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Outfit weights (Swift, Balanced, Sturdy)

An outfit is its weight, and the weight changes the fight a little: speed and jump against damage taken.

Status: Built, not yet played by people · Last checked: 14 Nov 2026

Every outfit has a weight: Swift, Balanced or Sturdy. The weight changes the fight a little. A light outfit makes you a bit quicker and a bit easier to hurt; a heavy one makes you a bit slower and a bit tougher. Look and weight are one choice.

The three weights

Weight What it is Moving Jumping Being hit
Swift Light, cloth A little faster A little higher Takes a little more damage
Balanced Medium The usual The usual The usual
Sturdy Heavy A little slower A little lower Takes a little less damage

The differences are small on purpose. No weight is better: it is a trade.

Which to pick

What the weight does not change

Later, not built

Each weight will bring its own skills, and a hero will only be able to use the skills of the weight they wear.

Nerd section: the exact numbers

The owner's decision of 14 Nov 2026, which reverses "outfits are looks only". An outfit IS its weight. The weight is the armour's passive and applies in single player and online alike. These are starting values.

Weight Was called Ground covered Jump Damage taken
Swift (light, cloth) Robes 6% more leaves the ground 6% faster (about an eighth higher) 9% more
Balanced (medium) Normal the baseline the baseline the baseline
Sturdy (heavy) Heavy 6% less 6% slower (about an eighth lower) 9% less

How each part works

  • Ground covered. Under their own power (walking, running, sprinting, drifting in the air, the travel of their own moves and dodges) a Swift fighter moves a little further each frame and a Sturdy one a little less. The speeds themselves are the same numbers for everyone, so every rule that reads a speed (walk, run, super sprint, the charged tackle) works alike. A hit throws a fighter as far whatever they wear.
  • Jump. The jump, the running jump, the second jump. Not the recovery leap and not the jump from a ledge.
  • Damage taken. Every hit, by 9%. The part of a percent that does not fit is carried to the next hit, so many small hits add up exactly (a Sturdy fighter hit eleven times for 1% has taken 10%).

With a greatsword

The greatsword's own lower jump (88%) and the outfit's count together: a greatsword in Sturdy armour jumps at 88% of 94% of the usual speed, about two thirds of the usual height. Still a real jump; the recovery leap is untouched.

The brace

A hit taken on the greatsword's brace is halved first, then the weight's share is applied, with the same carried fraction as any other hit (fixed 14 Nov 2026: before, a braced hit ignored the weight).

Is any weight better? (measured)

The same weapon on both sides, in two different weights, played by the computer opponent: 20 matches per weapon and pair of weights, all ten weapon styles. Share of matches won by the first named:

Hard Steady
Swift against Balanced 46% (91 of 200) 58% (116 of 200)
Sturdy against Balanced 54% (107 of 200) 57% (114 of 200)
Swift against Sturdy 50% (101 of 200) 48% (96 of 200)

No weight wins clearly. Weapon by weapon the cells are 20 matches each and swing by chance (from 4 of 20 to 16 of 20); no weapon is on the same side in all its cells at both levels. Not confirmed by people playing.

Internal facts

New fighter facts weight (0 / 1 / 2, default 1) and hurtFrac; the three rows with names and one-line descriptions are in src/sim/weights.ts. The weight is in the fight's state and its checksum, so it is the same for both players online.