There are several PvP mechanics implemented into Blox Fruits. Some PvP mechanics allow players to get on a more even playing field, while other mechanics make a certain player overpowered. These mechanics mostly do not apply to NPCs and bosses and only apply to players fighting each other, as PvP means Player Versus Player.
Held Skill Interruption[]
When the player holds a skill and another entity deals damage to the player holding the skill, the skill will be forcibly released and executed, with few exceptions (e.g., Bomb's V move, or a Gun/Sword that has the Unbreakable Enchantment for the first two seconds). As an example, when the player is using a mobility skill on a Blox Fruit, such as any flight skill, the move will automatically be stopped when the user is damaged (excluding Magma F unawakened and awakened along with transformed Mammoth F only). For some skills that add additional attacks when holding it, such as most of awakened Spider's skills, the skill will instead cancel like a mobility move on a Blox Fruit. Moreover, if the player is attacked while holding a move and has Instinct on, it will turn off the player's Instinct regardless of whether the move used breaks Instinct normally. For example, the player is holding a move, and someone performs Conqueror's Gun on the player. Typically, Conqueror's Gun does not break Instinct, but it will if the player is holding down an attack. However, Human V4's Psycho Tier 2 and users with Unbreakable on their swords or guns can hold moves without getting cancelled, and for the latter only two seconds.
Levels[]
When a player hits Lv. 20, they can now freely PvP with other players. Levels also affect how much bounty/honor a player gets after killing another player. Bounty/honor cannot be gained when killing a player with a level that has at least 25% difference than the player's level. This means that a max level player (Lv. 2800) will only receive bounty/honor from any player above Lv. 2100.
PvP Attributes[]
There are six main attributes that determine a fruit/sword/gun's usefulness and overall performance in PvP:
- Power - The overall damage of an attack.
- Speed - The overall speed of the projectile or animation sequence and the cast time of attacks, also flight/transport moves and how low of a cooldown an attack has.
- Range - The overall length of attacks or projectiles.
- Durability - The overall usefulness of evasion (such as teleporting moves and moves that make the player lunge) and moves that make the player have higher defense such as Buddha, Phoenix, and Dragon.
- Precision - How large the hitbox of an attack and how reliable it is to land.
- Potential - How much combo potential an attack gives and how much stun time it gives, like Dough and Portal.
Other factors may be judged, such as invincibility frames.
This is simply a framework to judge a fruit's usefulness in PvP as certain fruits may be misjudged by this system. Examples of misjudged weapons by this framework include Portal and Diamond.
Fighting Players[]
When fighting a player, the victim of the attack gets an "In Combat" warning. For the victim that has a bounty of |2,500,000 or more, it will say "In Combat - Bounty/Honor at Risk" warning at the bottom of their screen next to their health bars. The victim must not die during this time, otherwise, they will receive a bounty/honor penalty. The attacker will get an "In Combat" sign at the bottom of their screen like the previous sign. However, the attacker can freely reset character at any time if they have not been damaged by the victim or other players. Also, leaving the game while having the previous warnings can lead to the risk of losing even more bounty/honor, which is called Combat logging. If the victim leaves when the "In Combat - Bounty/Honor at Risk" message is on their screen, the attacker will receive this message: "[victim's username] left the game and has been penalized!"
Example of the attacker's message when the victim leaves the game when the "In Combat - Bounty/Honor at Risk" warning is on their screen.
Killing Players[]
When killing a player, the killer gains a specific amount of bounty/honor which changes per level or amount of bounty/honor. Additionally, players also get healed by about 20-30% of their Health and Energy once they kill a player that is the same, near, or 250-300 levels below the killer. Once a player reaches 3/3 bounty from another player, the killer loses the "At Risk" combat flag for the 3/3ed victim and can freely reset after a few seconds instead of the regular warning "Bounty/Honor at Risk" which could take a minute or half to go away. After a player is killed, they then get a 15 minute PvP invincibility if in First Sea, or 10 minutes if the player is in Second Sea, which they can turn off at any time. If two players' levels are significantly different, it will say "No reward, Level difference is too high!"
Action/Attack-Cancel System[]
When an attack is performed and the performer is damaged simultaneously, the attack animation will play but not the skill itself. This is known as an attack cancel, causing the attack not to be performed. This acts as a punishment method for attacking. This can also be annoying for some players since this leaves them vulnerable to attacks. Sometimes, due to lag and ping, the Action/Attack-Cancel System can glitch when the player is performing an attack. Even though the player did not get damaged when the player was doing the attack and only got damaged after the player performed the attack, it will automatically cancel, which can greatly affect fights. This makes the system unreliable because some players have either high ping or low internet speed, which gives an advantage to players who have low ping and great internet speed. This has been fixed to a certain degree following updates. However, it is still present.
Instinct Breaking[]
Some attacks break Instinct in just one or a couple of hits. However, some attacks used by Swords/Blox Fruits may not break Instinct when in the wrong angle or range. For example, an attack could be long range. However, it cannot break Instinct while in long-range and instead has to be used in short range. Additionally, an attack can also fail at breaking Instinct in a wrong angle, such as with some attacks of the Saber. Some attacks can also fail to break Instinct because the hitbox is not hitting the player's entire body. Instead, it is hitting a limb such as an arm, which makes some attacks fail to break Instinct when hitting on the edge of the attack. Instinct can also be broken if the player is attacked while doing a move.
Hitbox Delay[]
This feature remains widely unknown today except for Roblox developers and people who have studied how to make certain games on the Roblox platform. This feature occurs in almost every fighting-style game that includes meshes/models/parts attached to the players to start an animation or ability. This essentially causes the players' hitbox to delay behind them in an extremely short fraction of time, which means with enough ping/lag the player hitbox can lag in the game despite the player screen moving the character (this happens rarely, with most situations just freezing the game or application). In this game, however, the hitbox delay can make a big difference in escaping via teleport moves such as Flash Step and teleporting moves in Blox Fruits or swords. Because the player hitbox delays behind the player when using Flash Step or any other move, the player might be brought back to the player's original location if a move that has been used on them has hard stun or does not on most medium and soft stun types. This means that if the player teleports using an ability that plays an animation, the hitbox delays and a move that has Hard Stun has been used on the lagging hitbox, the player will be brought back to the original location before they moved. This can greatly disrupt a player performing Instinct-trick and can cause the player to be vulnerable to a combo. For example, using Flash Step or any other teleport move to escape awakened Dark's X move. However, the opponent directly uses C move, which is a hard stun and occurs faster than the hitbox can move to the player's location and brings the player back to the player's original location, making the player susceptible to a combo. This situation is lessened by how good the player's lag and ping are.
Instinct Trick[]
The Instinct Trick, also known as Ken Trick, is a key mechanism in PvP. It allows users to avoid combos and take less damage from certain moves. It also can reduce ragdoll animation time after a move.
There are two different types of Instinct Trick:
- Instinct-Trick between moves (Easy to Impossible depending on the opponent)
- Instinct-Tricking during moves (Easy to Hard)
Instinct-Tricking between moves can vary in difficulty depending on the opponent's combo, their reaction time, the player's ping, and the move the player is Instinct Tricking.
The act of Instinct-Tricking between moves is simple. When the opponent does a move, then prepares to do a move that does not break Instinct, simply activate Instinct if it has not been broken. If the player cannot activate Instinct at that moment because of a recent Instinct Breaking move, then it is recommended to Flash Step away or use another strategy to escape combos.
The second method of Instinct-Tricking requires much more precise timing. It depends on activating Instinct during a move that normally breaks Instinct, to dodge an incoming move that cannot break Instinct and would be dodged normally. This is much harder as there is a much shorter window to activate Instinct but can mitigate a lot of damage. Instinct Tricking using this method usually only wastes one or two Instinct dodges due to Invincibility Frames, where the player gains total invincibility due to being stuck in the Instinct dodging animation.
Certain moves are much easier to Instinct Trick, and some may chain Instinct Breaking moves to prevent this. The player should learn the opponent's playstyle and loadout and Instinct Trick to mitigate damage.
Instinct Tricking often also allows the player to be free of end-lag slightly before the opponent executing the move. By following up an Instinct Trick with an Instinct Breaking 'Combo Starter', you can effectively start your own combination of moves, catching the opponent off guard. One of the most famous examples include Instinct Tricking Godhuman/Sanguine Art Z, then following up with a move such as Portal Z/Kitsune F.
Instinct information can be found on the weapons' respective pages.
Pseudo-Hitbox[]
Some attacks have an "effective" area (hitbox) in which they operate. Some attacks may have smaller hitboxes than what they seem, and others may stretch for a seemingly infinite range, such as Over-heated Sniper from Spider, which has an effective range of approximately 800 (In Second Sea that is the range from the bridge that separates Kingdom of Rose from Green Zone to The Café) despite stretching for much longer.
Stuns[]
A stun has three variants depending on how much mobility an attack takes away. A soft stun is either a hard stun that is very quick (half a second or so) or a stun that limits the use of one area of mobility such as the use of skills, movement, or any abilities such as Flash Step. A medium stun limits two areas of mobility instead of one and is the most common stun variant. The hard stun limits all of the areas of mobility, which completely restricts all movement and the use of attacks and abilities. Examples include Soft stun: Rubber C move, Rush; Medium stun: Acidum Rifle X move, Acidic Smoke; Hard stun: Ice V move, Glacial Epoch/Absolute Zero.
End-lag[]
End lag is a feature added by the developer that makes it impossible for players to Dash, Jump multiple times, or use moves in a few short seconds. This will limit the spamming of quick moves and prevent imbalance in the game. Typically, with Spirit Z, the player will be stopped for about 1.5 seconds, making combos more difficult, or with Sanguine Art X, the player can only use this move as an end combo or spam. The simplest example is Ice V move Glacial Epoch/Absolute Zero.
Bounty and Honor[]
Bounty and Honor have an effect on how strong a player is when fighting another player. For every 500,000 Bounty/Honor, a certain percentage of damage and defense buffs will be given to a player. This can affect the impact of combos. For example, a one-shot combo against a 2,500,000 player will not work against a 30,000,000 player.
Once a player reaches 10,000,000 Bounty/Honor, they are given an item that summons Sea Beast. These Sea Beasts can harm other players who are not the summoner or an ally of the summoner. Summoned Sea Beasts generally have less HP, 20,000 - 38,250 (depending on player's level) than regular Sea Beasts. When a Sea Beast manages to kill a player, the summoner will not get their bounty/honor, and the victim will not lose any bounty/honor as long as the victim did not get damaged by the summoner or have the "Bounty at Risk" warning at the bottom of their screen.
"No Reward, Suspicious Kill"[]
This usually occurs when a player kills another with only M1 clicks while receiving no damage from their victim. This is mainly in place to counter hackers with exploits allowing them to M1 much faster than usual. However, it can occur in some bounty hunting situations, especially if the user is using the Buddha fruit. Many players stand still when attacked by Buddha users, tricking the bounty system and losing no bounty. This can be frustrating, so Buddha users are recommended to use skills of swords/fighting styles when entering PvP.
PvP Tips and Tricks (General)[]
Players should always be on the move and never stay still while holding a move to aim correctly. This can be easily exploited by enemies to break the player's Instinct effortlessly.
For players who are low levels, it is not recommended that they PvP. If the player is going to, they should spend all their points on one thing and spam the moves. Other players typically do not view the player as a threat in First Sea and typically do not use many points in defense, allowing the player to one-shot them. For necessities, players should learn how to Instinct-trick. It is not recommended to dash in one straight pattern, and it is also not recommended to spam endlag moves and take advantage when others use moves with endlag. Endlag is when the player cannot move for a short amount of time (about one second) after using a move.
Players should use Aura to deal extra damage and counter Elemental Immunity.
If the player is a max level or at least a high level, they should get Instinct V2 and meta weapons. Meta means some of the best weapons or fruits in Blox Fruits. Depending on how much effort and dedication the player is willing to put into their build may vary. If the player is willing to put in very little effort, some recommended builds are:
- Electric Claw, Venom, and Cursed Dual Katana (Fruit Main).
- Leopard, Godhuman, and any good sword, like Cursed Dual Katana and Spikey Trident (Fruit Main).
- Dough v2, Godhuman, Cursed Dual Katana/Spikey Trident, and any good gun, such as Kabucha, Skull Guitar, and Acidum Rifle (Fruit Main).
These are some builds that are easy to use and do not require large amounts of skill. The top choice for this list is Buddha and Electric Claw/Godhuman (sword/fruit main). This build is basically M1 spamming (Left Click).
For those players who are willing to put small amounts of effort in, here are some builds:
- Quake, Fighting Styles of the player's choice (recommended V2 styles), meta weapons of the player's choice.
- Kitsune, Godhuman, Dragon Trident (Huge AOE + High Damage. Once the player stuns the opponent using Dragon Trident X, just use Kit C, Kit Z, Godhuman Z, C and X).
- Flame V2, meta Fighting Styles, Swords and Guns.
- Dragon, Spikey Trident, Godhuman. This would require skill, but it is mostly ground based and to hit the moves in air, the player would need aim, precision, and prediction.
- Shadow, Yama, meta Fighting Styles, meta guns. These builds would require small amounts of skill. However, they have good potential when mastered.
- Ghoul V3 + any good beast fruit like Yeti, Leopard, Kitsune etc for spamming can also increase bounty really quickly, as majority of players run from spammers rather than fight them.
There are not many skilled fruits, and using common fruits like Bomb, Rocket, Spin, Blade, and Spring is not suggested. However, there are a few. Most builds requiring heavy skills are sword or gun main, like:
- Portal, Godhuman, meta weapons.
- Ice, Sanguine Art/Dragon Talon, meta weapons.
- Control, Electric Claw, Cursed Dual Katana, Kabucha. This build has an infinite combo which is quite hard to escape.
PvP Tips (Gun-main Guide)[]
Gun mains are hard to come across, the obvious reason being that it is really hard to aim with a good gun. Adding onto the tips above, the player will need a good build. A recommended suggestion is to use either Acidum Rifle, Bizarre Revolver, or Venom Bow. These three guns have high combo potential, and Acidum Rifle does quite a lot of damage. For the player's Blox Fruit, this guide suggests using one with a good stun like Rumble, Dark, Ice, Portal, Quake or even Dough and Sand. Although it has yet to be tested, using Dough and Sand for gun-main combat theoretically can work. For the player's sword, Spikey Trident, Soul Cane, Pole (2nd Form), or Dragon Trident are suggested. Having a good stun/extender with the player's sword will make it easier to hit the player's Gun moves. It is highly suggested to use Spikey Trident as it is easy to hit the player's gun after the player pulls them in with the X move. This brings us to the last part of making the player's build, the Fighting Style. Many other gun-mains will recommend Godhuman or Superhuman. These two work well with all the listed swords and fruits, and Superhuman is often more popular among skilled players.
Build[]
Gun mains are hard to come across, the obvious reason being that it is really hard to aim with a good gun. Adding onto the tips above, the player will need a good build. A recommended suggestion is to use either Acidum Rifle, Bizarre Revolver, or Venom Bow. These three guns have high combo potential, and Acidum Rifle does quite a lot of damage. For the player's Blox Fruit, this guide suggests using one with a good stun like Rumble, Dark, Ice, Portal, Quake or even Dough and Sand. Although it has yet to be tested, using Dough and Sand for gun-main combat theoretically can work. For the player's sword, Spikey Trident, Shark Anchor, Dragonheart, or Dragon Trident are suggested. Having a good stun/extender with the player's sword will make it easier to hit the player's Gun moves. It is highly suggested to use Spikey Trident as it is easy to hit the player's gun after the player pulls them in with the X move. This brings us to the last part of making the player's build, the Fighting Style. Many other gun-mains will recommend Godhuman or Superhuman. These two work well with all the listed swords and fruits, and Superhuman is often more popular among skilled players.
Strategies[]
- When shooting a gun to make aiming easier while moving, go back and forth instead of left and right (Use W and S keys instead of A and D).
- Have shift-lock enabled to reset the player's mouse position when it goes too far from the top-center of the player's screen (Try to keep the player's mouse a head height above the player).
- Try and break the player's opponent's Instinct before getting into a combo. Most combos start with an Instinct breaking move, but it is better to drain their dodges and try and make them waste their Race V3 ability.
- Keep moving around when aiming/shooting.
- Use a smaller avatar and a Race like Rabbit or Ghoul to manually dodge the player's opponent and save the player's Instinct for aiming (Learn to Instinct trick as well).
- Keep the player's distance if the player's opponent is in their Race Awakening transformation.