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Ball Clash Duel

Ball Clash Duel

2-player local dash battle

Ball Clash Duel

@1605

Two rivals, one keyboard. Pick a fighter, combine dashes, items and skills, and win three rounds in this local desktop duel.

Controls

  • Blue: WASD move, F dash, Q heal, E switch item, G use item, X character skill.
  • Red: arrows move, K dash, P heal, I switch item, J use item, M character skill.
  • Space opens selection; Blue A/D + F, Red left/right + K; Enter starts. Healing restores 50 HP with a 15s cooldown. Outside a match, M mutes. The small language button switches Korean/English.

Four fighters

  • Angel (halo): 30% faster item cooldowns, heals 10 HP every 3s. Every 5 hits: Heaven for 5s, +15% speed and -15% damage taken; a central gem blasts the foe toward the wall.
  • Devil (horns): +10% damage, knockback every 2 hits. Every 5 hits: Hell for 5s; foe speed/damage -10%. One guaranteed tracking dash per Hell. Afterwards the foe burns for 2 damage/second for 5s.
  • Zombie (stitches and arms): 250 HP. Every 5 hits, X/M charges, lifts and slams for 50 damage; rage lasts 10s (+15% damage, -20% damage taken), followed by 12s at -10% abilities. At 50 HP or less: +15% damage.
  • Swordsman (big sword): -10% damage taken, shuriken reload 5s; stacks +5% damage every 4 hits. Every 5 hits, X/M activates a 7s greatsword dash with +5 base damage.
  • Base HP 170 (Zombie 250); all damage reduced by 10%. Shuriken never fills the hit gauge.

Items

  • Shock: a dodgeable, gently homing electric orb briefly stuns (10s cooldown).
  • Boomerang: flies out and back for about 16–25 damage; reuse 1s after returning.
  • Grab Hand: pulls the foe close, slows for 1.5s and increases damage taken 30% for 2s (6s cooldown).
  • Shuriken: 10 shots, 5 damage each; reload after emptying in 8s (Swordsman 5s). No hit-gauge gain.
  • Longer-range hits deal more damage.

Battle and progress

  • Green speed pads and purple slow zones; an open arena, now two-thirds its former size, with a tracking camera and minimap.
  • Dash cooldown 0.5s. Charge toward your facing/held direction with slight forward homing. Longer run-ups hit harder (x0.6 to x2.0). Simultaneous dashes clash and bounce apart.
  • Gem knockback deals 10 outside the magnetic field, 20 inside the purple wall field, or 30 on wall impact.
  • First to 3 rounds wins the match. Each match win raises a tier: Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster, Challenger, then Stage 2 Bronze and higher stages.
  • Each tier unlocks a cosmetic skin, equipped from the account screen. Basic skins grow into Radiant (Stage 2) and Mythic (Stage 3), with new colors, forms, wings, crowns, flames and lightning.
  • Names, tiers and skins save on this device and to your PlayDrop account when logged in.
한국어English