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Knockdown

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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 Warrior-icon-smallHammer P
Counter Blow Counter Blow Attacking foe 2s
    4 Adrenaline        
Hammer Attack Warrior-icon-smallHammer C
Devastating Hammer Devastating Hammer Foe 2s
    7 Adrenaline        
Inflict weakness (5...17s) Elite Hammer Attack Warrior-icon-smallHammer 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 Warrior-icon-smallHammer P
Enraged Smash Enraged Smash Moving foe 2s
    5 Energy     5 Recharge
+10..34 dmg if moving. Gain 1..3 adrenaline Elite Hammer Attack Warrior-icon-smallHammer F
Hammer Bash Hammer Bash Foe 2s
    6 Adrenaline        
Lose all adrenaline Hammer Attack Warrior-icon-smallHammer C
Heavy Blow Heavy Blow Foe 2s
    5 Adrenaline        
If foe has weakness, knockdown & +1..24 damage. Lose all adrenaline Hammer Attack Warrior-icon-smallHammer C
Irresistible Blow Irresistible Blow Foe 2s
    5 Energy     6 Recharge
If blocked, knockdown and 5..17 damage. +5..17 damage Hammer Attack Warrior-icon-smallHammer C
Magehunter's Smash Magehunter's Smash Foe 2s
    8 Adrenaline        
Unblockable if target foe is enchanted. Elite Hammer Attack Warrior-icon-smallHammer 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 Warrior-icon-smallStr P
Bull's Strike Bull's Strike Moving foe 2s
    5 Energy     10 Recharge
+5..25 dmg if moving Melee Attack Warrior-icon-smallStr C
Griffon's Sweep Griffon's Sweep Foe 2s
    5 Energy     8 Recharge
If blocked, knockdown & 10..29 damage. +5...17 damage Melee Attack Warrior-icon-smallStr P
Leviathan's Sweep Leviathan's Sweep Foe 2s
    5 Energy     8 Recharge
If blocked, knockdown & 10..29 damage. +5...17 damage Melee Attack Warrior-icon-smallStr 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 Warrior-icon-smallStr C
"None Shall Pass!" "None Shall Pass!" Nearby moving foes 2s
    5 Energy     45 Recharge
Shout Warrior-icon-smallTact 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 Warrior-icon-smallTact 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 Warrior-icon-smallTact 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 Warrior-icon-smallTact F
"Coward!" "Coward!" Moving foe 2s
    4 Adrenaline     2 Recharge
Elite Shout Warrior-icon-smallNone F
Grapple Grapple Foe & Self 2s
    5 Energy ¾ Activation 12 Recharge
Removes your stance after knockdown. Skill Warrior-icon-smallNone E
Bestial Pounce Bestial Pounce Foe 2s
    5 Energy     10 Recharge
Pet attack +5...17 damage, if foe casting a spell, knockdown Pet Attack Ranger-icon-smallBeast P
Pounce Pounce Foe 2s
    5 Energy     20 Recharge
Pet attack +5...17 damage, if foe is moving, knockdown Pet Attack Ranger-icon-smallBeast F
Savage Pounce Savage Pounce Foe 2s
    5 Energy     10 Recharge
Pet attack +5...17 damage, if foe casting a spell, knockdown Pet Attack Ranger-icon-smallBeast 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 Ranger-icon-smallWS C
Tripwire Tripwire Foes near location 2s
    10 Energy 2 Activation 30 Recharge
If foe is crippled. 5..17 damage Trap Ranger-icon-smallWS 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 Monk-icon-smallSmite N
Bane Signet Bane Signet Foe 2s
        1 Activation 20 Recharge
If foe attacking. 26..50 holy damage Signet Monk-icon-smallSmite 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 Monk-icon-smallSmite P
Signet of Judgment Signet of Judgment Foe 2s
        1 Activation 20 Recharge
Foe and adjacent foes take 15...63 holy damage Elite Signet Monk-icon-smallSmite 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 Mesmer-icon-smallFC F
Gale Gale Foe 2s
Exhaustion   10 Energy 1 Activation 5 Recharge
50% failure rate (unless Air Magic = 5 or more) Spell Elementalist-icon-smallAir C
Gust Gust Foe 3s
    5 Energy 1 Activation 10 Recharge
If foe is under Earth or Water Magic hex. 10..54 cold damage Elite Spell Elementalist-icon-smallAir F
Lightning Surge Lightning Surge Foe 2s
    15 Energy 2 Activation 10 Recharge
After 3s, knockdown & 14...83 lightning damage Elite Hex Spell Elementalist-icon-smallAir C
Mind Shock Mind Shock Foe 2s
Exhaustion   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 Elementalist-icon-smallAir P
Shock Shock Touched foe 2s
Exhaustion   5 Energy ¾ Activation 10 Recharge
10...50 lightning damage Skill Elementalist-icon-smallAir P
Teinai's Wind Teinai's Wind Adjacent foes 2s
    5 Energy ¾ Activation 8 Recharge
If foe attacking. 15..51 cold damage Spell Elementalist-icon-smallAir F
Whirlwind Whirlwind Adjacent foes 2s
    5 Energy ¾ Activation 8 Recharge
If foe attacking. 15..51 cold damage Spell Elementalist-icon-smallAir P
Churning Earth Churning Earth Nearby foes location 2s
    15 Energy 3 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 Elementalist-icon-smallEarth F
Dragon's Stomp Dragon's Stomp Foe & nearby foes 2s
Exhaustion   25 Energy 3 Activation 15 Recharge
26...85 earth damage Spell Elementalist-icon-smallEarth F
Earthquake Earthquake Foe & nearby foes 2s
Exhaustion   25 Energy 3 Activation 15 Recharge
26...85 earth damage Spell Elementalist-icon-smallEarth P
Stoning Stoning Foe 2s
    15 Energy 1 Activation 5 Recharge
45...93 earth damage, if foe has weakness, knockdown Spell Elementalist-icon-smallEarth C
Unsteady Ground Unsteady Ground Nearby foes location 2s
    10 Energy 2 Activation 20 Recharge
For 5s, nearby foes 10...34 earth damage, if a foe is attacking, knockdown foe Elite Spell Elementalist-icon-smallEarth F
Meteor Meteor Foe & adjacent foes 2s
Exhaustion   5 Energy 2 Activation 30 Recharge
7...91 fire damage Spell Elementalist-icon-smallFire C
Meteor Shower Meteor Shower Foes adjacent location 2s
Exhaustion   25 Energy 5 Activation 60 Recharge
For 9 sec, 7...91 fire damage & knockdown every 3s Spell Elementalist-icon-smallFire P
Slippery Ground Slippery Ground Foe 2s
    5 Energy 1 Activation 20 Recharge
If target is blind Spell Elementalist-icon-smallWater E
Water Trident Water Trident Moving foe 2s
    5 Energy 1 Activation 3 Recharge
10..58 cold damage Elite Spell Elementalist-icon-smallWater 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 Assassin-icon-smallDagger F
Trampling Ox Trampling Ox Foe 2s
OffHand required   5 Energy     8 Recharge
If foe is crippled. +5..17 damage Dual Attack Assassin-icon-smallDagger E
Entangling Asp Entangling Asp Foe 2s
LeadAttack required   10 Energy 1 Activation 20 Recharge
Poison 5...17s Spell Assassin-icon-smallDeadly 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 Assassin-icon-smallDeadly 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 Assassin-icon-smallDeadly 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 Assassin-icon-smallNone 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 Assassin-icon-smallNone 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 Ritualist-icon-smallChan 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 Ritualist-icon-smallComm F
Fleeting Stability Fleeting Stability Self 2s
    5 Energy     10 Recharge
For 2...5s, you cannot be knocked down, when enchantment lasts its full duration, knockdown Flash Enchantment Spell Dervish-icon-smallEarth 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 that cannot be knocked down

Certain creatures are simply too large for a tiny human player to knock off balance. These creatures are listed below. This list does not include creatures that use skills to temporarily protect themselves from knockdowns.

Note: Using Earthbind will make most of these creatures vulnerable to knockdown.

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

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