As of this writing, I’ve spent about 100 hours in this game and discovered a lot of nuances to game mechanics that I notice a lot of uncertainty about. This tutorial attempts to clarify how some mechanics function as well as provide advice to those trying to master Clash’s systems.
If any of these points are incorrect, or if I left something out that you believe should be included, please message me or post a comment.
Stats Explained
Several statistics possess concealed effects that synergistically harmonize with diverse gameplay approaches.
POWER – The Power attribute significantly interacts with First Person attacks. Activation of the first-person mode provides a brief opportunity within which a certain amount of damage must be inflicted to trigger the finishing move. While the finishing move won’t automatically eliminate an enemy, it deals a substantial amount of damage. Failure to meet the damage threshold during this window will result in the first-person mode concluding without the special finishing move being triggered.
ENDURANCE – The Endurance attribute appears to be widely misunderstood. Engaging in attacks, sprinting, certain special maneuvers, and sustaining damage will deplete your stamina meter. Once the meter is empty, you will endure full damage from enemies, whereas having remaining stamina will mitigate damage by 50%. It’s worth noting that you don’t need to be motionless to block; the act of blocking acts as a passive shield, reducing damage taken by 50% as long as the meter isn’t empty.
Moreover, various in-combat options exist to manage this meter, forming the crux of what renders Clash’s gameplay unique and intriguing. Successful parries replenish your stamina meter. (It is believed that parrying when the meter is NOT empty will fully recharge it, while parrying when the meter is empty will partially refill it. The recharge amount might also depend on the precision of the parry against the enemy attack.) A successful parry also momentarily boosts your damage output and meter gain, encouraging you to seize the advantage. Activating the first-person mode allows your meter to refill since attacks don’t consume stamina during this mode. Hence, it is advisable to activate it after a sequence of attacks to maximize your stamina utilization.
This dynamic fosters an enthralling back-and-forth gameplay style: you aggressively assail your adversary until your stamina meter is depleted, then seek opportunities to bait attacks that you can confidently parry to maintain your offensive without sacrificing the 50% damage reduction. Alternatively, you can temporarily disengage from combat until the meter refills. This mechanic is particularly appealing as it incentivizes allowing the enemy to launch attacks, imparting a sense of a genuine duel rather than merely button-mashing against foes.
Sidenote: Parrying does not disrupt enemy attack sequences. Therefore, it is advisable not to attempt a parry against attacks that land multiple hits in rapid succession. Focus on identifying significant single hits and attempt to parry those. Remember, you are not as formidable as the creatures of this realm.
Aggression: This attribute accelerates the filling rate of your First Person mode bar with all attacks. Most basic attack combos (repeatedly pressing R1) culminate in a final strike that fills the First Person bar at approximately triple the rate of an extra attack, so strive to execute this attack sequence.
Constitution: This attribute provides straightforward damage reduction. Though seemingly simple, it should not be underestimated; pay due attention to this statistic!
Weapons
The concept evaded me for an extended duration. The weaponry appears somewhat unwieldy and peculiar, replacing the standard attack and depriving players of the satisfying attack sequences facilitated by relentless R1 spam. Hence, the question arises: What is the rationale behind using these weapons?
The answer is uncomplicated yet perceptive: R1 spam does not constitute the optimal approach to engage in this game.
Early in the game, players receive a brief explanation about the importance of combining and stringing attacks together using the dodge maneuver. This approach represents the ideal method of playing the game, wherein repeating the same attack consecutively is a rarity. While it is possible to rely on this repetitive tactic and still manage to complete the game successfully, the true essence and enjoyment of the game’s combat system unfold when one fully embraces and masters the game’s distinctive combo system.
In this context, weapons serve to augment the default attack. They frequently grant enhanced stun capabilities, which prove invaluable when facing formidable adversaries. Their true brilliance, however, emerges when utilized in a combo, allowing players to unleash substantial damage in a continuous sequence.
It is worth noting that weapons offer either 2 or 3-hit combos. To optimize their effectiveness, players should always conclude these attacks with a special maneuver or a dodge attack. For further details on this aspect, additional information follows below.
Combos
This is the game’s bread and butter. It’s tough to explain how to perform these precisely, and it’s flexible enough that you can create your own strings, so I’ll attempt to explain it with some examples:
(For example, the Full Attack Combo of Shadow Stance is 5 hits, 2 quick attacks, 2 slightly slower hits, and 1 massive hit.)
Attack > Jump > Down > Dodge > Attack > Full Attack Combo > Special Attack
This combo will begin with a jumping attack, then dodge away from the enemy, quickly closing the gap created by dodging, followed by your basic attack combo, and ending with a special attack as the final hit of your full attack combo falls. (I like Rising Punch as the special attack for this since it comes out quickly, but Spin Kick is also nice because it has a bit of a gap closer in case your strike knocks the enemy back.)
As a reminder, you can only cancel animations with a special attack or a dodge, and you must do so as soon as the attack lands. When you successfully cancel an animation, a sound effect will play.
Another possibility is:
Sprint Towards Enemy > Attack > Full Attack Combo > Special Attack
This will perform the special sprint attack, followed by a chain into your full attack combo, and finally the special attack of your choice. This is a good one for beginners because it is short and doesn’t demand a lot of input.
If any of the attacks I’ve outlined here don’t seem familiar to you or you’re not sure what I’m talking about, keep reading.
Types of Attacks
Each stance presents its distinct variations of the four primary attack types, executed through R1, X, left-click, or any corresponding mapped button.
The “Attack” refers to a single press of the designated attack button, allowing for rapid successive presses to execute the Full Attack Combo. It’s crucial to note that the final strike in this combo typically yields additional meter for the First Person mode.
Concerning the “Dodge Attack,” there exist three variations: the forward dodge attack, the backward dodge attack, and the sideways dodge attack. Engaging in a forward dodge followed by a swift counter-attack creates a rapid combo, while dodging away serves as a means to close the distance between the player and the opponent. The sideways dodge attack usually manifests as a sweeping maneuver. All these dodge attacks can be smoothly linked with other moves, making them highly effective for swiftly chaining together a series of basic attacks.
Regarding the “Sprint Attack,” it serves as an excellent opener, and I highly recommend initiating most combo sequences with this attack or a jump attack.
Lastly, the “Jump Attack” primarily acts as a significant gap closer and delivers substantial damage. However, it does bear a risk of missing its mark and can be challenging to align accurately. Nevertheless, when facing large adversaries, the Jump Attack proves to be an advantageous tactic.
Lock On
While engaged in combat, it is a common tendency for us to adhere to the practice of continuously locking onto each adversary. However, this particular game incorporates an intelligent soft lock-on mechanism when confronting foes. I have observed that relying solely on the lock-on feature can occasionally result in getting caught amidst multiple enemies or experiencing difficulties evading a pincer attack. As an alternative approach, I recommend refraining from utilizing the lock-on and assessing if this adjustment enhances your gameplay experience. Personally, it tends to yield favorable results for me.
That's everything we are sharing today for this Clash: Artifacts of Chaos guide. This guide was originally created and written by Throkgaar. In case we fail to update this guide, you can find the latest update by following this link.