Sentences with phrase «most enemy attacks»

Most enemy attacks can be entirely dodges by sliding your character to one side or another, adding an almost rhythmic element to combat.
That's because most enemy attacks will cause status ailments to characters.
Most enemy attacks will make a button prompt appear on the screen shortly before the enemy attack connects with the player.

Not exact matches

Out of those, most of the 1,284 killed and the 9,600 wounded fell at the Sunken Road attacking a fortified enemy.
Then Luther immediately attacked him: «You have behaved most peculiarly towards us in order that your relationship with my enemies, the papists, should be unimpaired and safe... you have not been given the courage... that you could openly fight these monsters around us.»
The goal and most of the enemy attacking came from the left.
Night attacks and attacks while at anchor would probably be the most usual; although, in a naval battle, aeroplanes would be able to do much to harass the enemy.
Targeting is as simple as touching the party member or monster you want to select, and overall the battle system works well although like most games with random battles, can get very tedious, especially when backtracking and potentially fighting much lower level enemies that you can kill in one hit but still have to go through all the motions of attacking and targeting.
Most enemies will give off a brief flash before they attack, and if timed correctly, Samus can perform an upward strike with her arm to stun enemies.
Although a Driver and a Blade are two separate characters, in a battle they fight as one, so although together they can use Driver Arts like Rex's Anchor Shot to do damage and cause the enemy to drop a HP Potion, or just use a special move of which there are four levels with the fourth being the most devastating, the reality is it's essentially one character attacking due to a joint effort.
Like most enemies, Slippas attempt to attack Donkey or Diddy by charging into them.
The game does give you numbers indicating how strong your attacks are, but there's also no reward for defeating most enemies, save for rare health drops or restoring mana via blocking attacks.
Your attack radius may also have a red area indicating where that character can inflict the most damage to the enemies.
Most attacks will be able to defeat tens of enemies at once, and some others can down 100 or more.
While players will be able to defeat most enemies with ease, more difficult enemies and bosses will require a bit of strategy that goes beyond simply mashing the attack button.
The amount of enemies that are thrown at you at one time seem incredibly extreme and I was fighting most of my battles blind just using my crowd control attacks to clear up some space on my screen.
Like most tower defence games, players must build and upgrade various attack towers in order to kill off the advancing enemy forces.
Beyond this it's the little things that help to differentiate the title, with enemies attacking battlements as they pass by, requiring cash to be spent to keep them repaired and upgraded, while positioning towers on elevated platforms can increase a towers natural range, giving you tactical advantages where they're needed most.
By focusing on the head for most enemies, users of the Hammer can issue reliable stuns that do a great job of setting up big attack opportunities for teammates.
Strategic positioning is crucial to unleash the most effective attacks on the enemy.
With most of Europe already lost, the world's leaders plan to launch a synchronized, all - or - nothing attack on the enemy in an attempt to gain the upper hand.
One of the most alert guard dogs, Bullmastiff do not necessarily attack immediately but may just pin and trap and intruder or enemy down.
It works most of the time, but unfortunately the system also causes your enemies to become transparent as well, leading to many instances where I was being attacked by enemies that were effectively invisible to me.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
The attacking team even begins each round by hurdling the trench wall and launching themselves at the enemy, going «over the top» in a slightly chilling reenactment of the most well - known military tactic of the entire conflict.
Avalanche Attacks will activate most often when you attack an enemy with a weapon that they are weak against but can also randomly occur when a character lands a critical strike.
The most important thing to remember is that if you move a character away from an engagement the enemy gets a free attack complete with hefty bonuses to accuracy and damage.
For most of the cannon fodder enemies the guide provides just a few sentences on tactics, but there's considerably more space devoted to the more dangerous enemies, outlining the attacks and tactics they employ and how to deal with them, such as which Vigors are most effective.
These heroes each boast four basic action card; exploration let's you explore the current location and draw special dungeon cards in the process, vital to completing most missions; attacking does the obvious and is the main method of dealing with the many enemies who will attempt to thwart your quest; rest, which lets you heal your character; and aid, which lets you generate success tokens for other heroes in order to shore up their turn.
It's most annoying when you're being swarmed by a horde of an enemies and are trying to teleport away before the last of your health waves you goodbye, but find yourself countering attacks instead.
The result is that most battles consist of you standing there hammering the attack button and hoping that the enemies health runs out before yours does.
Enemies require a turn to move just like the player does, but it's usually clear when an enemy will attack since most fiends have a charge animation that pre-empts their assault.
While this applies for most of the enemies, some enemies and abilities attack and exist in real - time.
I draw a squiggly path so that I'll have the most coverage possible and then run out into the middle of this pond so that I can attack some water enemies that shoot things I have to blow back using the pinwheel item (that causes me to blow into the mic, something that's equally as frustrating).
Never before was Zelda so immersive and intelligent, most enemies would have a form of defence which you could only defeat by swinging your sword in the correct direction, and often they would change their defence to counter your attack.
Unlike most of the limbed characters that populate the Smash Bros roster, Rayman can somehow utilize his floating appendages in interesting ways to either avoid attacks or deliver them to enemies.
Many of the enemies are taken from other Metroid titles, with classic enemies converted very well into the 3D design — even their attack patterns haven't changed, and for the most part have been designed to look as much like the original designs as possible.
Side missions also appear at random intervals and completion of these (most of which consist of guard the NPC or kill the enemies in the vicinity) will fill your special attack gauge which upon activation not only unleashes a devastating attack but also partly refills your gas and blade meters.
Most frustrating of all, when enemies use heavy attacks, their animations are always faster than pretty much any of your actions.
Enemy design is rather varied as the majority of the dozen or so enemies have unique attacks or abilities and vary in size, but have two things in common as they are all capable of creeping up from anywhere even through vents or sewers and look as though they are straight out of the most horrifying of horror films.
The boss battles play out in a similar way to most platformers which sees Trump in a specific area, learning and dodging the enemies attack patterns before striking.
There is rather oddly no vibration even when I most expected to feel it such as the recoil of your weapon as it is being fired and when your character is being attacked by enemies.
You have two attacks, your basic «bullet» weapon that can destroy enemies and a «laser» which can destroy both enemies and most enemy bullets, but takes time to charge between uses.
While Fury Strike (light attack) is a great option in Spartan Rage to focus on one enemy and regain health in the process, it is not always the most effective key to victory.
Gunvolt's most basic attack is the «Bolt Gun» which allows you to shoot projectiles at enemies and more importantly «tag» them.
I found myself button mashing most of the time as I wanted to use different moves in order to change things around a bit — I can see people easily resorting to just using the moves once for the trophies and then just spamming the attack button in order to take out the enemies — there is nothing wrong with this but you will probably find it a little repetitive if you don't experiment.
* Drinking a polymorph potion for the first time * Freezing an enemy, then shattering them * Wielding the game's final and most powerful attack spell
If you're surrounded, however, you may have several opponents try to attack at the same time — and Arno's far more human than Ezio or Edward and will fall to enemy blades if he finds himself surrounded by more than three foes in most cases.
Most of these decisions involve things like turning before running into a wall, and attacking enemies.
Enemies will now dash at the player more often and they will attack quickly, so it's not always wise to use only a handgun for the most part now.
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