Knock down
From Guild Wars Wiki
A knock down (KD for short) is an effect that causes a target to fall onto their back. While a target is knocked down, that target becomes unable to move, or activate any skills that have an activation time. Targets are not considered to become interrupted while knocked down, so skills such as Mantra of Concentration are ineffective against this. If a target is knocked down while that target was activating a skill, then the skill must recharge before it can be used again.
The length of time for which a target can be knocked down is normally 2 seconds, but some skills or stonefist insignia can extend this up to 3 seconds, while Gust causes 3 seconds regardless of enhancements. Backbreaker and Choking Breath provide a 4 second knockdown, but they are also not extended by the skills or insignia that can extend knockdowns.
A knock down can function both as a snare and can be used in the same way as an interrupt.
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[edit] Enhancements
- The warrior armor upgrade component Stonefist Insignia increases the duration of all Knockdowns inflicted by the Warrior by 1 second. This upgrade cannot extend durations beyond 3 seconds.
- The skill Earthbind sets a minimum duration of Knockdowns to 3 seconds.
[edit] Counters
Some skills can be used to prevent Knockdowns:
Balanced Stance stops knockdowns on the user.
Steady Stance stops knockdowns on the user.
Dolyak Signet stops knockdowns on the user.
Balthazar's Pendulum prevent KDs on allies.
Aura of Stability prevent KDs on other allies.
Ward of Stability stops all KDs within the ward.
"Brace Yourself!" stops an other ally from being KDed.
Fleeting Stability prevents the caster from being KDed.
"I Am Unstoppable!" prevents knock down and Cripple. (Norn rank)
"Don't Trip!" prevents entire party from knock down. (Deldrimor rank)
Dwarven Stability prevents knock down if drunk when activated. (Deldrimor rank)
[edit] PvP tactics
- Knock down the flag/relic runners to prevent their escape.
- Repeatedly inflict knockdowns on casters to shut them down. 'Gale lock' or 'Gale Jail' are common terms for doing this repeatedly to a character - often a monk - so that they are unable to use any skills or move before they die (The name comes from a once-commonly used skill for this, Gale. Gale has been nerfed now, but the term still exists.) The current term is "knock-lock" as it is possible to chain multiple knockdown skills together from different professions or skill lines to keep an opponent down in excess of 6 seconds.
- A common tactic is to knockdown one or both monks while spiking another character, so that it cannot be healed.
[edit] Skills that cause knock down
The following skills inflict unconditional knock downs:
Backbreaker causes a four second knockdown.
Devastating Hammer also causes Weakness.
Earth Shaker knocks down adjacent foes as well.
Grapple knocks down both user and touched target and user loses all stances.
Hammer Bash costs all of the user's adrenaline.
Shove costs all adrenaline and disables the user's non-attack skills.
Magehunter's Smash knocks down target foe and cannot be blocked if target is enchanted.
Spike Trap also Cripples all foes hit.
Signet of Judgment also deals damage to target and adjacent foes.
Gale causes Exhaustion to the caster.
Lightning Surge knocks down the foe after several seconds.
Shock requires a touch and causes Exhaustion to the user.
Earthquake and
Dragon's Stomp knock down foes nearby and cause Exhaustion to the caster.
Meteor and
Meteor Shower knock down foes in an area and cause Exhaustion.
Grasping Was Kuurong knocks down nearby foes.
Junundu Siege is a projectile skill which also deals earth damage.
Junundu Tunnel knocks down adjacent foes when it ends.
Ursan Rage causes a two second knockdown.
Brawling Headbutt knocks down target touched foe.
"You Move Like a Dwarf!" knocks down target foe and causes Cripple.
The following skills inflict knock downs under certain conditions:
Counter Blow knocks down the target if they are attacking.
Heavy Blow knocks down the target if they have Weakness on them.
Irresistible Blow knocks down the opponent if blocked.
Bull's Charge and
Bull's Strike knock down any foe if they are moving.
Griffon's Sweep and
Leviathan's Sweep knock down the opponent if blocked.
Shield Bash knocks down a foe the next time the caster is attacked with a melee skill.
"None Shall Pass!" knocks down nearby moving foes.
"Coward!" knocks down a moving foe.
Bestial Pounce and
Savage Pounce knock down foes if it hits them while they are casting a spell.
Pounce knocks down the target if they are moving.
Tripwire knocks down foes only if they are Crippled.
Balthazar's Pendulum knocks down a foe if they try to knock down the target.
Bane Signet knocks down the target if they are attacking.
Shield of Judgment knocks down foes that attack the target.
Weaken Knees causes the target to be knocked down the next time successfully attacked while moving.
Psychic Instability causes the target to be knocked down if interrupting a spell.
Gust knocks down the foe if they have an earth or water hex on them.
Mind Shock knocks down the foe if they have less energy than the caster.
Whirlwind and
Teinai's Wind knock down adjacent attacking foes.
Thunderclap knocks down the foe and adjacent foes every time the foe is hit for lightning damage.
Churning Earth knocks down foes moving faster than normal.
Slippery Ground knocks down foes who are Blind.
Stoning knocks down foes suffering from Weakness.
Unsteady Ground knocks down attacking foes.
Water Trident knocks down moving foes.
Horns of the Ox knocks down the target if no foes are adjacent to them.
Iron Palm knocks down foes suffering from a hex or condition.
Scorpion Wire knocks down a foe after the caster is a certain distance from them.
Mark of Instability knocks down a foe if hit by a dual attack.
Wastrel's Collapse knocks down foe after 5 seconds, but ends prematurely if that foe uses a skill.
Trampling Ox knocks down a foe if he or she is Crippled, and must follow an off-hand attack.
Entangling Asp knocks down foe if it follows a lead attack.
Wanderlust knocks down non-moving foes when struck.
Choking Breath knocks down foes casting a spell for four seconds.
Club of a Thousand Bears requires a non-human foe.
These skills knock down their user:
Desperation Blow /
Drunken Blow also inflict a random condition on target.
Grapple also knocks down target and user loses all stances.
Fleeting Stability knocks down if this skill lasts its full duration.
[edit] Skills that trigger on knocked down targets
Crushing Blow causes a Deep Wound.
Pulverizing Smash cause a Deep Wound and Weakness.
Belly Smash causes AoE Blind.
"On Your Knees!" recharges stances.
"I Meant to Do That!" (on self) gives adrenaline.
Steelfang Slash gives extra adrenaline.
Lacerating Chop causes Bleeding.
Brambles cause bleeding and 5 damage.
Bestial Mauling causes Daze.
Hunter's Shot causes Bleeding.
Supportive Spirit heals an ally for 5...29...35 if struck while knocked down.
Holy Strike and
Stonesoul Strike deal 10...46...55 extra damage against knocked down foes.
Fetid Ground causes Poison.
Aftershock does 10...56...68 more earth damage.
Ash Blast causes Blindness.
Bed of Coals causes Burning.
Falling Spider causes Poison.
Falling Lotus Strike gives energy.
Lift Enchantment removes an enchantment.
Awe causes Daze.
Low Blow causes Cracked Armor.
Junundu Bite gives 500 health.
A Touch of Guile prevents the foe from attacking.

