Mechanic

Slam

A Slam is a Melee Attack that deals damage through an area instead of directly Striking an enemy. Slams always have the AoE tag, remain Melee damage, and do not count as Strikes.
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 Slam does

Current rules

Check the impact shape, radius or sequence, weapon requirement, Accuracy, attack time, and any Aftershock. Melee Strike Range does not enlarge a Slam; Area of Effect applies to the relevant Slam component.

Melee area Attack
A Slam is an Attack and a Melee component that damages through an area rather than directly Striking one selected target.
Always Area of Effect
Slams always have the AoE tag. Their radius, length, wave, fissure, or other shape is defined by the individual skill component.
Not a Strike
Slam and Strike are mutually exclusive classifications for the same component. Melee Strike Range and Strike-only modifiers therefore do not apply to a Slam.
Accuracy
A Slam remains an Attack and normally checks Accuracy unless its own text says it cannot be Evaded or always Hits. Area delivery does not bypass Accuracy by itself.
Aftershocks
Some Slams create Aftershocks. Unless otherwise specified, an Aftershock deals the same damage in the same area as the initial Slam.
Separate secondary effects
Fissures, spikes, Jagged Ground, Projectiles, delayed impacts, and triggered effects created by a Slam can have their own limits, duration, area, and damage predicates.

Slam components to check

5 cases
01
Initial Slam

Uses Attack, Melee, Slam, Accuracy, weapon or Unarmed base, and its stated area shape.

Related: Attack, Melee, Accuracy, AoE
02
Aftershock

Repeats the initial Slam's damage in the same area unless the skill gives the Aftershock different values.

Related: AoE
03
Fissure or wave

Can damage in several sequential areas or along a path. Read length, count, overlap, and per-target rules from that skill.

Related: AoE
04
Ground or spike

May remain for a duration and react to another skill. Its limit and expiry are separate from the initial Slam.

Related: Duration
05
Projectile or triggered effect

Uses its own Projectile or Trigger predicates and is not automatically another Slam or Melee damage component.

Related: Projectile, Trigger

Limits and exceptions

4 rules
  • Melee Strike Range does not increase Slam area. Area of Effect controls the relevant area measurement.
  • A Slam being an area Attack does not make it automatically Hit or bypass Accuracy.
  • Visible overlapping Slam areas do not automatically mean one target is Hit by every area. Use the skill's overlap and sequence rules.
  • Aftershocks and other secondary effects can override the default same-damage, same-area behavior with explicit values.