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A knockdown is an effect, during which a character cannot move, attack, or activate skills aside from those with instant activations (such as stances or shouts). A Knockdown is indicated by the knocked down character falling down to the ground. Usually targets will get up quickly, but some knockdowns last for a longer time (Backbreaker for example). The standard knockdown time is two seconds. Wearing a Stonefist Insignia, or being under the effects of Earthbind can extend this to a maximum of three seconds. Knockdowns are not considered as interrupts in the game mechanics, so using skills such as Mantra of Resolve will not prevent a Knockdown from stopping a particular skill from activating.

A skill disrupted by a knockdown must recharge before being used again.

There are only eleven knockdown prevention skills (see below). On the flip side, skills that cause knockdowns are usually elite, slow to activate, are conditional, or cause exhaustion (or some combination of the four).

Some creatures cannot be knocked down, see below.

Skills that knockdown[ | ]

Name Target Dur Stats Notes Skill type Attr Cam
Backbreaker Backbreaker Foe 2s OR 4s
    9 Adrenaline    
+1...16 damage, 4 seconds only with Strength 8 or higher Elite Hammer Attack WarriorHammer P
Counter Blow Counter Blow Attacking foe 2s
    4 Adrenaline    
Hammer Attack WarriorHammer C
Devastating Hammer Devastating Hammer Foe 2s
    7 Adrenaline    
Inflict weakness (5...17s) Elite Hammer Attack WarriorHammer C
Earth Shaker Earth Shaker Foe & adjacent foes 2s
    8 Adrenaline    
50% fail with Hammer Mastery 4 or less. "Adjacent" range rather than "Adjacent to foe" range Elite Hammer Attack WarriorHammer P
Enraged Smash Enraged Smash Moving foe 2s
    5 Energy   5 Recharge
+10..34 dmg if moving. Gain 1..3 adrenaline Elite Hammer Attack WarriorHammer F
Hammer Bash Hammer Bash Foe 2s
    6 Adrenaline    
Lose all adrenaline Hammer Attack WarriorHammer C
Heavy Blow Heavy Blow Foe 2s
    5 Adrenaline    
If foe has weakness, knockdown & +1..24 damage. Lose all adrenaline Hammer Attack WarriorHammer C
Irresistible Blow Irresistible Blow Foe 2s
    5 Energy   6 Recharge
If blocked, knockdown and 5..17 damage. +5..17 damage Hammer Attack WarriorHammer C
Magehunter's Smash Magehunter's Smash Foe 2s
    8 Adrenaline    
Unblockable if target foe is enchanted. Elite Hammer Attack WarriorHammer N
Bull's Charge Bull's Charge Moving Foe 2s
    5 Energy   20 Recharge
melee attacks knock down moving foes, movement speed +33%, ends if a skill is used Elite Stance WarriorStr P
Bull's Strike Bull's Strike Moving foe 2s
    5 Energy   10 Recharge
+5..25 dmg if moving Melee Attack WarriorStr C
Griffon's Sweep Griffon's Sweep Foe 2s
    5 Energy   8 Recharge
If blocked, knockdown & 10..29 damage. +5...17 damage Melee Attack WarriorStr P
Leviathan's Sweep Leviathan's Sweep Foe 2s
    5 Energy   8 Recharge
If blocked, knockdown & 10..29 damage. +5...17 damage Melee Attack WarriorStr F
Shield Bash Shield Bash Next attacking foe 2s
    5 Energy   20 Recharge
For 5...10s, while wielding shield, block next attack skill, if melee skill, knockdown & disable that skill for an additional 15s Skill WarriorStr C
"None Shall Pass!" "None Shall Pass!" Nearby moving foes 2s
    5 Energy   45 Recharge
Shout WarriorTact F
Desperation Blow Desperation Blow Self 2s
    5 Energy   7 Recharge
+10...34 damage & random chance of causing deep wound (20s), bleeding (25s), crippled (15s) or weakness (20s) Melee Attack WarriorTact P
Drunken Blow Drunken Blow Self 2s
    5 Energy   7 Recharge
+10...34 damage & random chance of causing deep wound (20s), bleeding (25s), crippled (15s) or weakness (20s) Melee Attack WarriorTact F
Shove Shove Touched foe 2s
    5 Energy ¾ Activation 15 Recharge
Lose all adrenaline. your non attack skills are disabled for 10...6s, damage 15...63 Elite Skill WarriorTact F
"Coward!" "Coward!" Moving foe 2s
    4 Adrenaline 2 Activation  
Elite Shout WarriorNone F
Grapple Grapple Foe & Self 2s
    5 Energy ¾ Activation 12 Recharge
Removes your stance after knockdown. Skill WarriorNone E
Bestial Pounce Bestial Pounce Foe 2s
    5 Energy   10 Recharge
Pet attack +5...17 damage, if foe casting a spell, knockdown Pet Attack RangerBeast P
Pounce Pounce Foe 2s
    5 Energy   20 Recharge
Pet attack +5...17 damage, if foe is moving, knockdown Pet Attack RangerBeast F
Savage Pounce Savage Pounce Foe 2s
    5 Energy   10 Recharge
Pet attack +5...17 damage, if foe casting a spell, knockdown Pet Attack RangerBeast F
Spike Trap Spike Trap Foes near location 2s
    10 Energy 2 Activation 20 Recharge
Each second for 2 seconds; also 10...34 damage, inflicts Crippled 3...21s Elite Trap RangerWS C
Tripwire Tripwire Foes near location 2s
    10 Energy 2 Activation 30 Recharge
If foe is crippled. 5..17 damage Trap RangerWS N
Balthazar's Pendulum Balthazar's Pendulum Foe 2s
    5 Energy ¼ Activation 5 Recharge
Next time ally would be knocked down by a foe, that foe is knocked down instead Elite Enchantment Spell MonkSmite N
Bane Signet Bane Signet Foe 2s
        1 Activation 20 Recharge
If foe attacking. 26..50 holy damage Signet MonkSmite C
Shield of Judgment Shield of Judgment Foe 2s
    15 Energy 1 Activation 45 Recharge
For 8...18s, anyone striking ally is knockdown and 5...41 damage Elite Enchantment Spell MonkSmite P
Signet of Judgment Signet of Judgment Foe 2s
        1 Activation 20 Recharge
Foe and adjacent foes take 15...63 holy damage Elite Signet MonkSmite C
Psychic Instability Psychic Instability Foe 2...4s
    5 Energy ¼ Activation 12 Recharge
If interrupts a skill; affects foe and nearby foes. 50% failure chance with Fast Casting 4 or less. Elite Spell MesmerFC F
Gale Gale Foe 2s
    10 Energy 1 Activation 5 Recharge
50% failure rate (unless Air Magic = 5 or more) Spell ElementalistAir C
Gust Gust Self + Ally 3s
    10 Energy ¾ Activation 10 Recharge
Doublecast, move 33% faster; initially deals 15...59 cold damage and knocks down attacking/moving foes Elite Spell ElementalistAir F
Lightning Surge Lightning Surge Foe 2s
    10 Energy 1 Activation 10 Recharge
Hex 3s, effect on end; also 5...17s Cracked Armor, 14...83 lightning dmg (25% armor penetration) Elite Hex Spell ElementalistAir C
Mind Shock Mind Shock Foe 2s
    5 Energy 1 Activation 8 Recharge
10...42 lightning damage, if you have more energy then foe, 10...42 additional lightning damage & knockdown Elite Spell ElementalistAir P
Shock Shock Touched foe 2s
    5 Energy ¾ Activation 10 Recharge
10...50 lightning damage Skill ElementalistAir P
Teinai's Wind Teinai's Wind Target foe + adjacent foes {{{knockdownduration}}}
    5 Energy 1 Activation 8 Recharge
Spell ElementalistAir F
Whirlwind Whirlwind Adjacent foes 2s
    5 Energy ¾ Activation 8 Recharge
If foe attacking. 15..75 cold damage Spell ElementalistAir P
Churning Earth Churning Earth Nearby foes location 2s
    15 Energy 2 Activation 30 Recharge
For 5s, 10...34 earth damage each second, if foe is moving faster then normal when struck by spell, knockdown foe Spell ElementalistEarth F
Dragon's Stomp Dragon's Stomp Foe & nearby foes 2s
    25 Energy 3 Activation 15 Recharge
26...85 earth damage Spell ElementalistEarth F
Earthquake Earthquake Foe & nearby foes 2s
    25 Energy 3 Activation 15 Recharge
26...85 earth damage Spell ElementalistEarth P
Stoning Stoning Foe 2s
    15 Energy 1 Activation 5 Recharge
45...93 earth damage, if foe has weakness, knockdown Spell ElementalistEarth C
Unsteady Ground Unsteady Ground Nearby foes location 2s
    10 Energy 2 Activation 15 Recharge
For 5s, nearby foes 10...34 earth damage, if a foe is attacking, knockdown foe Elite Spell ElementalistEarth F
Meteor Meteor Foe & adjacent foes 2s
    5 Energy 2 Activation 30 Recharge
7...91 fire damage Spell ElementalistFire C
Meteor Shower Meteor Shower Foes adjacent location 2s
    25 Energy 5 Activation 60 Recharge
For 9 sec, 7...91 fire damage & knockdown every 3s Spell ElementalistFire P
Slippery Ground Slippery Ground Foe 2s
    5 Energy 1 Activation 10 Recharge
If target is blind Spell ElementalistWater E
Water Trident Water Trident Foe + 2 adjacent 2s
    5 Energy 1 Activation 3 Recharge
Only knockdown if moving; 10...74 cold dmg Elite Spell ElementalistWater P
Horns of the Ox Horns of the Ox Foe 2s
OffHand required   5 Energy   12 Recharge
If foe not adjacent to any of his allies. +1..9 damage Dual Attack AssassinDagger F
Trampling Ox Trampling Ox Foe 2s
OffHand required   5 Energy   8 Recharge
If foe is crippled. +5..17 damage Dual Attack AssassinDagger E
Entangling Asp Entangling Asp Foe 2s
LeadAttack required   10 Energy 1 Activation 20 Recharge
Poison 5...17s Spell AssassinDeadly F
Iron Palm Iron Palm Touched foe 2s
    5 Energy ¾ Activation 20 Recharge
If foe hexed or under a condition. 5..41 damage, counts as a lead attack Skill AssassinDeadly F
Scorpion Wire Scorpion Wire Foe 2s
    5 Energy 1 Activation 10 Recharge
For 8...18s, if foe is more then 100' away from you, you shadow step to target and foe is knockdown Hex Spell AssassinDeadly F
Mark of Instability Mark of Instability Foe 2s
    10 Energy ¼ Activation 20 Recharge
For 20s, next time you hit target with a dual attack, knockdown Hex Spell AssassinNone F
Wastrel's Collapse Wastrel's Collapse Foe 2s
    5 Energy ¼ Activation 20 Recharge
If foe not using a skill. All non-dagger attack skills disabled. Shadow steps to target Elite Skill AssassinNone N
Grasping Was Kuurong Grasping Was Kuurong Nearby foes 2s
    15 Energy 1 Activation 20 Recharge
Hold ashes for 15...51s, when dropped, 15...63 damage & knockdown Elite Item Spell RitualistChan F
Wanderlust Wanderlust Attacked stationary foe 2s
    10 Energy 1 Activation 45 Recharge
If foe knocked down by attack, spirit loses 70...54 health Elite Binding Ritual RitualistComm F
Shield of Force Shield of Force Next attacking foe 2s
    10 Energy   12 Recharge
Knocks down adjacent attacking foes and applies Weakness Flash Enchantment Spell DervishEarth E
Reaper's Sweep Reaper's Sweep Foe 2...3s
    8 Adrenaline    
If a Dervish Enchantment is removed. Elite Scythe Attack DervishScythe N

PvE only[ | ]

Name Target Duration Stats Notes Skill type Attr Cam
"You Move Like a Dwarf!" "You Move Like a Dwarf!" foe 2s
    10 Energy   10 Recharge
+damage, +crippled. Shout Norn E
Brawling Headbutt Brawling Headbutt touched foe 2s
    7 Adrenaline ¾ Activation  
45...70 damage Skill Deldrimor E
Club of a Thousand Bears Club of a Thousand Bears foe 2s
    5 Energy   12 Recharge
if target is non-human. Melee Attack Norn E
Great Dwarf Weapon Great Dwarf Weapon Target foe of ally 2s
    10 Energy 1 Activation 5 Recharge
For 20 seconds, target's weapon has +15...20 damage and 28...40% chance to knockdown Weapon Spell Deldrimor E
Weakness Trap Weakness Trap nearby Charr 2s
    10 Energy 2 Activation 30 Recharge
+weakness, +lightning damage. Trap Vanguard E

Skills that prevent knockdown[ | ]

Skills that require or enhance knockdown[ | ]

Creatures with Stun Immunity[ | ]

Certain creatures have equipped the Stun Immunity passive skill that permanently makes them invulnerable to knockdowns unless they are affected by a Earthbind spirit. These creatures are listed below. This list does not include creatures that use other skills to temporarily protect themselves from knockdowns.

The following are all giant creatures though not necessarily of the species "giant":

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