Mechanic

Knockback

Knockback displaces an enemy when a Hit applies it. Standard Knockback pushes the enemy away from you, while Knockback Distance modifiers change how far the enemy would be moved.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Knockback does

Current rules

A Knockback can move less than its listed or calculated distance when terrain, another entity, immunity, or another obstruction interferes. Expected Knockback is the unobstructed distance the effect would have produced, and some payoffs use that value even when the enemy does not travel the full distance.

Knockback requires a Hit
Knockback is applied by a Hit from a skill, item, passive, or support that states it Knocks Back enemies or has a chance to do so. Damage over time does not apply Knockback by itself.
Standard direction is away from you
A skill with ordinary Knockback pushes the enemy away from your character when the skill Hits. A skill can define more specific behavior for its own origin or area.
Empire's Grasp reverses direction
Empire's Grasp reverses Knockback direction, so Knockback that would push an enemy away instead pulls the enemy toward you. The item changes direction, not whether the Hit can Knock Back or how far it is calculated to move.
Distance modifiers change displacement
Increased Knockback Distance modifiers combine additively with one another. More or less Knockback Distance modifiers multiply the result at their own calculation stage. A source-specific modifier applies only to the Knockback named by that source.
Actual distance can be obstructed
Terrain, other entities, and other mitigating circumstances can stop or shorten the enemy's actual movement. The presence of a Knockback effect does not guarantee that the target visibly travels the full calculated distance.
Expected Knockback ignores obstruction
Expected Knockback is the distance the target would have moved if terrain, other entities, and other mitigating circumstances had not impeded it. Effects that name Expected Knockback use this calculated value rather than measuring only visible movement.
Explicit immunity prevents displacement
A target with Cannot be Knocked Back is not displaced. Do not assume every Unique enemy is immune: skills such as Wind Serpent's Fury explicitly grant more Knockback Distance against Unique enemies.
Knockback and Stun are separate
Knockback moves the target. Stun interrupts actions and uses Stun Buildup and Stun Threshold. A skill can apply both, but increasing Knockback Distance does not by itself increase Stun Buildup.

Knockback sources and payoffs

7 cases
01
Knockback Support

Supported Skills Knock Enemies Back on Hit and have 40% more Knockback Distance. The support changes both application and distance for the supported skill.

Related: Knockback Support
02
Tempest Bell

A Hit that would have caused Knockback increases the Bell shockwave's Area of Effect by 30% more per 0.1 metres of that Knockback. The payoff uses the Knockback the Hit would have caused, so it is not limited to visible travel.

Related: Tempest Bell
03
Punch Through

Supported Melee Attacks apply Easy Target when they Knock Back an enemy. Easy Target gains 3% Magnitude per metre of Expected Knockback Distance, then benefits the next Projectile Attack Hit.

Related: Punch Through, Projectile, Melee
04
Wind Serpent's Fury

Both the thrust and each Wind Serpent Knock Back. They have 200% more Knockback Distance against Unique enemies, and quality can provide up to 30% more Knockback Distance.

Related: Wind Serpent's Fury
05
Whirling Slash and Whirlwind Lance

Their Whirlwind collapse Knocks Back enemies and gains 10% more Knockback Distance per additional stage. This distance scaling belongs to the staged Whirlwind component.

Related: Whirling Slash, Whirlwind Lance
06
Repulsion

Hitting an enemy affected by Repulsion triggers a wave that Knocks Back other nearby enemies with 200% increased Knockback Distance. Its extra Stun Buildup is calculated separately from the displacement.

Related: Repulsion, Stun
07

Limits and exceptions

5 rules
  • Knockback does not deal damage by itself.
  • A chance to Knock Back applies only when its stated Hit and condition occur.
  • Increased Knockback Distance does not create a chance to Knock Back if the skill or character has no Knockback source.
  • Visible movement can be shorter than Expected Knockback because of terrain, nearby entities, or immunity.
  • Reversed Knockback changes direction but does not convert Knockback into a separate Pull mechanic with different scaling.