Skip to content

This site is in early development. Sections are still being written and figures may change.

Elbow SmashOn the status barOn the status bar

Elbow SmashActive

SHOULDERTACKLE

Dash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 1s (ignoring Crowd Control Resistance) on impact.

Stats

Cooldown20 s
Cast timeInstant
Range10 m
TargetGround

Granted by(1)

Purge, cleanse, immunity and reflect

The game removes an effect by its category, not by what it does. A purge takes some categories off an enemy, a cleanse takes others off you and your allies, and an effect whose category no ability names stays until it runs out.

Who is immune to it

Advanced view

Where each number comes from and how it is calculated. How this works

# Source Base Progression Result
{0} $SHOULDERTACKLE_KNOCKBACK.knockback[0].effectarearadius 4 — 4m
{1} $SHOULDERTACKLE_KNOCKBACK.knockback[0].duration 1 — 1s

Ability definition

{
 "@uniquename": "SHOULDERTACKLE",
 "@target": "ground",
 "@castingtime": "0",
 "@hitdelay": "0",
 "@standtime": "0",
 "@disruptionfactor": "1",
 "@recastdelay": "20",
 "@energyusage": "0",
 "@castrange": "10",
 "@uitype": "damage",
 "@category": "instant",
 "@usableincombat": "true",
 "@showrange": "true",
 "@adjustgroundtargettorange": "true",
 "@statblock": "@SPELLS_STANDARD_STATBLOCK",
 "@autoattackcooldownaftercasting": "Trigger",
 "@hideMainhandDuringAnim": "true",
 "@hideOffhandDuringAnim": "true",
 "@controllerpreferredtarget": "enemy",
 "@controllerpreferredcastdirection": "targetthenlookdirection",
 "@controllerselfcastable": "true",
 "nop": {
  "@target": "self",
  "@effectarearadius": "5",
  "@showarearadius": "true"
 },
 "dash": {
  "@movespeed": "35",
  "@scaleAnim": "true",
  "@animID": "elbowtackle",
  "@endeffect": "SHOULDERTACKLE_KNOCKBACK",
  "@standtime": "0.3",
  "IfOwnLoadPercent": {
   "@op": "less",
   "@value": "150"
  }
 }
}

Spells it sets off

Effects this ability applies through other entries, in the order the game reaches them, with the delays, durations and conditions the entry above only names. Click a row for its full entry.

SHOULDERTACKLE
  1. SHOULDERTACKLE_KNOCKBACK via dash endeffect IfOwnLoadPercent op=less value=150 delay 0.15 s knockback 1 m
    {
     "@uniquename": "SHOULDERTACKLE_KNOCKBACK",
     "@target": "all",
     "@castingtime": "0",
     "@hitdelay": "0.15",
     "@standtime": "0",
     "@disruptionfactor": "1",
     "@recastdelay": "0",
     "@energyusage": "0",
     "@castrange": "0",
     "@uitype": "movement",
     "@category": "forcedmovement",
     "@namelocatag": "@SPELLS_SHOULDERTACKLE",
     "knockback": {
      "@target": "enemy",
      "@distance": "1",
      "@movespeed": "1",
      "@ignorecrowdcontrolresistance": "true",
      "@ignoreabilitypowerscaling": "true",
      "@ignorebonusccdurationscaling": "true",
      "@ruleset": "constanttime",
      "@effectarearadius": "4"
     }
    }

What changed here6

  1. Jan 26, 2026

    • Knockback · duration 0.8 s → 1 s +25%

    BeforeDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    AfterDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 1s (ignoring Crowd Control Resistance) on impact.

    Cooldown20 sCast timeInstantRange10 m

  2. Jun 30, 2025

    • Cooldown 25 s → 20 s -20%
    • Range 11 m → 10 m -9.1%

    BeforeDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    AfterDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    Cooldown25 s→20 sCast timeInstantRange11 m→10 m

  3. Apr 26, 2022

    • Cooldown 30 s → 25 s -16.7%

    BeforeDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    AfterDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    Cooldown30 s→25 sCast timeInstantRange11 m

Show 3 more
  1. Mar 17, 2021

    • Description reworded

    BeforeCharge towards a ground location. All enemies within a 4m radius of the impact location are knocked in the air for 1s, ignoring Crowd Control Resistance.

    Energy Cost: 0
    Cast time: instant
    Range: 11m
    Cooldown: 30s

    AfterDash towards the targeted position, throwing all enemies within a 4m radius of the targeted position in the air for 0.8s (ignoring Crowd Control Resistance) on impact.

    Cooldown30 sCast timeInstantRange11 m

  2. Mar 18, 2018

    • Knockback · radius none → 4 m
    • Stand time 0.5 s → 0 s −0.5 s

    Cooldown30 sCast timeInstantStand time0.5 s→0 sRange11 m

  3. Sep 27, 2017

    Added to the game

Back to abilities