Hit and Run Tactics: Difference between revisions

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** Dampierre's mobility and quirky, stun-heavy moveset makes him excellent for this.
* The ability to do this with some characters in ''[[Blaz Blue: Calamity Trigger]]'' is what makes Nu and Arakune [[Character Tiers|top-tier]] and [[Mighty Glacier|Tager and Hakumen]] [[Character Tiers|bottom-tier]].
* You can do this with ranged characters in ''[[Super Smash Bros.]]''. Link, Samus, Fox, Falco, Ness, Lucas, Dedede, etc. are all capable of just staying the hell away from their opponent while racking up damage with arrows, bombs, boomerangs, lasers, energy bolts, or even [[Mook|Mooks]]s. If done well, you'll have racked up a ton of damage before your enemy can even get close to you.
** Dedede is particularly frustrating, because getting within his [[Instant Death Radius|grab range]] is just asking to get chain-grabbed to death.
** [[Fragile Speedster]] Sonic also can function as a Hit-and-Run more in line with the page introduction.
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* If you're taking too much fire in ''[[Mass Effect]] 2'' and the enemy are encroaching on your position, giving ground and running back to an earlier position lets you hide behind cover and shoot at them again!
* [[Pokémon]] has the move U-Turn, which strikes the opponent before the user switches out.
** Also Double Team, which after 2 uses the chance of being hit become too low to hope for anything that is not sheer luck. And EVERYTHING learns it. Including [[Stone Wall|Stone Walls]]s. No wonder its use is frowned upon.
** Generation V brings us Volt Change, an electric version of U-Turn (a bug type move).
** There is also the Eject Button item which lets you switch after being hit, the Red Card item that forces your opponent to switch after hitting you, and various other moves that force your opponent to switch, regardless of whether they want to or not. Combine with entry hazards and you can easily turn this strategy against the user, regardless of who is doing the switching.
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* This tactic is a staple of most [[Roguelike]] games.
* ''[[Final Fantasy XII]]'': Cast Decoy on the armored guy, give everyone else guns or bows, and start shooting. FFXII is notable in that you can use a lot of MMORPG tactics.
* ''[[Dragon Age II]]'' provides the Rogue class specialized skills based around this. Sneaking, evasion, quick charges and retreats, disorienting AoE's and additional [[Trick Bomb|Trick Bombs]]s. The range and speed of the standard attacks can be used to hit then evade by switching between more distant targets.
* In ''[[Spore]]'', this technique can be used in the Creature stage to kill an [[Attack of the 50-Foot Whatever|Epic creature]]. You even get an achievement for it. Melee is out of the question due to the deadliness of the Epic's own melee attacks, though, so you have to use ranged spitting attacks.
* Vital in ''[[Dark Souls]]''. You can't take much, and multiple foes will easily circumvent what defenses you have, leaving drawing out foes from groups one by one and attacking and retreating against many bosses essential.
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** ...but they can also freeze a target and run UNDER him. Since you can only use melee attacks on adjacent squares, ''overlapping'' your paralyzed opponent renders him incapable of fighting back.
*** [[Lord of the Rings|So the closer you are to danger, the farther you are from harm?]]
* The rather generic Korean MMORPG ''Cabal'' has a character class called "Force Archer", which is basically the equivalent of a [[Squishy Wizard]] (as opposed to the actualy ingame Wizards, which are more of [[Glass Cannon|Glass Cannons]]s). The only thing preventing the average Force Archer from being completely minced within seconds in a PVP scenario is the Fade Step skill, which is a sort of [[Flash Step]] in reverse. A smart Force Archer will take advantage of the skill to fire a few volleys at a foe, then Fade Step, launch a few more attacks, Fade Step, and repeat the cycle. Unfortunately, many players consider it equal to cheating, despite the fact that, ya know, its the '''entire point''' of the Force Archer class.
* ''[[EverQuest]]''. Possibly the only way anyone could level past, say, 15 without a group. And only a handful of classes could do it in the first place.
* In ''[[World of Warcraft]]'' the hunter class has a quest at level 60 required to get an epic bow. The quest requires you to kill four elite demons with very nasty powers entirely solo, and for two of them [[Kiting]] is an absolute necessity, as they will [[One-Hit Kill|instakill]] you if you get too close.
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** Patch 4.2 introduced a series of taming challenges for Hunters, as opposed to just casting Tame Beast on the target. Kiting is a requirement for taming [http://www.wowhead.com/npc=54321 Solix]; the challenge requires players to pull her out of the lava she sits in and kite her until she loses her "Too Hot To Tame" ability, ''then'' taming her before she eats your face. [[Epic Fail|Or cools down too much and dies instantly]].
* Kiting is a viable strategy for low-level Dark Magicians in ''[[Rappelz]]'', thanks to being marginally faster than most mobs and having access to a pair of single-target damgage spells with quick casting and cooldown times. You can cast one spell while the other cools down, resulting in a mostly uninterrupted stream of direct damage. Because of their race, they also have a decent evasion stat, making it more likely that you'll avoid taking too much damage if the enemy gets a hit in.
* Similarly, ''[[Fly FF]]'' has a mage class that specialises in hit & run tactics: elementors, whose wind-element AoE spell both does damage and has a chance of slowing mobs it hits. Combine this and some speed boosts, and you can run circles around your enemies as you kill them. Usually combined with fighting the highest level enemies you can find for optimal leveling speed. [[The Archer|Rangers]] are also capable of HnR, although they don't have as reliable a slowing move. [[Munchkin|Bow jesters]] are also capable of kiting for either class, although they don't have an effective distance [[Ao E]]. And Ringmasters, despite not having access to a ranged weapon or spells, are capable of HnR due to the fact that their primary AoE is dropped on the ground and does damage over 5-105–10 seconds, allowing them to lead mobs over it.
* In ''[[Final Fantasy XI]]'', kiting is broken up into normal kiting, where healers can be attacked if the kiters don't keep the mob's attention, and "super-kiting," where due to how the game's enmity system works, a kiter can be healed infinitely without having to do anything other than run. For obvious reasons, the latter doesn't work against many bosses.
* Heck, just about any MMORPG that has ranged attackers as characters will have them doing this when playing solo, as they're usually quite [[Squishy Wizard|squishy]] and won't last long in a serious melee. It's especially common with archers, who are typically [[Nerf|not allowed to outdamage the mages]] despite being a DPS class and usually end up as a support class as a result.
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