Abilities#
Level 2 = upgraded version. Bold words are keywords (see the glossary). Where a description still shows
{0}, the number comes from the parameters listed under it (e.g.+{0} SpeedwithspeedBonus = 15means +15 Speed).
Abilities are the single active power-up a skater can hold, triggered with the ability button. baseCooldown is in seconds (−1 means no cooldown); maxCharges is the number of stored uses.
37 entries.
| Name | Description (level 1) |
|---|---|
| Dash | Dash like it's 94! Dash for 1s with a 5s cooldown |
| Deke | Slip the puck past defenders Hold to aim |
| Disco Dance | Spread the disco fever to nearby opponents. You dance for 4s; opponents dance for 6s |
| Dragon Shout | Knock out yourself and surrounding skaters |
| Exploding Puck | The puck will explode after 5s |
| Fake Slapper | Fake a slapshot to fool the goalie |
| Flop | Take a dive and clutch your knee: after 3s the ref awards you a penalty shot. Once per game. |
| Gas | Fart to repel skaters and objects |
| Grappling Hook | Pull opponents to you, or pull yourself to a teammate |
| Gravity Well | Pull surrounding skaters toward you, staggering them on impact |
| Head Smasher | Ricochet the puck off nearby opponents' faces. Leaves them knocked out |
| Headshot Redirect | Use the face of a teammate to deflect a puck toward the net |
| Immunity | Gain immunity for 1s |
| Jump | Jump in the air; hold to go higher. Execute a jump shot in the offensive zone |
| Kazoo | Nearby opponents lose the puck |
| Magnet | Magnetically pulls the puck toward your stick |
| Mega Pokecheck | A pokecheck with huge reach |
| Mega-Sauce | Clear the puck far and high |
| Mjolnir | Throw your stick to knock out skaters. It automatically returns to your hand |
| Polymorphic Ability | At the start of a run, gain a random ability |
| Prod | Prod a skater to inflict an injury 2 uses per game |
| Rage Burst | Get enraged for 10s |
| Side Dash | Dash sideways in a quick burst |
| Slapshot Yoyo | Automatically recall the puck midshot |
| Slowmo | Slows time for {0}s |
| Spin-O-Rama | Spinning move Disarms nearby opponents |
| Stickpocket | Steal opposing skaters' sticks |
| Teleport | Teleport close to the puck |
| Throwing Helmet | Throw your helmet to knock out skaters |
| Tomahawk | Throw your stick to knock out skaters |
| Tornado | Turn into a tornado for 4s and launch the first skater you hit into the air |
| Totally Normal Puck | Throw a decoy puck to distract opponents |
| Wet Towel | Slap skaters to send them flying |
| Yeet | Shove skaters into the air |
| Yo-Yo | Activate to launch the puck, activate again to retrieve it |
| yoyoShot | |
| Zap | Transform into an evil skater |
Dash#
How it works: Bursts your skater along the direction you're already moving (or facing, if standing still). Speed ramps smoothly up to 1.6× your top speed while ice friction almost vanishes, lasting 1 s (1.5 s at level 2). Cooldown 5 s (4 s at level 2).
Class: Rogue.Dash · Categories: Speed, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, speed, usedInCampaign
Level 1 (Dash)
- Description: Dash like it's 94! Dash for 1s with a 5s cooldown
- Parameters: maxCharges = 1; baseCooldown = 5; brawlAiUsage = 0; duration = 1
Level 2 (Dash LVL2)
- Description: Dash like it's 94! Dash for 1.5s with a 4s cooldown
- Parameters: maxCharges = 1; baseCooldown = 4; brawlAiUsage = 0; duration = 1.5
Deke#
How it works: Only usable while carrying the puck. Hold the button to aim; the puck is pushed that way and passes through every other skater for 0.8 s, so nobody can poke or block it. Your skater turns to follow and accelerates 1.8× harder for 0.4 s to chase it.
Class: Rogue.Deke · Categories: Offensive, Speed, UsedInCampaignPool, SkaterCustomization · Pools: offensive, skaterCustomization, speed, usedInCampaign
Level 1 (deke)
- Description: Slip the puck past defenders Hold to aim
- Parameters: maxCharges = 1; baseCooldown = 5; brawlAiUsage = 0
Disco Dance#
How it works: Instantly traps every opponent within 4 m in a helpless disco dance for 6 s (7 s at level 2); teammates are never affected. You dance too, for 4 s (3 s). Against CPU teams the floor stays live 0.5 s longer, catching late arrivals. Cooldown 25 s.
Class: Rogue.DancingFreeze · Categories: Defensive, Utility, UsedInCampaignPool, SkaterCustomization · Pools: defensive, skaterCustomization, usedInCampaign, utility
Level 1 (Disco Dance)
- Description: Spread the disco fever to nearby opponents. You dance for 4s; opponents dance for 6s
- Parameters: maxCharges = 1; baseCooldown = 25; brawlAiUsage = 0; radius = 4; radiusAI = 3; danceTime = 6; instigatorTime = 4; lingerDurationVsCpu = 0.5
Level 2 (Disco Dance LVL2)
- Description: Spread the disco fever to nearby opponents. You dance for 3s; opponents dance for 7s
- Parameters: maxCharges = 1; baseCooldown = 25; brawlAiUsage = 0; radius = 4; radiusAI = 3; danceTime = 7; instigatorTime = 3; lingerDurationVsCpu = 0.5
Dragon Shout#
How it works: Charges for 0.6 s, then erupts in a 5 m blast that knocks out every skater around you, including yourself. At level 2 your teammates are spared, so only you and opponents go down. Cooldown 45 s.
Class: Rogue.FusRoDah · Categories: Offensive, Power, UsedInCampaignPool, SkaterCustomization · Pools: offensive, power, skaterCustomization, usedInCampaign
Level 1 (Dragon Shout)
- Description: Knock out yourself and surrounding skaters
- Parameters: maxCharges = 1; baseCooldown = 45; brawlAiUsage = 0; chargeTimer = 0.6
Level 2 (Dragon Shout LVL2)
- Description: Knock out yourself and surrounding opponents
- Parameters: maxCharges = 1; baseCooldown = 45; brawlAiUsage = 0; chargeTimer = 0.6
Exploding Puck#
How it works: Lights a 5 s fuse on the puck, wherever it is and whoever has it. When it blows, every skater within 5 m is knocked out and thrown away from the puck, and nearby loose objects get blasted outward. Cooldown 30 s.
Class: Rogue.ExplodingPuck · Categories: Offensive, Power, UsedInCampaignPool, SkaterCustomization · Pools: offensive, power, skaterCustomization, usedInCampaign
Level 1 (explodingPuck)
- Description: The puck will explode after 5s
- Parameters: maxCharges = 1; baseCooldown = 30; brawlAiUsage = 0; timer = 5; radius = 5
Fake Slapper#
How it works: Only usable while carrying the puck. Your skater winds up a full slapshot, but nothing is released: the goalie reacts as if a slapshot were coming at your aimed spot, while you keep the puck to beat a committed goalie.
Class: Rogue.FakeShot · Categories: Offensive, Utility, SkaterCustomization · Pools: offensive, skaterCustomization, utility
Level 1 (fakeshot)
- Description: Fake a slapshot to fool the goalie
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Flop#
How it works: Once per game, during live play in a normal match. Your skater dives and lies knocked out for 10 s. If play is still live 3 s later, the referee blows the whistle and awards you a penalty shot.
Class: Rogue.Flop · Categories: Utility, Accuracy · Pools: accuracy, utility
Level 1 (flop)
- Description: Take a dive and clutch your knee: after 3s the ref awards you a penalty shot. Once per game.
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; whistleDelaySeconds = 3
Gas#
How it works: Blasts away skaters within 4.5 m, plus a loose puck and dropped sticks within 7 m. Level 2 is 20% stronger and 15% wider, and holding the button charges it for up to 3 s: full charge gives 2.3× force and 1.6× range. Cooldown 5 s.
Class: Rogue.FartRepellent · Categories: Utility, UsedInCampaignPool, Fart, SkaterCustomization · Pools: skaterCustomization, usedInCampaign, utility
Level 1 (Gas)
- Description: Fart to repel skaters and objects
- Parameters: maxCharges = 1; baseCooldown = 5; brawlAiUsage = 0; fartParticle = GameObject:Pet_Active; ForceFactor = 1; MaxRangeFactor = 1; MaxChargeDuration = 3; ChargedForceBonus = 1.3; ChargedRangeBonus = 0.6; ChargedStainScaleBonus = 0.75; ChargedVolumeBoost = 2; ChargedPitchDrop = 0.3
Level 2 (Gas LVL2)
- Description: Hold to charge a fart that repels skaters and objects
- Parameters: maxCharges = 1; baseCooldown = 5; brawlAiUsage = 0; fartParticle = GameObject:Pet_Active; ForceFactor = 1.2; MaxRangeFactor = 1.15; MaxChargeDuration = 3; ChargedForceBonus = 1.3; ChargedRangeBonus = 0.6; ChargedStainScaleBonus = 0.75; ChargedVolumeBoost = 2; ChargedPitchDrop = 0.3
Grappling Hook#
How it works: Fires an aim-assisted hook up to 28 m. Hook an opponent and they're yanked toward you; hook a teammate and you're pulled to them. At level 2 the hook flies 33% faster and further and makes hooked opponents drop their stick. Cooldown 7 s.
Class: Rogue.GrapplingHookPowerup · Categories: Utility, Speed, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, speed, usedInCampaign, utility
Level 1 (Grappling Hook)
- Description: Pull opponents to you, or pull yourself to a teammate
- Parameters: maxCharges = 1; baseCooldown = 7; brawlAiUsage = 0; hookObjectPrefab = GameObject:HookTriggerPrefab; ropePrefab = GameObject:GrapplingHookRopeVfx; config = {"extendSpeedFactor": 1.0, "ropeLengthFactor": 1.0, "canDisarm": 0}
Level 1 (Grappling Hook Mountaineer)
- Description: Pull opponents to you, or pull yourself to a teammate
- Parameters: maxCharges = 1; baseCooldown = 9; brawlAiUsage = 0; hookObjectPrefab = GameObject:HookTriggerPrefab; ropePrefab = GameObject:GrapplingHookRopeVfx; config = {"extendSpeedFactor": 1.0, "ropeLengthFactor": 1.0, "canDisarm": 0}
Level 2 (Grappling Hook LVL2)
- Description: Pull opponents to you, or pull yourself to a teammate. Hook is faster, reaches further and disarms opponents
- Parameters: maxCharges = 1; baseCooldown = 7; brawlAiUsage = 0; hookObjectPrefab = GameObject:HookTriggerPrefab; ropePrefab = GameObject:GrapplingHookRopeVfx; config = {"extendSpeedFactor": 1.33, "ropeLengthFactor": 1.33, "canDisarm": 1}
Gravity Well#
How it works: For 0.5 s, skaters within 8 m (and the referee) are sucked toward you at high speed while you become immovable. Anyone pulled within 1.5 m of you is staggered. Level 1 also pulls teammates; level 2 pulls only opponents and the referee. Cooldown 10 s.
Class: Rogue.GravityWell · Categories: Utility, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, usedInCampaign, utility
Level 1 (gravityWell)
- Description: Pull surrounding skaters toward you, staggering them on impact
- Parameters: maxCharges = 1; baseCooldown = 10; brawlAiUsage = 0; duration = 0.5; forceMultiplier = 1; range = 8; affectTeammates = 1; affectOpponents = 1; affectReferee = 1
Level 2 (gravityWell LVL2)
- Description: Pull surrounding opponents toward you, staggering them on impact
- Parameters: maxCharges = 1; baseCooldown = 10; brawlAiUsage = 0; duration = 0.5; forceMultiplier = 1; range = 8; affectTeammates = 0; affectOpponents = 1; affectReferee = 1
Head Smasher#
How it works: Only usable while carrying the puck. Fires an instant slapshot at the face of an opponent you aim at, knocking them out for 2.5–4.5 s. The puck ricochets to the nearest other opponent within 7 m, keeping 80% speed, chaining until it slows. Level 2: 1.4× range, victims lose sticks.
Class: Rogue.HeadShot · Categories: Offensive, Accuracy, UsedInCampaignPool, SkaterCustomization · Pools: accuracy, offensive, skaterCustomization, usedInCampaign
Level 1 (Head Smasher)
- Description: Ricochet the puck off nearby opponents' faces. Leaves them knocked out
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; chainingRangeMultiplier = 1; shouldLoseStick = 0
Level 2 (Head Smasher LVL2)
- Description: Ricochet the puck off opponents' faces. Leaves them knocked out and stickless
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; chainingRangeMultiplier = 1.4; shouldLoseStick = 1
Headshot Redirect#
How it works: Only usable while carrying the puck. Shoots at the face of a teammate you aim at; it deflects off their head toward the opposing net, aimed with their accuracy. Level 1 also gives +10 Shot Power; Level 2 instead knocks out skaters within 8 m of the deflection.
Class: Rogue.HeadShotRedirect · Categories: Offensive, Accuracy, UsedInCampaignPool, SkaterCustomization · Pools: accuracy, offensive, skaterCustomization, usedInCampaign
Level 1 (Headshot Redirect)
- Description: Use the face of a teammate to deflect a puck toward the net
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; hasSonicSlapEffect = 0; sonicSlapRadius = 8; shotPowerBonus = 10
Level 2 (Headshot Redirect LVL2)
- Description: Use the face of a teammate to deflect a puck toward the net. Knock out surrounding skaters
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; hasSonicSlapEffect = 1; sonicSlapRadius = 8; shotPowerBonus = 0
Immunity#
How it works: Usable any time, with a 20 s cooldown. For 1 s (2 s at Level 2) you can't be knocked out, bodychecked, staggered or poke-checked, letting you carry the puck through traffic or shrug off an incoming hit.
Class: Rogue.Immunity · Categories: Defensive, UsedInCampaignPool, SkaterCustomization · Pools: defensive, skaterCustomization, usedInCampaign
Level 1 (immunity)
- Description: Gain immunity for 1s
- Parameters: maxCharges = 1; baseCooldown = 20; brawlAiUsage = 0; immunityStatusEffect = →ImmuneEffect; duration = 1
Level 2 (immunity LVL2)
- Description: Gain immunity for 2s
- Parameters: maxCharges = 1; baseCooldown = 20; brawlAiUsage = 0; immunityStatusEffect = →ImmuneEffect; duration = 2
Jump#
How it works: 12 s cooldown. Your skater leaps; holding the button keeps gravity lighter so you fly higher. While airborne you can't be poke-checked, staggered or knocked out. Carrying the puck in the offensive zone makes it a jump shot. Level 2 knocks out opponents within 3 m of your landing.
Class: Rogue.Jump · Categories: Utility, Speed, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, speed, usedInCampaign, utility
Level 1 (jump)
- Description: Jump in the air; hold to go higher. Execute a jump shot in the offensive zone
- Parameters: maxCharges = 1; baseCooldown = 12; brawlAiUsage = 0
Level 2 (Jump LVL2)
- Description: Jump in the air; hold to go higher. Execute a jump shot in the offensive zone. Knock out nearby opponents when landing
- Parameters: maxCharges = 1; baseCooldown = 12; brawlAiUsage = 0
Kazoo#
How it works: Usable any time, with a 25 s cooldown. Every opponent within 7 m (10 m at Level 2) is staggered, and whoever has the puck loses it. Against CPU teams the effect lingers for 0.5 s, also catching opponents who move into range.
Class: Rogue.Kazoo · Categories: Defensive, Utility, UsedInCampaignPool, SkaterCustomization · Pools: defensive, skaterCustomization, usedInCampaign, utility
Level 1 (kazoo)
- Description: Nearby opponents lose the puck
- Parameters: maxCharges = 1; baseCooldown = 25; brawlAiUsage = 0; radius = 7; lingerDurationVsCpu = 0.5
Level 2 (Kazoo LVL2)
- Description: Opponents in a wide radius lose the puck
- Parameters: maxCharges = 1; baseCooldown = 25; brawlAiUsage = 0; radius = 10; lingerDurationVsCpu = 0.5
Magnet#
How it works: Usable any time, with a 10 s cooldown. For 1 s, a puck within 14 m is pulled toward your stick blade, steering around to arrive on your tape. Level 2 doubles the reach to 28 m, pulls 1.5× harder and steers 1.2× more sharply.
Class: Rogue.Magneto · Categories: Utility, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, usedInCampaign, utility
Level 1 (magneto)
- Description: Magnetically pulls the puck toward your stick
- Parameters: maxCharges = 1; baseCooldown = 10; brawlAiUsage = 0; puckOnly = 1; forceModifier = 10; rangeModifier = 1; steeringModifier = 1; duration = 1
Level 2 (Magneto LVL2)
- Description: Strongly pulls the puck toward your stick from far away
- Parameters: maxCharges = 1; baseCooldown = 10; brawlAiUsage = 0; puckOnly = 1; forceModifier = 15; rangeModifier = 2; steeringModifier = 1.2; duration = 1
Mega Pokecheck#
How it works: Usable when you have a stick and aren't carrying the puck, with a 4 s cooldown. Performs a poke check whose stick reach is roughly four times longer and nearly three times wider than normal, so you can strip the carrier from much further away.
Class: Rogue.MegaPokecheck · Categories: Defensive · Pools: defensive
Level 1 (megaPokecheck)
- Description: A pokecheck with huge reach
- Parameters: maxCharges = 1; baseCooldown = 4; brawlAiUsage = 0
Mega-Sauce#
How it works: Only usable while carrying the puck. Instantly lobs a high pass, at your pass power, to the teammate predicted to be closest to the opposing goalie a second from now. No aiming needed: it clears the puck far up the ice to your most advanced teammate.
Class: Rogue.MegaLob · Categories: Offensive, Accuracy, UsedInCampaignPool, SkaterCustomization · Pools: accuracy, offensive, skaterCustomization, usedInCampaign
Level 1 (megaLob)
- Description: Clear the puck far and high
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Mjolnir#
How it works: The upgraded Tomahawk, with an 8 s cooldown. Needs your stick in hand; you hurl it where you aim, harder the higher your Checking. Skaters it hits are knocked out, or staggered if they can't be. The stick then flies back to your hand automatically.
Class: Rogue.ThrowingStick · Categories: Offensive, Checking, SkaterCustomization · Pools: checking, offensive, skaterCustomization
Level 2 (throwingStick LVL2)
- Description: Throw your stick to knock out skaters. It automatically returns to your hand
- Parameters: maxCharges = 1; baseCooldown = 8; brawlAiUsage = 0
Polymorphic Ability#
How it works: Not an ability you press. At the start of a run it swaps itself for a random ability from the campaign pool. The level 1 version gives a normal ability; level 2 gives an already-upgraded one.
Class: Rogue.PolymorphicAbility · Pools: noCategories
Level 1 (Polymorphic Ability)
- Description: At the start of a run, gain a random ability
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Level 2 (Polymorphic Ability LVL2)
- Description: At the start of a run, gain a random upgraded ability
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Prod#
How it works: Jab your stick straight ahead to hit a skater about 1.5 m in front of you. A hit knocks them down for 5 s, knocks their stick away and always injures them. You get 2 successful hits per game; misses don't use one up.
Class: Rogue.Probe · Categories: Offensive, Checking, UsedInCampaignPool, Injury, SkaterCustomization · Pools: checking, injury, offensive, skaterCustomization, usedInCampaign
Level 1 (probe)
- Description: Prod a skater to inflict an injury 2 uses per game
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; numberOfHits = 2
Rage Burst#
How it works: Press to become Enraged for 10 s: your Speed goes up by 50 points and every bodycheck you land knocks the target out. Recharges in 30 s.
Class: Rogue.EnrageAbility · Categories: Offensive, UsedInCampaignPool, Enrage, SkaterCustomization · Pools: offensive, skaterCustomization, usedInCampaign
Level 1 (enrageAbility)
- Description: Get enraged for 10s
- Parameters: maxCharges = 1; baseCooldown = 30; brawlAiUsage = 0; duration = 10
Side Dash#
How it works: A quick toe-drag that slides you about 2.5 m sideways, at right angles to the way you're skating, in 0.4 s. You can't shoot, pass, check or poke during the dash. It recharges after just 1 s, so you can use it again and again.
Class: Rogue.ToeDrag · Categories: Utility, Speed, SkaterCustomization · Pools: skaterCustomization, speed, utility
Level 1 (toedrag)
- Description: Dash sideways in a quick burst
- Parameters: maxCharges = 1; baseCooldown = 1; brawlAiUsage = 0
Slapshot Yoyo#
How it works: Only usable while carrying the puck. You fire a slapshot at 75% of your normal power. Once the puck has gone 85% of the way to the goalie, it is pulled back to you as a pass. If it hits something or someone grabs it first, the recall is cancelled.
Class: Rogue.YoyoShot · Categories: UsedInCampaignPool, SlapshotEffect, Passing · Pools: usedInCampaign
Level 1 (yoyoShot)
- Description: Automatically recall the puck midshot
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; recallDistanceFraction = 0.85; shotPowerMultiplier = 0.75; passbackSpeed = 26
Slowmo#
How it works: Slows the whole game to 40% speed for 2.25 s (3.375 s when upgraded). Pressing it again while it's running ends it early, and it also stops when a goal is scored. Recharges in 6 s.
Class: Rogue.SlowmoPowerup · Categories: Utility, UsedInCampaignPool, SkaterCustomization · Pools: skaterCustomization, usedInCampaign, utility
Level 1 (Slowmo)
- Description: Slows time for {0}s
- Stat bonus: Activations: 0
- Parameters: maxCharges = 1; baseCooldown = 6; brawlAiUsage = 0; duration = 2.25; timeScale = 0.4; playerSpeedFactor = 1; activations = 0
Level 2 (Slowmo LVL2)
- Description: Slows time for {0}s
- Stat bonus: Activations: 0
- Parameters: maxCharges = 1; baseCooldown = 6; brawlAiUsage = 0; duration = 3.375; timeScale = 0.4; playerSpeedFactor = 1; activations = 0
Spin-O-Rama#
How it works: A full spin move that can't be interrupted by staggers; you can't shoot, pass or check while spinning. Partway through, every opponent within 3 m loses their stick. The Shooting Stars version spins without disarming. Recharges in 6 s.
Class: Rogue.Spinorama · Categories: Defensive, Speed, UsedInCampaignPool, SkaterCustomization · Pools: defensive, skaterCustomization, speed, usedInCampaign
Level 1 (spinorama)
- Description: Spinning move Disarms nearby opponents
- Parameters: maxCharges = 1; baseCooldown = 6; brawlAiUsage = 0; canDisarm = 1
Level 1 (spinorama Shooting Stars)
- Description: Spinning move
- Parameters: maxCharges = 1; baseCooldown = 6; brawlAiUsage = 0; canDisarm = 0
Stickpocket#
How it works: Reach out and snatch the stick of an opponent about 2.5 m in front of you. They lose one stick and drop the puck if they were carrying it. If you're able to carry a spare stick, the stolen one becomes yours.
Class: Rogue.StickThief · Categories: Offensive, Checking, UsedInCampaignPool, SkaterCustomization · Pools: checking, offensive, skaterCustomization, usedInCampaign
Level 1 (StickThief)
- Description: Steal opposing skaters' sticks
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Teleport#
How it works: Usable whenever its 20 s cooldown is ready. You vanish and reappear 5 m ahead of the puck along the direction it (or its carrier) is moving, with your momentum stopped and your skater turned to face the puck, ready to intercept.
Class: Rogue.DefenseTeleportAbility · Categories: UsedInCampaignPool · Pools: usedInCampaign
Level 1 (defenseTeleport)
- Description: Teleport close to the puck
- Parameters: maxCharges = 1; baseCooldown = 20; brawlAiUsage = 0
Throwing Helmet#
How it works: Needs your helmet on; no cooldown. You throw it in your aim direction at high speed. The first other skater it hits is knocked out if it's still flying fast, or only staggered once it has slowed. Skate within about 2 m of it to put it back on.
Class: Rogue.ThrowingHelmet · Categories: UsedInCampaignPool, Helmet · Pools: usedInCampaign
Level 1 (throwingHelmet)
- Description: Throw your helmet to knock out skaters
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Tomahawk#
How it works: Needs your stick in hand. You hurl it in your aim direction; skaters it hits are knocked out, or staggered if they can't be. You're then stickless until you skate over and pick it back up, which becomes possible 1 s after the throw.
Class: Rogue.ThrowingStick · Categories: Offensive, Checking, UsedInCampaignPool, SkaterCustomization · Pools: checking, offensive, skaterCustomization, usedInCampaign
Level 1 (throwingStick)
- Description: Throw your stick to knock out skaters
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Tornado#
How it works: Only usable without the puck; 20 s cooldown. For 4 s you spin as a tornado: you can't take the puck, check, poke or block, and loose pucks you touch get flung away. The first skater you hit is launched and knocked out, ending it. Press again to stop early.
Class: Rogue.Tornado · Categories: Offensive, Power, UsedInCampaignPool, SkaterCustomization · Pools: offensive, power, skaterCustomization, usedInCampaign
Level 1 (tornado)
- Description: Turn into a tornado for 4s and launch the first skater you hit into the air
- Parameters: maxCharges = 1; baseCooldown = 20; brawlAiUsage = 0; duration = 4
Totally Normal Puck#
How it works: Throw a decoy puck where you aim (much farther at level 2). The two nearest opponents, puck carrier first, chase it, and a carrier among them loses the real puck. The decoy vanishes after 15 s or when a skater reaches it. Cooldown 15 s (7.5 s at level 2).
Class: Rogue.FakePuck · Categories: Offensive, Utility, UsedInCampaignPool, SkaterCustomization · Pools: offensive, skaterCustomization, usedInCampaign, utility
Level 1 (fakePuck)
- Description: Throw a decoy puck to distract opponents
- Parameters: maxCharges = 1; baseCooldown = 15; brawlAiUsage = 0; throwPower = 24; ballThrowPowerMultiplier = 0.5; fakePuckLifeTime = 15
Level 2 (fakePuck LVL2)
- Description: Throw a decoy puck far away to distract opponents. Short cooldown
- Parameters: maxCharges = 1; baseCooldown = 7.5; brawlAiUsage = 0; throwPower = 40; ballThrowPowerMultiplier = 0.5; fakePuckLifeTime = 15
Wet Towel#
How it works: Snap a towel in your aim direction; 5 s cooldown. It hits skaters within about 2 m in front of you: opponents drop the puck and are knocked sliding away for 0.75 s, while teammates instead get a 0.5 s speed boost.
Class: Rogue.WetTowel · Categories: Defensive, Checking, UsedInCampaignPool · Pools: checking, defensive, usedInCampaign
Level 1 (wet_towel)
- Description: Slap skaters to send them flying
- Parameters: maxCharges = 1; baseCooldown = 5; brawlAiUsage = 0
Yeet#
How it works: No cooldown. Your skater leaps into a shove; a third of the way through, the nearest skater within 2 m who can be knocked down loses their stick and any puck, then is launched into the air and knocked out. At level 2 their landing knocks out nearby teammates.
Class: Rogue.Shove · Categories: Offensive, Checking, UsedInCampaignPool, SkaterCustomization · Pools: checking, offensive, skaterCustomization, usedInCampaign
Level 1 (Yeet)
- Description: Shove skaters into the air
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Level 2 (Yeet LVL2)
- Description: Shove skaters into the air. Knocks out their nearby teammates when they land
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0
Yo-Yo#
How it works: With the puck, pass it along your aim at 70% pass power, tied to a line; press again while it's loose to reel it back. If someone grabs it, the line snaps. Cooldown (4 s) starts on recall. Level 2: one-timing the return crits, knocking out skaters within 8 m.
Class: Rogue.Yoyo · Categories: Offensive, Accuracy, UsedInCampaignPool, SkaterCustomization · Pools: accuracy, offensive, skaterCustomization, usedInCampaign
Level 1 (yoyo)
- Description: Activate to launch the puck, activate again to retrieve it
- Parameters: maxCharges = 1; baseCooldown = 4; brawlAiUsage = 0; oneTimerSelfCrit = 0; oneTimerSelfSonicSlap = 0; sonicSlapRadius = 8
Level 2 (YoYo LVL2)
- Description: Activate to launch the puck, activate again to retrieve it. One-Timer yourself to crit while knocking out surrounding skaters
- Parameters: maxCharges = 1; baseCooldown = 4; brawlAiUsage = 0; oneTimerSelfCrit = 1; oneTimerSelfSonicSlap = 1; sonicSlapRadius = 8
yoyoShot#
How it works: Same data and behaviour as Slapshot Yoyo. While carrying the puck, you fire a slapshot at 75% power. At 85% of the distance to the goalie it is pulled back to you as a pass, unless it hits something or is picked up first.
Class: Rogue.YoyoShot · Pools: noCategories
Level 1 (yoyoShot)
- Parameters: maxCharges = 1; baseCooldown = -1; brawlAiUsage = 0; recallDistanceFraction = 0.85; shotPowerMultiplier = 0.75; passbackSpeed = 26
Zap#
How it works: Instantly turn into a random evil skater (Evil Dord, Evil Jelly or Evil Rory), using their stats while keeping your injuries. You change back after 12 s or when play resets for a faceoff. The cooldown is only 3 s, and using it again re-rolls the transformation.
Class: Rogue.Zap · Categories: Offensive, Utility, UsedInCampaignPool, SkaterCustomization · Pools: offensive, skaterCustomization, usedInCampaign, utility
Level 1 (zap)
- Description: Transform into an evil skater
- Parameters: maxCharges = 1; baseCooldown = 3; brawlAiUsage = 0; transformations = ["→evil_dord", "→evil_jelly", "→evil_rory"]
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