows up on your retreat path, things can go bad quickly.
 +
*A way to benefit from time OR a way to generate space. See [[#Types|Types]] below.  
  
You should keep at least two squares of empty space between you and the monster in case the monster has time to advance and strike you in a single turn. You can even kite monsters that have ranged attacks, provided the range of your attack is longer (see [[table of attack spells and beams by maximum range#All spells and abilities]]).
+
==Types==
 +
===Finite kiting===
 +
When you cannot create extra distance from an enemy (you move at the same or slower speed), or there isn't enough space, you cannot kite indefinitely. However, the tactic can still be used to gain advantage:
 +
*'''Damage over time spells''', such as [[poison]] and [[Freezing Cloud]] benefit from the extra time. Place a freezing cloud, run back for a few turns, and the enemy will be damaged while not gaining any distance.
 +
*'''[[Summon]]s and other [[allies]]''' benefit the same way. For example, you can place down a [[lightning spire]], walk back, and the spire will fire up to 7 times while the enemy remains at the same distance.
 +
*'''Spells/abilities with a time-based cooldown''' can recharge while moving. E.g., [[Orb of Destruction]] isn't safe to fire twice in a row in the same spot, so kiting helps there.
 +
*'''You can regenerate HP/MP between ranged attacks''', although the monster will also regen HP. If the monster is at full HP then you can use it to recover. For example, if you miscast [[Magic Dart]], you can kite until you get the 1 MP back.
  
You should avoid kiting in the direction of an unexplored area, if at all possible. Kiting combines well with [[pillar dancing]], especially when using a pillar (or wall) a few tiles across. Kiting can also be used to maneuver a monster into an advantageous position for a [[multizap]].
+
===Indefinite kiting===
 +
If you can create a distance, you have enough space, and there's no other enemies interfering, you can theoretically kite as long as you want. This can be achieved by:
 +
*'''Faster than the enemy:''' If you're outright faster, then you can run away, then once you get an extra space, fire, and repeat.
 +
*'''[[Summon]]s and other allies:''' Summons can create distance if they get in the way of the enemy.
 +
*'''Movement spells:''' [[Passage of Golubria]], [[Passwall]], and other spells can create a distance.
 +
*'''Movement restricting effects:''' Effects like [[Borgnjor's Vile Clutch]] can stop the enemy from moving.
  
Kiting has some use against monsters that are the same speed as you, if you can survive a few blows but not an extended fight. If you [[poison]] the monster, have [[Sticky Flame]], or [[regeneration|regenerate]] faster than it, you can turn the battle into a war of attrition.  Hit or poison it, then back up/pillar dance until it shakes off the poison or you have recovered enough HP, then hit it again.  (Like regular kiting, this is ideally done with ranged weapons.) When dancing around a pillar with an irregular shape, the monster may even lose track of you, allowing you to reengage it with more ranged attacks.
+
Taking advantage of indefinite kiting is simple - any ranged attack that outdamages the monster's regeneration will work.
 +
 
 +
==Strategy==
 +
*If you aren't faster than the monster, you should always keep at least 2 tiles of distance, so an enemy is unlikely to catch up through [[random energy]].
 +
*While kiting is mainly used against melee or low range enemies, you can also kite ranged enemies that are slower than you. Enemies cannot attack you from outside your [[LOS]]. So long as you keep the enemy at the edge of LOS, and have space to retreat, you'll have the option to back off. This forces the enemy outside LOS, thus forcing it to move (and not attack).
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 07:50, 13 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Kiting refers to running away from an enemy while gaining some sort of advantage. For example, if you're faster than an enemy, you'll gain distance by running away, and that distance can be used to make ranged attacks. It is a basic technique used to kill monsters and lure them away.

What's required to kite

  • Enough space to back up.
    • Kiting is related to pillar dancing; if there is a rectangular pillar, you can kite enemies by moving in circles around it.
  • Ideally, the space you are planning to kite should already be cleared; if an enemy shows up on your retreat path, things can go bad quickly.
  • A way to benefit from time OR a way to generate space. See Types below.

Types

Finite kiting

When you cannot create extra distance from an enemy (you move at the same or slower speed), or there isn't enough space, you cannot kite indefinitely. However, the tactic can still be used to gain advantage:

  • Damage over time spells, such as poison and Freezing Cloud benefit from the extra time. Place a freezing cloud, run back for a few turns, and the enemy will be damaged while not gaining any distance.
  • Summons and other allies benefit the same way. For example, you can place down a lightning spire, walk back, and the spire will fire up to 7 times while the enemy remains at the same distance.
  • Spells/abilities with a time-based cooldown can recharge while moving. E.g., Orb of Destruction isn't safe to fire twice in a row in the same spot, so kiting helps there.
  • You can regenerate HP/MP between ranged attacks, although the monster will also regen HP. If the monster is at full HP then you can use it to recover. For example, if you miscast Magic Dart, you can kite until you get the 1 MP back.

Indefinite kiting

If you can create a distance, you have enough space, and there's no other enemies interfering, you can theoretically kite as long as you want. This can be achieved by:

  • Faster than the enemy: If you're outright faster, then you can run away, then once you get an extra space, fire, and repeat.
  • Summons and other allies: Summons can create distance if they get in the way of the enemy.
  • Movement spells: Passage of Golubria, Passwall, and other spells can create a distance.
  • Movement restricting effects: Effects like Borgnjor's Vile Clutch can stop the enemy from moving.

Taking advantage of indefinite kiting is simple - any ranged attack that outdamages the monster's regeneration will work.

Strategy

  • If you aren't faster than the monster, you should always keep at least 2 tiles of distance, so an enemy is unlikely to catch up through random energy.
  • While kiting is mainly used against melee or low range enemies, you can also kite ranged enemies that are slower than you. Enemies cannot attack you from outside your LOS. So long as you keep the enemy at the edge of LOS, and have space to retreat, you'll have the option to back off. This forces the enemy outside LOS, thus forcing it to move (and not attack).