Dash Wake — core¶
Dash Wake leaves one slowing trail after movement abilities.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:34 · Aliases: DashWake
Behaviour and interactions¶
Requires a movement ability. Leaves one trail per owner with 2-metre radius, 25% authored slow, and duration 2 + 0.4 × log2(rank) seconds. Target resistance applies; increased rank does not create more concurrent trails.
Tier: Rare · Categories: Mobility, Abilities
Restriction: Movement ability required; one trail per owner.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=.25;v.Radius=2;v.Duration=2+.4*h;break;
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.