Difference between revisions of "Kiting"
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| − | '''Kiting''' is a basic | + | '''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. |
| − | == | + | ==Types== |
| − | + | ===Finite kiting=== | |
| + | When you cannot create extra distance from an enemy (you move at the same or slower speed), 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. | ||
| − | *''' | + | ===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. | ||
===Notes=== | ===Notes=== | ||
*Before kiting, make sure you actually have room to back up. | *Before kiting, make sure you actually have room to back up. | ||
**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. | **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. | ||
| − | *If you aren't faster than the monster, you should always keep at least | + | *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]]. |
*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. | *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. | ||
| − | * | + | *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]] | ||
Revision as of 07:30, 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.
Types
Finite kiting
When you cannot create extra distance from an enemy (you move at the same or slower speed), 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.
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.
Notes
- Before kiting, make sure you actually have room to back up.
- 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.
- 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.
- 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.
- 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).