Knockback is a stat that determines the Newtonian force an enemy or hero is pushed back when hit by an attack.
For equipment, this stat is represented as a bonus that appears on most Apprentice and Squire weapons and melee pets. For staves specifically, the Knockback Bonus also increases the knockback attack's maximum radius.
Enemy Attack Knockback[]
All melee attacks from enemies cause some degree of pushback on heroes. Ranged attacks usually carry a small amount of knockback too. The list below highlights a few cases of above-average to extremely strong knockback enemies can cause on heroes.
- A Sharken's two-arm slam has by-far the strongest knockback of any non-boss enemy.
- The Genie King's tongue.
- The Kraken's head smash has tremendous knockback. It only uses this attack when it has no tentacles.
- The Old One's melee attacks, shockwaves and Sonic Blast.
- Mischief's melee.
Pushing Defenses[]
Sharken will attempt to push any physically tangible non-minion defenses in their way. This includes Physical Beams which are non-solid to heroes. Some bosses like the Goblin Mech can also push minions. If a minion commanded to "Hold Defensive/Offensive" is displaced by a boss, it will try to return to its original position.
Neither Sharken or any boss can launch defenses into the air.
Flinching and Knockback Resistance[]
A few of the weaker enemy types flinch when attacked directly or caught within the explosion of a Proximity Mine or Oil Trap or any form of splash damage. This stuns them briefly, interrupting all current actions (movement included). A Djinn casting either one of its beam spells can be suppressed if it takes 8.5% of its max HP in combined damage from players and/or minions. A Sharken preparing to charge at a defense can also be dazed for several seconds if enough direct damage is dealt.
Enemies that cannot be stunned by direct damage alone, such as Orcs and Harbingers, may still be susceptible to knockback.
Enemy Ogres and Ogre Minions have full knockback immunity, with a few exceptions. The former can be pushed by the Countess's Joust and Series EV's Proton Charge Blast, while the latter is still forcibly movable by bosses that are able to push defenses. When an Ogre of any type drops to or below 50% health, it stops attacking/moving for a few seconds to roar.
Damage Without Knockback[]
Certain weapon projectiles, damage-dealing defenses and enemy attacks cannot stun or knockback enemies/heroes at all (apart from a hero casting or using the Wheel O' Fortuna). These mainly consist of lingering damage overtime effects.
- Inferno Trap
- Electric Aura
- Cyclops snot bubbles.
- Demon Lord's fire trails.
- Ancient Dragon's fire breath.
- Wasp Queen stringer's DOT.
- etc.
Nullifying Knockback[]
Players can position themselves against map walls or tangible defenses to resist or possibly nullify knockback entirely.
- Support Summoners with guardian pets can use Phase Shift to get 'inside' a tower to precisely control which defenses their guardians will boost. If you cannot escape without activating Phase Shift again, neither will enemies be able to displace you (unless they destroy your cover).
