Difference between revisions of "Kiting"

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(i've been using "kite" to refer to "dragging an enemy through poison clouds, even if you have 0 speed". redefine the page)
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'''Kiting''' is a basic tactic used to kill monsters while avoiding engaging in [[melee]].
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'''Kiting''' is a basic tactic used to kill monsters while avoiding engaging in [[melee]]. Kiting involves running away from a monster, before it can attack you, in order to gain some advantage:
  
To kite a monster, you must be [[speed|faster]] than it and have some form of [[ranged]] or [[reaching]] attack. 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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*'''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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:If you have some other means of creating distance, you can use that to kite. Hopping between different sets of [[stairs]], [[Passage of Golubria]], and [[Borgnjor's Vile Clutch]] makes space, thus allowing you to kite same-speed foes.
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*'''Damage over time''': Kiting can be used with damage over time effects, such as [[poison]], [[Sticky Flame]], or [[Freezing Cloud]]. You can inflict poison, retreat a few tiles, and repeat. If you can't create distance, you can't kite ''indefinitely'', but you can still inflict significant damage.
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*'''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.
  
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.
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===Notes===
 
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*Kiting is related to [[pillar dancing]]. A large "pillar" will let you kite enemies in relative safety.
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]].
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*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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*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.
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.
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*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.
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 13:25, 28 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Kiting is a basic tactic used to kill monsters while avoiding engaging in melee. Kiting involves running away from a monster, before it can attack you, in order to gain some advantage:

  • Speed/Distance: If you are 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.
If you have some other means of creating distance, you can use that to kite. Hopping between different sets of stairs, Passage of Golubria, and Borgnjor's Vile Clutch makes space, thus allowing you to kite same-speed foes.
  • Damage over time: Kiting can be used with damage over time effects, such as poison, Sticky Flame, or Freezing Cloud. You can inflict poison, retreat a few tiles, and repeat. If you can't create distance, you can't kite indefinitely, but you can still inflict significant damage.
  • 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.

Notes

  • Kiting is related to pillar dancing. A large "pillar" will let you kite enemies in relative safety.
  • If you aren't faster than the monster, you should always keep at least 1 tile of distance away to avoid attacks of opportunity.
  • 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.
  • 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.