The Dagger is a Melee Weapon in NARAKA: BLADEPOINT.
Quality |
Attack Power |
Attack Power (Broken)
|
Durability |
White (Common) |
100 |
75 |
40 |
Blue (Rare) |
120 |
90 |
50 |
Purple (Epic) |
140 |
105 |
60 |
Orange (Legendary) |
160 |
120 |
80 |
¶ Standing State
Horizontal (Stage 0)Vertical (Stage 0) Uppercut Rush (Stage 1) Yurang's Rage (Stage 1)🟠 Parry Riposte
- Damage:
0.99
* Attack Power
- Hit level: Horizontal
- Damage:
1.09
* Attack Power
- Hit level: Vertical
Start charging while crouched, then unleash a skywards strike with the force of a sea dragon, clearing the water's surface.
- Damage:
3.15
* Attack Power
- Hit level: Vertical (with a slight horizontality)
- Grants Blue Focus state.
- Acts as a launcher.
- Cannot be parried on reaction.
Knock the enemy to the ground, then follow up with a merciless triple strike.
- Damage (1st hit):
0.56
* Attack Power
- Damage (2nd hit):
1.14
* Attack Power
- Damage (3rd hit):
1.14
* Attack Power
- Damage (4th hit):
2.87
* Attack Power
- Hit level: Vertical
- Grants Blue Focus state on the first hit, then Purple Focus.
- Cannot be parried on reaction.
- This move cannot be parried if the first hit whiffs.
- Can be cancelled with a dash after the 3rd hit, then followed by an uppercut for a guaranteed launcher.
- Damage (1st hit):
1.32
* Attack Power
- Damage (2nd hit):
5.28
* Attack Power
- Hit level: Thrust on 1st hit, horizontal on 2nd hit
- Grants Gold Focus state
- Cancellable after first hit
- Can be followed by an uppercut after the first hit.
Horizontal (Stage 1)Vertical (Stage 1)
HorizontalVertical
- Damage:
0.97
* Attack Power
- Hit level: Horizontal
- This move can be used for moving around by dashing after finishing the move.
- Damage:
0.88
* Attack Power
- Hit level: Vertical
- This move can be used for moving around by dashing after finishing the move.
- This move should be used for Tech Chasing and Focus Cancelling.
- The verticality combined to the movement and low recovery frames makes this move very good in neutral situations.
- When charging to obtain Yurang's Rage, this move will passively clash with enemy melee regular attacks, no matter from where the wielder gets hit from.
HorizontalUppercut Slash Uppercut Rush (Stage 1) Yurang's Rage (Stage 1)
- Damage:
1.47
* Attack Power
- Hit level: Horizontal
- Damage:
1.38
* Attack Power
- Hit level: Vertical
HorizontalHorizontal Follow-upVertical
- Damage:
0.77
* Attack Power
- Hit level: Horizontal & Vertical
- Can be held to do a delayed
Horizontal Follow-up
.
- Damage:
0.73
* Attack Power
- Hit level: Horizontal & Vertical
- Damage (1st hit):
0.17
* Attack Power
- Damage (2nd hit):
1.73
* Attack Power
- Hit level: Vertical
- First hit will whiff if too close to the ground.
- Causes knockdown on hit.
HorizontalSliding Uppercut Slash Uppercut Rush (Stage 1) Yurang's Rage (Stage 1)
- Damage:
1.56
* Attack Power
- Hit level: Horizontal
- Damage:
1.28
* Attack Power
- Hit level: Vertical
HorizontalVertical
- Damage (1st hit):
0.37
* Attack Power
- Damage (2nd hit):
0.37
* Attack Power
- Damage (3rd hit):
0.37
* Attack Power
- Damage (4th hit):
0.37
* Attack Power
- Damage (5th hit):
0.37
* Attack Power
- Damage (6th hit):
0.37
* Attack Power
- Hit level: Horizontal & Vertical
- Damage (1st hit):
0.15
* Attack Power
- Damage (2nd hit):
1.56
* Attack Power
- Hit level: Vertical
- First hit will whiff if too close to the ground.
Upward Strike (hanging on circular shape)Scale Rush (hanging on regular shape)Scale Rush (hanging on an edge) Scale Rush Focus
- Damage:
2.59
* Attack Power
- Hit level: Vertical (with a slight horizontality)
- Damage (1st hit):
0.30
* Attack Power
- Damage (2nd hit):
0.30
* Attack Power
- Damage (3rd hit):
0.30
* Attack Power
- Damage (4th hit):
0.30
* Attack Power
- Hit level: Thrust
- Damage (1st hit):
0.30
* Attack Power
- Damage (2nd hit):
0.30
* Attack Power
- Damage (3rd hit):
0.30
* Attack Power
- Damage (4th hit):
0.30
* Attack Power
- Hit level: Thrust
- Damage (1st hit):
0.69
* Attack Power
- Damage (2nd hit):
0.69
* Attack Power
- Damage (3rd hit):
0.69
* Attack Power
- Damage (4th hit):
0.69
* Attack Power
- Hit level: Thrust
¶ Follow-ups From Standing, Running, Crouching States and Dagger Dash
HorizontalVertical (2) Horizontal (2) Vertical
- Damage:
1.67
* Attack Power
- Hit level: Horizontal & Vertical
- Damage:
1.99
* Attack Power
- Hit level: Thrust
- Damage:
3.67
* Attack Power
- Hit level: Horizontal
- Hard to parry on reaction.
- Has good reach and cannot be sidestepped.
- Damage:
3.81
* Attack Power
- Hit level: Thrust
- Can be parried on reaction.
- Has good forward reach but can be sidestepped.
The dodge in strike combo will become more flexible and have better performance than ordinary dodge.
SoulbreakVertical
- Damage:
3.81
* Attack Power
- Hit level: Horizontal (with a slight verticality)
- Can be parried on reaction.
- Has good forward reach but can be sidestepped.
A crystallized soul of Stardust, the Devil Slayer. Endows the holder with both his secret skill and his burning remorse.
Dreadful Wail (Leap Strike) - Horizontal Dreadful Wail (Leap Strike) - Vertical Pride's Fall (Uppercut Rush Extreme) Assassin's Lunge (Enhanced Dagger Dash) Abyssal Aura (Enhanced Charged Attack) 🟠 Dagger Sap - Parry Riposte
Enhance vertical strikes made after a Dagger Dash.
- Damage:
1.26
* Attack Power
- Hit level: Thrust
- Can be delayed by a fair amount. Even more delayable if done in the air.
Enhance vertical strikes made after a Dagger Dash.
- Damage (1st hit):
0.47
* Attack Power
- Damage (2nd hit):
0.47
* Attack Power
- Damage (3rd hit):
0.47
* Attack Power
- Damage (4th hit):
0.47
* Attack Power
- Damage (5th hit):
0.47
* Attack Power
- Damage (6th hit):
0.47
* Attack Power
- Damage (7th hit):
0.47
* Attack Power
- Damage (8th hit):
0.47
* Attack Power
- Damage (9th hit):
1.18
* Attack Power
- Hit level: Thrust
- Grants Blue Focus state for the 3 first hits, then Purple Focus.
- Alters Vertical move after Dagger Dash.
- Cannot be parried on reaction.
Added the second-stage move to Daggers' charged horizontal strike. And the final hit can recover yourself (65% of the damage values).
- Damage (1st hit):
1.34
* Attack Power
- Damage (2nd hit):
1.34
* Attack Power
- Damage (3rd hit):
4.03
* Attack Power
- Hit level: Thrust
- Adds Stage 2 to Uppercut Rush.
- Cannot be parried on reaction
- The last hit heals the user for 65% of the damage dealt, hitting multiple enemies counts
Alters Dagger Dash horizontal strikes.
- Damage (1st hit):
3.17
* Attack Power
- Damage (2nd hit):
0.35
* Attack Power
- Damage (3rd hit):
0.35
* Attack Power
- Damage (4th hit):
0.35
* Attack Power
- Hit level: Thrust
- Alters Dagger Dash follow-up move Soulbreak.
- Cannot be parried on reaction.
- Dashes forward quite significantly during the move.
- Substantial damage and stagger time increase in comparison to Soulbreak.
Alters Daggers' charged vertical strikes.
- Damage (1st hit):
1.75
* Attack Power
- Damage (2nd hit):
1.75
* Attack Power
- Damage (3rd hit):
1.75
* Attack Power
- Damage (4th hit):
1.75
* Attack Power
- Hit level (1st and 2nd hit): Horizontal (with a slight verticality)
- Hit level (3rd and 4th hit): Thrust
- Alters move Yurang's Rage
- Can be parried on reaction, but only from a distance.
- Can repeat the first 2 hits indefinitely by performing another vertical attack.
- The 3rd and 4th hits can be parried if the first 2 hits whiff, although they are optional.
The last move of a Counterstrike Combo restores 75% of the damage dealt as health or armor.
- Damage:
6.09
* Attack Power
- Hit level: Horizontal (with a slight verticality)
- Alters
Parry Riposte
- Heals the user for
75%
of the damage dealt, hitting multiple enemies counts.
- Since the move is no longer split in 2 separate hits, this removes the possibility of some combos.
If two players attack at the same time, the player using a Dagger won't clash, but demount the enemy's Stamina and initiate a counterattack.
When the wielder clashes with any other melee weapon, the wielder will be put into the Dagger Dash stance.
After using any move from the dagger (with the exception of Falling and Hanging states), the usual dodge is replaced with the Dagger Dash.
The Dagger Dash covers more distance and grants more I-Frames. The player is then put into a specific stance where it has its own follow-up moves.