
Duelist
Fast prepared attacks, counterplay and consecutive-hit pressure.
A precision melee Destiny built around timing, defensive counterplay and maintaining a clean same-target hit chain.
How Duelist Plays
Prepared attacks have a five-second execution window. Costs and cooldowns start when the technique is successfully prepared or activated.
COMPLETE LIVE KIT
Duelist abilities
Prepared attacks have a five-second execution window. Costs and cooldowns start when the technique is successfully prepared or activated.
Open all 6 techniques
The swing is 20% faster, never below 1.25 seconds, and deals 15% additional damage.
- Type
- Prepared
- Requirement
- Duelist and a fencing weapon
- Cost
- 8 Stamina
- Cooldown
- 12 sec
- Range
- Next fencing swing
- Duration
- 5 sec preparation
The first adjacent player melee miss triggers a guaranteed counter-thrust for 60% weapon damage before armor.
- Type
- Active
- Requirement
- Duelist and a fencing weapon
- Cost
- 12 Stamina
- Cooldown
- 18 sec
- Range
- Adjacent player melee attack
- Duration
- 4 sec stance
The target’s next weapon attack against you loses 15 percentage points of hit chance.
- Type
- Prepared
- Requirement
- Duelist and a fencing weapon
- Cost
- 10 Stamina
- Cooldown
- 20 sec
- Range
- Next connected fencing hit
- Duration
- 5 sec preparation; 3 sec debuff
After three hits, the next fencing attack gains 10 percentage points of hit chance and 15% damage.
- Type
- Passive
- Requirement
- Duelist and consecutive fencing hits
- Cost
- None
- Cooldown
- No visible cooldown
- Range
- Same player target
- Duration
- Each hit within 5 sec
Interrupts the target’s active spell cast.
- Type
- Prepared
- Requirement
- Blademaster, Duelist or Crusher; Parrying 100; shield and melee weapon
- Cost
- 12 Stamina
- Cooldown
- 25 sec
- Range
- Next connected melee hit
- Duration
- 5 sec preparation
Reduces incoming player weapon damage by 20%.
- Type
- Active
- Requirement
- Blademaster, Duelist or Crusher; Parrying 100; shield and melee weapon
- Cost
- 15 Stamina
- Cooldown
- 30 sec
- Range
- Self
- Duration
- 3 sec
Advanced Values · Ability Table
| Ability | Type | Cost | Cooldown | Range / duration | Effect |
|---|---|---|---|---|---|
| Prepared | 8 Stamina | 12 sec | Next fencing swing; 5 sec preparation | The swing is 20% faster, never below 1.25 seconds, and deals 15% additional damage. | |
| Active | 12 Stamina | 18 sec | Adjacent player melee attack; 4 sec stance | The first adjacent player melee miss triggers a guaranteed counter-thrust for 60% weapon damage before armor. | |
| Prepared | 10 Stamina | 20 sec | Next connected fencing hit; 5 sec preparation; 3 sec debuff | The target’s next weapon attack against you loses 15 percentage points of hit chance. | |
| Passive | None | No visible cooldown | Same player target; Each hit within 5 sec | After three hits, the next fencing attack gains 10 percentage points of hit chance and 15% damage. | |
| Prepared | 12 Stamina | 25 sec | Next connected melee hit; 5 sec preparation | Interrupts the target’s active spell cast. | |
| Active | 15 Stamina | 30 sec | Self; 3 sec | Reduces incoming player weapon damage by 20%. |
Important interactions
- Combat Codex effects validate player targets and do not grant their listed PvP effect against creatures.
- Changing weapons cancels a prepared technique when the recorded weapon no longer matches.
- Deep Wound and Mortal Assault do not stack; the stronger active healing reduction is used.
- Movement slows do not add another slow while the target is already controlled by Web Potion.
- The Combat Codex is separate from the Warrior, Archer, Arcane, Beastmaster and Bard PvM Codices.