The dodge is the most misused mechanic on this site. It is not an escape button, it is a brief window of invulnerability attached to a movement, and the two halves of that description have different timing requirements. Getting the timing wrong makes it worse than useless.
The numbers
A dodge lasts about 0.24 seconds and covers roughly 170 pixels. The first 0.17 to 0.19 seconds grant full invulnerability - everything after that is vulnerable movement.
It costs one stamina and has a cooldown of around half a second after it finishes, which means the dodge is available roughly once every three quarters of a second at best.
The movement is front-loaded: you cover most of the distance in the first half of the dodge, which is why it reads as a burst rather than a slide.
Why dodging late beats dodging early
The invulnerability is at the start. That means a dodge thrown well before an attack lands puts you in the vulnerable tail of the movement exactly when the blow arrives.
Concretely: if you dodge 300 milliseconds before an attack connects, your invulnerability expired 130 milliseconds ago and you are still 60 milliseconds from being able to act again. You have moved, spent a stamina point, and are standing still to take the hit.
Dodging slightly late is far more forgiving. The invulnerability begins immediately on the input, so a dodge pressed as the attack is landing catches it with the very start of the window - which is the widest part.
That front-loading is a deliberate design decision. Centring the invulnerability would make the timing forgiving in both directions and remove the skill from the mechanic entirely.
Ad space reserved. See README.md to connect an ad unit.
Which direction
Against a lunge or any long narrow attack, sideways. The attack has enormous length and almost no width, so a step perpendicular to it leaves the area entirely while a step backwards stays inside it.
Against a radial slam, directly away. The attack is a circle centred on the enemy, so the shortest path out of it is straight out.
In a crowd, through rather than away. Dodging away puts you at the arena edge with the crowd between you and open ground; dodging through puts them behind you, which is exactly the position kiting wants.
The exception is a Thornball, which cannot be attacked and should never be dodged into.
What a dodge is worth beyond survival
Several games pay for a successful dodge directly - 60 to 120 points depending on the game - which is a small but real incentive to dodge rather than block when both are available.
It also preserves your combo, which a hit does not. In a game with a multiplier of six, a successful dodge is worth considerably more than its listed points because of what it prevents.
And it repositions you, which a block does not. In the arena games, the repositioning is often worth more than the invulnerability - a dodge through a crowd achieves in a quarter of a second what walking would take two seconds to do.
Dodging into space you have not looked at
One failure is common enough to name, because it looks like correct play right up until it is not: dodging away from a threat into ground you have not checked.
The invulnerability lasts for the movement, not after it. A dodge that carries you clear of one attack and deposits you next to two enemies you had not been tracking has traded a hit you were going to take for a position you cannot recover from. In a crowd this is the single most common way a good defensive read still ends a run.
The fix is to make the direction a decision rather than a reflex. Dodging away from the threat is the instinct; dodging toward open space is the correct version, and they coincide less often than you would hope. If you genuinely cannot see where you are going, moving normally and taking the hit is frequently the better trade.
Why you cannot chain dodges
The half-second cooldown means dodging is not a movement mode, and players who treat it as one arrive at every important moment with nothing available.
Between the dodge itself and its cooldown, the mechanic is available roughly once every three quarters of a second at best - and that assumes stamina, which two consecutive dodges plus any attack will have emptied. In practice a wave gives you two or three genuinely free dodges, and everything after that is borrowed against actions you would rather take.
The habit that follows is to move first and dodge second. Ordinary movement costs nothing and solves most positioning problems; the dodge exists for the ones it cannot. If your bar is regularly empty when an unblockable attack arrives, the cause is usually two dodges earlier that walking would have handled.
When not to dodge
When you have one stamina point and no immediate threat, hold it. That point is the reserve that keeps a dodge available for the attack you did not see.
When the cooldown is still running. Several games draw a small bar for it - pressing during the cooldown does nothing and the input is not buffered.
When a block would do the same job. Blocking preserves the combo too and does not move you out of position, which matters in defence games where your position relative to the objective is the whole point.
Key takeaways
- A dodge is 0.24 seconds long with invulnerability in the first 0.17 to 0.19.
- Dodging early puts you in the vulnerable tail exactly when the attack lands. Late is far more forgiving.
- Sideways against a lunge, straight out from a radial slam, and through a crowd rather than away from it.
- A successful dodge pays points, preserves the combo, and repositions you.
- Do not dodge on your last stamina point, during the cooldown, or when a block would do the same job.
- Never dodge into a Thornball - it cannot be attacked and contact costs a heart.
Frequently asked questions
Should I dodge early or late?
Late. Invulnerability is front-loaded into the first 0.17 seconds of a 0.24-second dodge, so an early dodge leaves you standing still and vulnerable when the attack arrives.
Which way should I dodge?
Sideways against a lunge or any long narrow attack, directly away from a radial slam, and through a crowd rather than away from it.
How often can I dodge?
Roughly once every three quarters of a second - a 0.24-second dodge plus a half-second cooldown - and each one costs a stamina point.
Is dodging better than blocking?
Usually, because it pays points, preserves the combo and repositions you. Blocking is better when your position relative to an objective matters.
Why did my dodge not do anything?
Either the cooldown was still running, or you had no stamina. Neither input is buffered, so the press is simply dropped.
Can I dodge repeatedly to move around?
No. Between the dodge and its half-second cooldown it is available roughly once every three quarters of a second, and stamina runs out first. Move normally and save the dodge for what movement cannot solve.
Where should I dodge if I cannot see open ground?
Do not dodge. Moving normally and taking the hit is usually the better trade, because a dodge that lands you next to enemies you were not tracking is unrecoverable.