Sword Survival Games Hard WASD moves, Space cuts, K heavy, Shift guards, Z dodges

Monster Blade

The full creature roster in one arena, and the game that introduces the blade charge. Every hit you land adds charge; a full bar spent on a heavy attack becomes a charged strike that passes through everything it touches and goes straight through a shielded creature's plate. Charge does not regenerate on its own, so it is a resource earned from clean fighting.

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About Monster Blade

Seven creatures, each with a job

The game names each creature the first time it appears, and each name is attached to a specific problem. The Husk is fast and fragile. The Flitter sidesteps a swing thrown on reflex. The Wingling approaches on a curve rather than a line. The Platebearer bounces light hits off its front.

The Grinder is slow, tough, and its slam cannot be blocked at all. The Rune-speaker throws bolts from range and is the only creature that can reach you while you are busy. The Thornball cannot be attacked and exists to make part of the arena unusable.

None of them is a damage sponge for its own sake. Every one changes how you have to move, which is why a nine-creature wave feels different rather than merely busier.

What the charge is actually for

A charged strike is not a damage bonus dressed up as magic. It exists to answer two specific problems that ordinary attacks are bad at: a group that has formed into a line, and a Platebearer you cannot get behind.

It takes twelve landed hits to fill, and taking damage costs four. That means a full bar represents a genuinely clean stretch of fighting, and holding it through an easy wave so it is ready for a hard one is a real decision.

It also sweeps Rune-speaker bolts out of the air within its radius, which makes it a defensive tool as well as an offensive one.

Wave rhythm and healing

Waves clear completely before the next begins, and every third wave restores a heart. That fixed pattern is what makes long runs possible without making short ones trivial.

Wave clear bonuses scale with the wave number, so the last wave you reach is usually worth more than everything before it - which is a reason to take a risk on the final creature rather than playing out a wave you have already effectively won.

How to play

  1. Press Start. WASD or the arrow keys move; the mouse aims.
  2. Press Space for a light attack. Every hit that lands adds one point of charge.
  3. Press K for a heavy attack. With a full charge bar it becomes a charged strike.
  4. Hold Shift to guard, or press Z to dodge.
  5. A charged strike cuts through a line of creatures and ignores plate armour.
  6. Every third wave restores a heart. Taking damage costs four points of charge.

Controls

Controls for Monster Blade on desktop and mobile
WhereWhat to do
MoveWASD or arrow keys
AimMouse position, or your direction of travel on touch
Light attackSpace, J, or click
Heavy / charged attackK
Guard / parryHold Shift
DodgeZ
TouchGuard, Dodge and Attack buttons; drag to aim

Scoring

These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.

Charged strike on a linePer creature it passes through280 pts
Perfect hit on a staggered creatureStruck while open230 pts
ParryFree, and staggers them200 pts
Clean hitWell-centred swing150 pts
Wave clearedMultiplied by the wave number300 pts
New creature identifiedFirst appearance of each type200 pts

Tips

  • Save a full charge for a Platebearer or a formed-up line, not for the next thing you see.
  • Rune-speakers first. They are the only creature that can hurt you across the arena.
  • Thornballs cannot be attacked. Route around them rather than trying.
  • Taking a hit costs four charge as well as a heart - a clean run charges twice as fast.
  • The Grinder's slam is unblockable. Walk out of it rather than raising a guard.
  • Wave clear bonuses scale, so the last wave you reach is worth more than all the early ones.

Common mistakes

  • Spending the charge as soon as it fills, on whatever happens to be nearby.
  • Light-attacking a Platebearer from the front, which just bounces.
  • Attacking a Flitter on reflex - it sidesteps precisely that.
  • Guarding a Grinder's slam, which is unblockable and costs you the stamina anyway.
  • Ignoring the creature names when they appear. They tell you the answer.

Features

  • Seven original creatures, each named and introduced on first appearance
  • Blade charge earned only from landed hits and lost when you take damage
  • Charged heavy strike that pierces a line and ignores plate armour
  • Charged strike also sweeps incoming bolts out of the air
  • Health restored every third wave
  • Guard, parry and dodge all available from one shared stamina pool

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Monster Blade - questions

How does the blade charge work in Monster Blade?

Every landed hit adds one point, twelve fills the bar, and taking damage costs four. A heavy attack thrown on a full bar becomes a charged strike.

What does a charged strike do differently?

It has a wider arc, passes through every creature in its path, ignores a Platebearer's front plate and knocks bolts out of the air.

Can Thornballs be killed?

No. They cannot be attacked at all. They exist to make part of the arena unusable and should be routed around.

Which creature is the priority target?

The Rune-speaker. It is the only one that can damage you from across the arena while you are dealing with something else.

Do I get health back?

One heart at the end of every third wave.

Guides for this game

Cornerstone · 9 min read

Sword Survival Strategy Guide

How to fight a crowd: kiting, target priority, corner discipline and why standing still always loses.

Cornerstone · 9 min read

Sword Combat Mechanics Explained

Every mechanic in the combat system, what it costs, what it beats, and when it is the wrong choice.