Wiki

Getting started

You pick a weapon and a form in the lobby, deploy, and fight whoever is on the map. There are no rounds and no teams: you spawn, you fight, and your credits carry over. The map rotates every 10 minutes.

The lobby bar

The lobby
The lobby
CustomiseWeapon, form, hilt
MorphAvatar and outfits
PlayDeploy to the map
ShopSpend credits or robux
ServersBrowse and switch server
SpectateWatch the live match

Invite opens the Roblox invite prompt. The bar also carries your credit balance and a timer counting down to the next map.

Customise

The customise menu
Weapon type, form, hilt and blade

Weapon type, which of the seven forms you fight in, how many you wield, and which hilt and blade core you carry. Everything here is covered in weapons and hilts.

Morph

The avatar menu
Accessories, body, clothing, morphs and outfits

Five tabs. Accessories filters by slot — hat, hair, face, neck, shoulder, front, back, waist — and searches the catalogue by name or ID. Body and Clothing do the same for skin tone, scale, shirts and trousers.

The morphs tab
Morphs, grouped by faction

Morphs are full costumes grouped by faction: clones, rebels, temple guard and mandalorians. Picking one replaces your whole outfit.

The outfits tab
Community outfits, sorted by likes

Outfits saves what you are wearing so you can switch between looks. The community tab is every outfit players have published — sort by most liked, most used, newest or oldest, or filter by creator. You can publish your own from the same screen.

Servers

The server browser
Every public server, with region and mode

Players, map, mode, time remaining and region for every public server. Your current server is marked. Empty regional servers are listed as fresh, so you can start one close to you instead of joining a full one across the world. Progress saves across all of them.

A server in detail
Friends already in a server are listed

Open a server and it shows what it is running now, how long is left on the map, and which of your friends are in it — which is the fast way to land in the same game as someone.

Spectate

Spectating
Cycle through players, or follow one

Watch the live match without deploying. Arrows cycle through everyone playing, follow locks the camera to whoever you are watching, and their name and clan show at the top. Useful for learning a matchup before you take it.

Shop

The shop
Featured items reset daily

Four tabs: featured, weapons, upgrades and extras. Featured items are discounted and reset on a daily timer shown at the top. Refresh rerolls the featured list early for 50 credits. Every price is shown in both credits and robux, and anything you already have is marked owned.

Controls

AttackLeft click
BlockRight click
MoveWASD
CrouchCtrl
JumpSpace
RollSpace then Ctrl
SlapSee keybinds
Throw saberSee keybinds

Every bind is listed and rebindable in the keybinds menu, with a separate column for controller. The game switches to controller on its own and switches back the moment you touch mouse or keyboard.

Playing on mobile

Every keyboard action has a touch button. The game detects the device on its own and switches the whole control set over, then switches back the moment you touch a mouse or keyboard.

The mobile control layout
The default layout

What each button does

AttackSwing. Hold and drag to pick the direction.
BlockRaise your guard. Doubles as the aim for a perfect block.
IgniteDraw or stow the blade.
ThrowThrow the saber, and recall it.
SlapKnock someone down. Four second cooldown.
ForceFire the force power you have selected.
Swap forceCycle to the next power on the wheel.
Swap modeChange wield mode mid fight, single to dual to staff.
BackhandFlip to a reverse grip.
DuelChallenge whoever you are looking at.
Lock onHold a target so the camera tracks them.
JumpForce jump when you have the points for it.
CrouchAlso the roll, tapped as you land.
WalkWalk instead of run. Block points only regenerate at a walk.
Edit layoutUnlocks the buttons so you can move and resize them.

Moving and resizing them

Edit layout Turns the mode on Reset and resize Acts on the selected button Selected Green while you hold it
Edit mode. Every button is outlined and can be dragged

The edit layout button unlocks the set. Every control outlines in amber, and whichever one you are holding turns green. Drag it anywhere on screen, and use the plus and minus in the top bar to resize it.

The circular arrow resets the whole layout back to default. Your arrangement is saved to your account, so it follows you to any device you sign in on.

Touch sensitivity

The phone icon in the top bar opens the touch settings, where camera sensitivity is set separately from the desktop value. On a phone the keybinds menu, on the same bar, shows the touch layout instead of key names.

The seven forms

Seven numbered forms, each a different trade between damage, guard and speed. The form sets your blade colour, so what someone is holding tells you how they intend to fight.

FormColourAttackBlockSwing speed WindupComboCostACCNotes
IShii-ChoYellow12551.350.348426A balanced foundation form. Reliable in every exchange.
IIMakashiPurple15491.2150.478334A fencing form built for one-on-one duels. Precise and fast to recover.
IIISoresuOrange9751.350.435424The defensive form. Outlast your opponent behind an unbreakable guard.
IVAtaruBlue6702.0250.217628Aggressive acrobatic form. Fast strikes at the cost of guard strength.
VShien / Djem SoCyan8601.6880.217628Power counterattacks. Turn your opponent's offense into your opening.
VINimanPink10.5531.6880.209338The moderation form. No weaknesses, no excesses.
VIIJuyo / VaapadRed19421.2150.478334Unrelenting fury. Overwhelming offense that leaves nothing for defense.
Picking a form
Forms are picked in the customise menu. The stats shown there are the same numbers as above.

Weapons and wields

Weapon type is separate from form. It changes reach, how many you can hold and the shape of your chain.

Saber in the customise menu

Saber

A traditional hilt carried by countless duelists throughout history.

Stats come from whichever of the seven forms you pick. See the forms.

Blades1
Wields1/2/3
BackhandYes
UnlockFree
Staff in the customise menu

Staff

A double bladed lightsaber best suited for fighting multiple opponents at once.

Attack
10
Block
65
Swing speed
1.08
Windup
0.391
Combo
4
Chain
6
Blades2
Wields1/2/3
BackhandNo
UnlockPass or credits
Scythe in the customise menu

Scythe

A massive curved blade built for devastating, sweeping strikes.

Attack
14
Block
50
Swing speed
1.08
Windup
0.435
Combo
4
Chain
4
Blades1
Wields1/2
BackhandYes
UnlockPass or credits
Spear in the customise menu

Spear

A long-reach polearm that keeps opponents at a distance.

Attack
10
Block
65
Swing speed
1.35
Windup
0.435
Combo
4
Chain
4
Blades1
Wields1/2/3
BackhandNo
UnlockPass or credits
Nunchucks in the customise menu

Nunchucks

Linked lightsaber hilts for rapid, sweeping attacks.

Attack
8
Block
60
Swing speed
0.472
Windup
0.261
Combo
4
Chain
6
Blades1
Wields1
BackhandNo
UnlockPass or credits
Boomerang in the customise menu

Boomerang

A curved blade that can be thrown and recalled mid-combat.

Attack
11
Block
55
Swing speed
1.62
Windup
0.435
Combo
3
Chain
6
Blades3
Wields1
BackhandNo
UnlockPass or credits
Whip in the customise menu

Whip

A flexible lightsaber whip with unpredictable reach and angles.

Attack
10
Block
50
Swing speed
0.999
Windup
0.348
Combo
2
Chain
6
Blades1
Wields1
BackhandNo
UnlockPass or credits
Tonfa in the customise menu

Tonfa

Side-handled lightsabers for a defensive yet punishing style.

Attack
10
Block
60
Swing speed
0.675
Windup
0.304
Combo
4
Chain
6
Blades1
Wields1
BackhandNo
UnlockPass or credits

How they compare

Every weapon and wield mode side by side. Click a heading to sort.

WeaponAttackBlockSwing speedWindup ComboCostACCNotes
Dual11501.6880.304526Two sabers, one in each hand.
DualStaff12601.080.435424Two staffs.
DualBackhand12450.9450.33526Two sabers, both held backhand.
Backhand6701.4850.217428One saber held reversed.
BackhandScythe14501.080.435424A scythe held reversed.
TripleFloating12551.080.391426Three blades, the third floating.
Scythe14501.080.435424Long reach, heavy hits, two hand wield.
Spear10651.350.435424The longest reach in the game.
Staff10651.080.391426Double bladed. Strong guard, slow swing.
Whip10500.9990.348226Flexible blade. Only a two hit chain.
Tonfa10600.6750.304426Short and very fast, low reach.
Nunchucks8600.4720.261426The slowest raw swing speed, awkward to read.
Boomerang11551.620.435326Thrown weapon, single wield only.

Wielding more than one

Sabers, staffs and spears can be multi wielded. Each extra weapon carries its own hitbox, so a dual or triple wield covers more ground on a swing and blocks across a wider arc.

Dual wield
Dual wield
Triple wield
Triple wield

Blocking, damage and movement

The HUD

Everything you need mid fight sits in the ring around your hilt.

Force points Every force power spends these Block points Guard breaks below 40 Attack chain Glows as your multiplier climbs

Block points

Every player has 100 block points. Swinging, jumping and being hit all spend them. They come back at 1.61 a second while you are walking, blocking or standing still, and not at all while you run, crouch or jump.

Below 40.25 block points your guard stops holding, which is the guard break most kills come from. Blocking a hit costs 0.6 times what taking it would, and your guard only covers 90 degrees either side of where you face, so anything from behind or the flank lands clean.

Max block points100
Guard breaks below40.25
Regen per second1.61
Block cost multiplier0.6x
Block arc90°
Counter window0.45s
Half swing window0.1s
Recovery after a swing0.3s
Combo cooldown0.7s
Slap cooldown4s
Running damage1.2x
Walking damage0.5x

Movement changes your damage

What you are doing when the blade lands matters as much as which form you picked. Running multiplies damage by 1.2, walking cuts it to 0.5, and everything is scaled by 0.9 on top. Running also stops block point regeneration, so the hardest hits are the ones you can least afford to keep throwing.

Throwing your saber

A thrown saber travels 35 studs and costs 10 block points to release. It does 15 on a normal hit and 50 to an unguarded body, which is the highest single number in the game. You are unarmed until it returns.

Range35 studs
Damage15
Body damage50
Block point cost10

Reading a fight

The game shows you what just happened in colour. Learn the three colours and you know whether to press or back off.

Block direction

Aiming a block
Seven zones, one for every direction a swing can come from

Blocking is directional. There are seven zones around your opponent, one for each direction they can swing from, and you block a swing by aiming into the zone it comes from. Your guard covers 90 degrees either side of where you face, so swings from behind or from the flank land whatever you do.

The zones are wider than the gaps between them, so they overlap. One aim can sit in two zones at once and block both of those swings without moving. Find an angle that covers the two swings your opponent keeps using and hold it.

The zones are measured against one person: your opponent if you are in a duel, otherwise the closest player you are allowed to hit within 20 studs.

Perfect block

Green flash You read the swing
A perfect block costs no block points

To perfect block, aim into the zone the swing is coming from before it lands. There is no timing to it. Hold block, get the direction right, and the swing is perfect blocked.

A perfect block costs you no block points at all. An ordinary block still costs them. Guard breaks come from swings you did not read. Perfect block enough of them and your block points hold out.

Your ring flashes green and so does the edge of your screen. Theirs flashes amber. You then have 0.45 seconds to swing back.

A swing is named by the keys the attacker is holding as they click.

KeysSwing
WOverhead
DRight
ALeft
WDFront right
WAFront left
SDBack right
SABack left

Holding nothing swings overhead, the same as W.

Two things stop a perfect block no matter how you aim. You cannot perfect block after being slapped, and you cannot perfect block with your saber thrown, because there is nothing in your hands to block with.

Manual block

Hold block and a movement key and your guard follows the keys instead of your aim. Let go of the keys and it goes back to following your aim.

A manual block has to match the swing exactly, and it disarms them when it does.

D blocksD swings
A blocksA swings
W blocksW swings
WD blocksSD swings
SD blocksWD swings
WA blocksSA swings
SA blocksWA swings

Get it wrong and it is an ordinary block, so a failed manual block costs you the block points that block would have cost.

Counter swing

Perfect block The window opens
1. Perfect block
0.45sTo swing
Counter While the ring is green
2. Counter

Swing inside that window and it is a counter. The ring stays green for half a second after the perfect block, so the ring is your timer. Catch them on the first hit of a combo and you get a single counter; catch them mid combo and the window stays open for a chain.

What the screen edge means

Edge colourWhat just happened
Green You perfect blocked. Counter now.
Amber Your swing was perfect blocked. Expect a counter and guard.
Red You took a clean body hit.

Disarm

Dropped saber Pick it back up
The best paying kill in the game at 30 credits

A saber knocked out of someone's hands lands on the floor and can be picked up again. It is also the best paying kill in the game — 30 credits against 15 for an ordinary body hit.

Saber throw

Thrown blade 35 studs
You are unarmed until it comes back

A thrown saber travels 35 studs and costs 10 block points to release. It does 15 on a normal hit and 50 to an unguarded body, the highest single number in the game. A missed throw is the worst position you can be in. Throws can be parried in mid air.

Feint

Cancelled swing They guard nothing
Start a swing, cancel it, punish the guard they committed

Start a swing and cancel it before it lands. Against anyone reading your swing direction to time a perfect block, a feint makes them commit their guard to a hit that never comes, and leaves them wrong footed for the real one.

ACC and ACM

ACC is a hidden count of how many heavy hits you have landed in a row. ACM is the damage multiplier it produces. Landing heavy hits raises ACC by one each time; the multiplier only starts once you are within two of your weapon's threshold, then climbs to a maximum of 9.

ACM = ACC − threshold + 2, clamped between 0 and 9

Getting hit drops ACC by one, or by two if your weapon's windup is 0.25s or faster. Quick weapons build the chain easily and lose it twice as fast. Landing nothing for 30 seconds resets the chain to zero.

Only heavy hits count. Chip damage does not build ACC. Trading pokes gets you nowhere. Commit to a real exchange.

Thresholds

The lower the threshold, the sooner your multiplier starts climbing.

ThresholdWeapons and forms
4BackhandScythe, DualStaff, Orange, Purple, Red, Scythe, Spear
6Boomerang, Dual, DualBackhand, Nunchucks, Staff, Tonfa, TripleFloating, Whip, Yellow
8Backhand, Blue, Cyan, Pink

Force powers

Powers are bound in the keybinds menu and spend force points. To target someone you hold focus on them for 3 seconds, within 40 studs.

Push

20 FP

Knocks a target off their feet and away from you. The opener most fights start with, and the cheapest way to buy yourself room.

Cost20 FP

Pull

20 FP

Drags a target towards you, or pulls a dropped saber back into your hand. The answer to someone who has just been disarmed and is reaching for their blade.

Cost20 FP

Grip

30 FP

Lifts a target off the ground. Hold it past 2s and it becomes a choke that keeps draining them.

Cost30 FP
Range25 studs
Choke3 FP/tick
Charge2s

Lightning

3 FP/tick

Sustained damage in a cone in front of you. Blocking it does not make it free: a guard still bleeds block points for every tick it absorbs.

Cost3 FP/tick
Damage4/tick
Range19 studs
Drains guard0.5 BP/tick
Cooldown1s

Speed

40 FP

Move faster for as long as you can pay for it. It drains the whole time it is on, so turn it off when you are not using it.

Cost40 FP
Drain1 FP/tick

Sense

Free

Highlights players through walls. Costs nothing to use, but you have to hold focus for 3s first, which is 3s of not fighting.

CostFree
Focus3s
Range40 studs

Dash

40 FP

A short burst of speed in the direction you are moving. Closes a gap or escapes one, and the cooldown is long enough that it is a decision.

Cost40 FP
Speed70
Duration0.35s
Cooldown2.5s

How they compare

PowerCostEffect
Push20 FPKnocks a target off their feet and away from you. The opener most fights start with, and the cheapest way to buy yourself room.
Pull20 FPDrags a target towards you, or pulls a dropped saber back into your hand. The answer to someone who has just been disarmed and is reaching for their blade.
Grip30 FPLifts a target off the ground. Hold it past 2s and it becomes a choke that keeps draining them.
Lightning3 FP/tickSustained damage in a cone in front of you. Blocking it does not make it free: a guard still bleeds block points for every tick it absorbs.
Speed40 FPMove faster for as long as you can pay for it. It drains the whole time it is on, so turn it off when you are not using it.
SenseFreeHighlights players through walls. Costs nothing to use, but you have to hold focus for 3s first, which is 3s of not fighting.
Dash40 FPA short burst of speed in the direction you are moving. Closes a gap or escapes one, and the cooldown is long enough that it is a decision.

Training server

A separate place you reach from a portal in the lobby. You deploy exactly as you do in the main game, and land in a room with a board that spawns dummies to practise against.

The board

Weapon type Eight of them Saber style Forms I to VII Wield Single, dual, triple Dummy type Attack, block, duel Update Spawns them
Green is what is currently selected

Pick a weapon, a style, how it is wielded and what kind of dummy you want, then hit update.

Attack dummies

Attack dummies swinging
Every swing direction at once

One dummy per swing direction, each labelled with the direction it attacks from: ForwardLeft, Left, BackLeft, Overhead, ForwardRight, Right, BackRight, and RandomAttack.

They swing on a loop and never stop, so you can stand in front of one and drill blocking that direction until it is automatic. Perfect blocking is directional, so this is the only way to practise it without a partner.

The full row of attack dummies
The full row, spawned from the board

Block dummies

Infinite Block Never breaks Block Normal block points
Two kinds

Block guards with normal block points, so you can practise breaking a guard and see how many hits it actually takes. Infinite Block never breaks — that one is for drilling swings, chains and half swings against something that will not fall over.

Duel dummies

Challenging a dummy
Walking up to a duel dummy challenges it

A duel dummy runs the same combat AI the game uses everywhere. It reads your swing direction off your character state and turns into it, so it perfect blocks every swing you throw. Beating it means feinting or breaking its guard, not out-aiming it.

Swings every0.2 to 0.5s
Engages within10 studs
Re-guards after0.1s
Walks below40 block points

It swing blocks: it re-guards within a tenth of a second of its own swing, so countering it is a real timing problem. Below 40 block points it starts walking, because walking regenerates them. Above 50 it will force jump to reach you if you are more than six studs above it, and it backs off if you drop below it.

Disarm it and it retreats, jumping backwards while it recovers. Get inside five studs while it is out of block points and it slaps you.

Duelling a dummy
Same AI the game runs, at hard difficulty

Hilts

64 hilts across 8 weapon types. Hilts are cosmetic: they change how your weapon looks, never how it fights. Prices are shown in credits and in robux, and both buy the same thing.

Hilt customisation
Hilts, blade colour and core type are all set in the customise tab.

Every hilt

Special mechanics

Spinning blades

Rotor blades spun up
Hold block as a staff and the rotor spins up

Some hilts, the Judicator among them, carry rotor blades. Hold block while wielding one as a staff or dual staff and they spin up into a disc. The disc is a real hitbox — anyone who walks into it takes the hit.

Spinning at ground level
Spinning at ground level

Gliding

Gliding on the rotor
Blocking in the air makes you glide

Do it in the air, off a force jump or off any fall, and the rotor catches you. Your descent is capped and you glide instead of dropping.

RequiresStaff or dual staff
Spins whileBlocking
Glides whileBlocking, airborne
Cut bySwing, kata, throw
Gliding under the rotor
Let go of block, throw the hilt or start a kata and you drop

Credits and the shop

Credits are the free currency. Everything buyable with robux can also be bought with credits, so nothing in the game is locked behind money.

Credits buy everything robux buys. The shop is where they get spent.

Earning

Every kill pays, and how you got it decides how much.

Kill typeCredits
Disarm Disarming then finishing30
Stam Breaking their guard first25
Body Landing a clean body hit15
Back Hitting them from behind10
Env They died to the map after you hit them5

Killing whoever killed you last adds 15. On top of that you collect a bounty of 3 credits for every kill in the streak of the player you just ended, so whoever is running the server is worth hunting.

Streak bonuses

Paid once as your own streak passes each mark.

5 kill streak+10
10 kill streak+25
15 kill streak+50
20 kill streak+100
25 kill streak+175

Server population

Everything above is scaled by how busy the server is, so farming an empty server pays least.

15+ players1x
5+ players0.75x
0+ players0.5x

Buying credits

1,000 credits10 R$
5,000 credits49 R$
25,000 credits240 R$
100,000 credits949 R$
250,000 credits2,200 R$
1,000,000 credits7,999 R$

Clans

A clan is a Roblox group registered with the hub. Registering gives it a server of its own, a banner every member wears, and a place on the clan list.

The clan hub
The hub

Your clans

My clans
Every clan you belong to

Every clan you belong to, with your rank in each. One is your primary — that is the banner you wear and the one everyone sees. Set makes a clan primary. Config appears on clans you can administer; everywhere else it is View.

Information

Information tab
Dates, status and renewal

Renewal is one token per month, up to twelve at a time. Time is added to what is left, so renewing early never costs you days. Anyone can renew any clan. The owner does not have to be the one who pays, and whoever pays is recorded.

Term30 days
Per month1 token
Max at once12 months
Who can payAnyone

Banner

Banner tab
What floats above a member head

Position it up, down, left, mid or right, and toggle each part separately: frame, logo, name and role. Three sizes, a live preview, and a custom image by asset ID if you would rather not use the group logo.

Individual customisation is the useful part: style the banner per role number or per user ID, so officers can look different from members.

Clan server

Clan server tab
Server type and map

Public puts your server on the list for anyone to join. Private keeps it to members. Pick the map members spawn into, then save. Restart server applies a map change to the running server.

Admin

Admin tab
Who can do what

Add someone by username or user ID, or grant a whole group role number at once so every officer inherits the same permissions. Typing an ID resolves the account before you add it, so you can see who you are about to give access to.

Manage join requestsAccept or reject
Edit clan nameRename the clan
Edit serverMap and privacy
Edit bannerAll banner settings
Restart serverKick and reload
Admin panel accessIn-game commands
Per-user permissions
Per-person permissions and the in-game command list

Permissions are set per person, so two admins can hold different ones. Admin panel access unlocks a second list: the in-game commands that account may run.

Player actionsFly, noclip, speed, jump power
MovementGo to, bring, teleport to coordinates
StateGod mode, freeze, respawn, view
BuildingGive BTools
ModerationIts own group
ServerIts own group

Each is ticked individually. The group owner holds every permission and cannot be removed.

Finding a clan

Find clans
Every registered clan

A clan you are not in shows Join clan. One you are already in shows Leave clan instead, and you can renew it from here whether you run it or not.

A clan you can join
A clan you can join

Clan servers

Clan servers
Every public clan server

Online servers sort to the top; the rest sit idle until someone joins and starts them. Capacity is 200 per server.

Fighting on a clan server

Attacking as a hostile
Attacking as a hostile

The clan holding the server is one team. Anyone who joins from outside it is Hostile. The scoreboard tracks both sides, and every nametag carries its wearer clan and role, so you can read the room before you swing.

Defending the temple
Defending the temple

Clan maps

13 maps to pick from. The one you choose is what members spawn into.

Maps

25 maps are in rotation. These are the photos the server browser shows when you pick a server.