Ball Clash Duel
@1605Two 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.
