Movement, dodge and guard
Use Evade’s immunity and action cancel, held Guard, Sprint and double jump according to the attack you are trying to avoid.
- Evade
- Immunity plus action cancel
- Guard
- Hold for damage reduction
- Double jump default
- Space again while airborne
- Energy trade-off
- Evade briefly pauses regeneration
On this page
Evade is an active defensive action
The PTR help gives Evade temporary immunity to damage and control effects. It can interrupt your own action immediately, letting you cancel an attack to move away. Its limited charges and brief pause to Energy regeneration are the trade-off for this strong defensive tool.
Choose the appropriate defense
| Action | What it does | Important limit |
|---|---|---|
| Evade | Temporary damage and control immunity; can cancel your current action | Limited charges; briefly pauses Energy regeneration |
| Guard | Hold to reduce incoming damage and resist most control effects | Reduction is not the same as complete damage immunity |
| Sprint | Short burst of movement speed | Creates distance; no immunity is established by the description |
| Double jump | Jump again while airborne to gain height | Some attacks can be jumped; not every ground effect can be assumed avoidable |
Read the attack ring rather than guessing a universal timing
The PTR description explains a common telegraph as an inner ring approaching an outer ring: the harmful effect happens when the rings meet. That visual tells you when a particular attack is about to resolve. It does not establish a single delay or Evade duration that applies to every enemy.
Avoid mixing up Evade and Dodge Chance
Evade is the action you time. Dodge Chance is a character attribute giving a chance to nullify an incoming hit. Increasing that stat does not mean every Evade becomes unlimited, and an Evade charge is not the same thing as a percentage point of Dodge Chance.
Control can prevent damage before it needs to be avoided
Damaging a normal enemy usually staggers it. Silver enemies ignore stagger but can be stunned; gold enemies ignore both. Yellow casts can be interrupted by damage, while protected grey casts need appropriate control on a vulnerable enemy. A Control Immune effect blocks those options temporarily.