Master melee combat in The Witcher 3: Wild Hunt. Learn about fast/heavy attacks, Whirl, Rend, and defensive maneuvers like blocking, staggering, dodging, and rolling.
This section focuses on the combat aspects of The Witcher 3: Wild Hunt, specifically for a swordsman build. It details the core mechanics of melee combat, including sword types, basic attacks, and advanced combat abilities.
Melee Combat
- Geralt wields a Silver Sword for monsters and a Steel Sword for humanoids, with automatic switching.
- Fast/Heavy Attacks: Light attacks are quicker but deal less damage; heavy attacks are slower but deal more damage. Heavy attacks are best used on unaware or stunned enemies. These can be enhanced with critical strike %, bleeding effects, and damage bonuses in the Combat skill tree.
- Additional Melee Abilities:
- Whirl: An area-of-effect spinning attack.
- Rend: An armor-piercing overhead slash dealing significant damage.
Ranged Combat
- Geralt uses a crossbow for ranged attacks, with time slowing slightly while aiming.
- Crossbow effectiveness can be modified with different crafted bolts.
- Marksmanship Skills: Enhance crossbow abilities like slowing time further, increasing critical hit damage, and disabling enemy abilities.
Finisher Attacks
- Triggered by a button prompt when an enemy's health is low, resulting in a stylish execution.
- Automatic finishers are enabled by default but can be toggled off, which is recommended for higher difficulties.
Avoiding Attacks
- Blocking: Nullifies most standard melee attacks but is less effective against poison, fire, or magical damage.
- Staggering: Timing a block just before an enemy attack deflects it and temporarily stuns the enemy, allowing for a follow-up hit. Only works against melee attacks.
- Dodging: A quick side/back step to evade danger while maintaining close proximity to the enemy. Useful for unblockable attacks and setting up counterattacks.
- Rolling: Covers more distance than dodging, useful for evading large boss attacks or area-of-effect abilities.
- Defensive Skills: The Defence portion of the Combat Skill Tree offers abilities like Deflect Arrows, which allows Geralt to deflect incoming projectiles by timing a block.
Magical Signs
- Geralt can use five magical Signs, consuming Stamina.
- AARD: A telekinetic push that can knock down or stagger enemies; can also destroy weak walls.
- AXII: Temporarily stuns single enemies or can be used in dialogue to influence outcomes or calm animals.
- IGNI: A fire-based attack that damages enemies and can set them on fire, causing damage over time. Can also light torches.
- QUEN: A defensive barrier that significantly improves Geralt's defense but drains Stamina.
- YRDEN: Creates a magical trap on the ground that slows enemies and, in its base form, pulls spectral enemies into a physical form.
Alchemy, Potions, Oils and Bombs
- Geralt can craft alchemical items using recipes found or purchased.
- Once crafted, recipes are remembered, and items are automatically replenished upon meditation if sufficient alcohol is available.
- Bombs: Throwable alchemical explosives with various effects.
- Potions: Consumable items providing buffs and advantages in and out of combat.
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