Ridika, the Swift Punisher [In Progress...]

Archeblade34 views2 favorites11 min readby BerogiView on Steam ↗

Introduction

Hello everyone and welcome to my not-so-amazing guide for Ridika! I've had this guide unlisted for absolute ages (like 2 years) and I really should've released it. But with the revent announcment that a community team will be working on the game again I decided to release this even if some parts are incomplete! Any comments with square brackets [ ] are comments I've put recently.

About Me


Stats

Health Points: 1950
Armor Points: 1300
Stamina Points: 70
Speed: 700


Ridika is a fast character(I don't mean bacause of the speed stat, but with her attacks), that if used correctly can get up to a "Massacre" killstrike and thrash anyone in front of her! She combines her swift attacks with amazing manuverability to make a deadly combo, while her shield and health isn't so bad. Her combos affect an area around her, which can be used to your advantage. Everyone will fear you!

When I mention these letters I will mean this:

L = Left Mouse Click
R = Right Mouse Click
J = Jump (AKA Space Bar)
F = Blind Love (Default hotkey F)
Q = Heartbreaker (Default hotkey Q)
Alt = Charge Attacks

Shift = Ascend/ Glide (Default hotkey Shift)

Also a small definition of stagger or stun-lock that will be mentioned a lot:
Stagger is sort of a mini stun, where enemies are unable to attack/ respond or move after an action from either you or the enemy.

Disclaimer
Anything I say from now on is my personal opinion and might not be always true.

This guide is still under lazy construction so it'll take some time to be complete :P

Basic attacks/ Basic Combos

I shall now list Ridika's attacks and add a small description of how useful the attack can be, along with a couple of strategic uses and why you should do it that way.

L (1st L)

Ridika's first L is a small step foreward, followed by a medium powered Left slash with her smitars; It can hit up to 2 times, dealing about 100 - 160 with each hit or 210 - 230 per hit if it's a back attack.


This move by itself isn't much at first sight, but as all first L, it's the start of every combo. The stagger of this attack is particularly low, providing a small window of time, though enough time, to connect with a L or R. There is also a more advanced mechanic involved with the first L (Check Advanced Attacks/ Mechanics).

LL (2nd L)

Here, Ridika does a spinning slash with her smitars without moving. It deals 140 - 160 dmg per hit from the front and 210 - 220 if it's a back attack. This can also hit twice. With this attack you can also hit enemies that are directly behind you once.

Even though this attack isn't really good, you have to do this in order to string with L or R. The stagger on this is the same as the 1st L, so don't expect the enemy to be staggered for too long.

LLL (3rd L)

Here, Ridika does a diagonal slash with her smitars twice, moving forward a few steps as she does the attack. It deals 60 - 80 dmg from the front and 100 - 110 dmg if it's a back attack. This attack can hit 4 times.

This attack is terrible mostly damage-wise. You can otherwise use it as an "unexpected attack", but this works more often on more advanced players, since they expect a LLR, so they lift their guard and prepare to attack you. Another less reliable use is as a finisher, but the low damage may leave your enemy alive with very little health if you don't 'calculate' the damage right. (With calculate i mean visualising the damage you will inflict on the enemy's health bar)

R (1st R)

Here, Ridika dashes forward, swinging her swords in a circle around her dealing low damage in a relatively large area. This attack deals 50 - 100 dmg per hit from the front and 110 - 150 dmg per hit if it's a back attack. The spin can hit enemies up to 4 times.

This attack is relatively good in gap closing and even better if you score a back hit as you can sometimes do about half of the enemy's health in one spin! You can also hit targets that are in the air(or are about to jump), but they have to be within a certain height. After this attack is completed you can either follow up with another R or wait for the animation to finish. There is a bit of stagger at the end of this attack. But the enemy can only take advantage of that if they are coming in at the end of the attack, or if you miss. If an anemy was already in the circle of influence there is no way they can retaliate (Unless it's a Tiac and he does his F). Otherwise, if they guard from the attack, there is still stagger, which leaves no space between your R and 2nd R for the enemy to attack you. There is a more advanced mechanic with the first R (Check Advanced Attacks/ Mechanics)

RR (2nd R)

Ridika spins again in the opposite direction dealing moderate-low damage on a larger radius. This attack deals 50-110 damage per hit from the front and 70-170 damage per hit from the back. It can hit up to 4 times.

Not much to be said about this apart that it's got the same effect as the 1st R, but it's got slightly more range and damage than the 1st R. Note that after the end of this spin there is a large stagger on yourself, which can be used by smart enemies to easily attack you. Use with caution.

Alt + R (1st R)

Ridika does the same as the 1st R, but instead gains super armor for the duration of the 1st R. Super armor reduces damage to the user and boosts their attack.

A good reason to use your Stamina Points(SP). Using alt on the 1st R is a really good way to finish an enemy off, because of the bonus damage. I haven't been able to figure out how it can be used more defensively, but I assume it's useful when you're jumping into a teamfight where e.g. a danmei is about to R. Be warned, though as this move can be interrupted if someone hits you mid- way to your destination; The super armor only applies when you're spinning.

R Alt + R (2nd R)

Ridika dashes again a fair distance and spins giving her super armor for the duration.


A good reason to use your Stamina Points(SP). This attack is a great surprise attack considering how fast Ridika jumps to her next destination. It can also be used to jump from enemy to enemy so you make some amazing double kills. XD On newer players this attack will almost always hit, if aimed correctly (My experience shows me that newer people to the game tend to forget to guard. Even though i barely block, only dodge)

JL

Ridika thrusts her schmitar in front of her. This attack deals 250 - 255 dmg from the front and 370-375 dmg if it's a back hit.

I call this attack 'the poke', since... well no explanation needed XD. The stab pushes the enemy backwards a bit. You could use this on an airborne enemy near a cliff so you can push them off the cliff, guaranteeing you a kill. (by near i mean 1-2 meters). Other than "poking" there is little use for this attack. You can use it on people who jump a lot for example. Becasue of it's really small hitbox it's hard to land. You could abuse a bug which enables you to use air attacks on the ground, you just use the attack right before you land(you'll still move normally, even a bit faster during the attack)

JR (1st R)

Ridika slices at the enemy with a cross cut. This attack deals 250 -255 dmg from the front and 370 - 385 if it's a back hit.

Your free mobility attack, unless you're climbing a slope this is a great way of moving a bit faster, and avoiding a bit of dmg (e.g.from a renoah), without using your valuable stamina points (SP) to glide. This attack copes well as a dodge + hit attack, because of its huge area of effect in front of you, but it suffers to it's slow cast time.

JRR (2nd R)

Ridika dives at the opponent with a downward stab. This attack deals 285 - 295 from the front and 420 - 430 if it's a back hit.

Although it looks rewarding to hit an enemy with this attack, you should avoid using this attack, because there is a higher chance for it to miss than hit, if you don't know where you're going to land. I find it to be quite rewarding as a finisher, making this one of my more show-off moves. Because of the higher damage, it can prevent your enemy from escaping and keep them in the air for a while longer.

Advanced Combos

The below are pretty much what you should do when you get a bit more skilled with Ridika, you might even find yourself discovering these mechanics or combos while playing Ridika!

Remember: Attacking is only part of the fight, remember to defend (default key E) and learn to use your attacks to dodge and counterattack!

L (1st L)
Ridika's 1st L is what makes her so mobile than everyone else, you can control where you go by turning left or right with your mouse. Using this you can easily score a back hit and oftentimes the followup R.

R
Same as the 1st L, the R can also have it's path altered and can be used for back attacks, although way harder than the L. This is done by jumping before you go past the enemy and flick your mouse behind them while pressing R.

[More combos do exist, but it's been so long I dont remember them, so think some up! It's part of the fun of this game after all!]

Hero Matchups

Cezane
This little lich is a pain to deal with. He has swathes of utility and relatively good distance maintainance, as well as effective ranged combat ('Sif his abilities weren't already). make sure to keep in mind:
Rushing directly at this guy, or even attempting to engage him at all can feel like a suiside mission at times, especially when he seems to block your every action.
JRR jumps over his LLL chain, but it doesn't fare well against his JR poisoned blades spam.
Dealing with his JR is done well with altR altR, timing needs to be good though.


Elika
When elika is being flighty, you have to wait out her JRs (jump and backflips), dodge her ground play (R, shift R, L and the like) and catch her with alt RRs or match her mobility with your own JRRs. Remember that after Elika does her LL there is a large enough gap for you to exploit, if you're in front of her. If she manages to hit you with her LLLR then you'll be immobile for a very long time and there will be a high chance for you to get hit by another hero.


Elrath
There aren't many that play her well, and she's more threatening to your team than you, but while chasing her down, there are a few things to note:
Her JL can be wicked, Elrath can put it on the end of or between strings to reposition while still applying melee pressure. Watch your enemy to see if she does this, and make sure to block a little longer, or interupt her more often with an Alt R to counter.
Giving her a breather gives her free JR hits, don't let up the assault unless you need to disengage.
You may be able to catch her with Shift(hold) RR if she teleported into the sky a little lower than she should have.
RaltR is your best friend against this dashless character.


Renoah
Renoah has a high skill ceiling, and and advice given here, a good renoah likely has a response to it. things to keep in mind:
No matter what you do, always know that renoah is "functional" in melee, there have been too many ridikas that overzealously pursue a renoah and don't block her attacks when she gets priority.
Snipes be bs, close distance with her to not die. (you can also block snipes, but it rarely gets you anything other than a moment of respite to advance on her)
Don't approach her head on. walking straight to her is as bad as standing still with a target on you. For defensive manuvers against her snipes or bullets use your JR (on less accurate Renoahs) or spam shift left and right to reposition.

[More to be added eventually if the creators ever get together]

Special Thanks

Majeflyer For weakness - strength help with Renoah, Elrath

Taher For weakness - strength help with Elika, Ridika

Spinning (rest in peace his poor soul) For weakness - strength help with Fire Renny, Glacier Renny

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