Difference between revisions of "Kiting"

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'''Kiting''' is a basic tactic used to kill monsters while avoiding engaging in [[melee]].
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'''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.
  
==Useful Info==
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==What's required to kite==
Kiting involves running away from a monster, before it can attack you, in order to gain some advantage:
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*Enough space to back up.
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**Kiting is related to [[pillar dancing]]; if there is a rectangular pillar, you can kite enemies by moving in circles around it.
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*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.
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*A way to benefit from time OR a way to generate space. See [[#Types|Types]] below.
  
*'''Speed/Distance:''' If you are [[movement speed|faster]] than a monster, then you'll gain distance as you run away. Combine that with a form of [[ranged]] or [[reaching]] attack, and you can damage (eventually kill) melee monsters with 100% safety. Back away from the monster whenever it gets close to you; when you are far enough away, hit it with a ranged or reaching attack. Repeat until the monster is dead.
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==Types==
:If you have some other means of creating distance, you can use that to kite. You can hop between different sets of [[stairs]] to create distance, thus allowing you to kite same-speed foes. Or you can use effects like [[Passage of Golubria]] and [[Borgnjor's Vile Clutch]] in a similar way.
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===Finite kiting===
*'''Damage over time''': Kiting can be used with damage over time effects, such as [[poison]], [[Sticky Flame]], or [[Freezing Cloud]]. For example, you can inflict poison, retreat a few tiles, and repeat. Without a means of creating distance, you can't kite ''indefinitely'', but you can still inflict significant damage.  
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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:
*'''Regeneration:''' If you miscast [[Magic Dart]], you've used up 1 MP. So long as you aren't in melee range yet, you can back off, recover that 1 MP, and try to fight again.
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*'''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.
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*'''[[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.
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*'''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.
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*'''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.
  
===Notes===
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===Indefinite kiting===
*Before kiting, make sure you actually have room to back up.
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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:
**Kiting is related to [[pillar dancing]]; a large "pillar" lets you kite enemies in a circle. If the pillar has an irregular shape, the enemy may forget about you, allowing you to reengage with more ranged attacks.
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*'''Faster than the enemy:''' If you're outright faster, then you can run away, then once you get an extra space, fire, and repeat.
*If you aren't faster than the monster, you should always keep at least 1 tile of distance away, to avoid [[attacks of opportunity]].
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*'''[[Summon]]s and other allies:''' Summons can create distance if they get in the way of the enemy.
*It's best to kite around a reasonably known area. If you kite with unexplored area nearby, new monsters can show up, which can make kiting impossible. E.g. you won't be kiting a [[hydra]] when a [[torpor snail]] is slowing you down.
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*'''Movement spells:''' [[Passage of Golubria]], [[Passwall]], and other spells can create a distance.
*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).
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*'''Movement restricting effects:''' Effects like [[Borgnjor's Vile Clutch]] can stop the enemy from moving.
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Taking advantage of indefinite kiting is simple - any ranged attack that outdamages the monster's regeneration will work.
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==Strategy==
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*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]].
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*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).