THE ELEMENTAL BREATH

Guide · 8 min read · Updated

Every dragon has the same single attack: the Elemental Breath. It can cut a rival in half or end it with one precise shot to the head. Learning when to tap, when to charge and when to dodge is what separates a good dragon from a great one.

Inferno firing a beam of fire that cuts a rival dragon's tail into glowing orbs

Charging and firing

Hold the Breath button to charge and release it to fire. The longer you hold, the stronger the shot, up to a full charge after 1.2 seconds. Even a quick tap fires once a small minimum charge has built.

Quick tapFull charge
ReachShortAbout twice as long
WidthNarrowWider, easier to land
Slice depthCuts up to 20 % of a dragonCuts up to 50 % of a dragon
Can headshot?NoYes (from about 60 % charge)
Spirit cost1633

While you charge, your dragon slows to half speed and turns a little slower, and a dashed aim line appears in front of you for everyone to see. After each shot there is a 1.8 second cooldown before the next charge can start.

Only the front hits. The beam stays on screen for half a second, but only its travelling front deals damage. Flying through the glow after it has passed is safe.

Body hit: the slice

When the Breath touches a rival's body, it cuts the body at the first point it touches. Everything behind the cut is severed and breaks into orbs along the tail – orbs anyone can eat, starting with you.

Head hit: the headshot

If a Breath charged to at least about 60 % touches a rival's head, it is a headshot: the rival is defeated on the spot and drops its loot. The head counts first – if the same beam crosses both the head and the body, the headshot wins.

Landing a headshot refunds a full shot's worth of Spirit, so a good shooter can keep firing. A head hit with too little charge simply counts as a slice just behind the head.

How to land headshots

  1. Shoot the path, not the head. Aim where the head will be when the beam arrives, especially against fast or boosting dragons.
  2. Use head-on approaches. A rival flying straight toward you has its head in line for longer.
  3. Punish turns. A dragon that turns away from your aim line shows you the side of its head.
  4. Release early. A charge at two thirds is enough for a headshot and gives your target less time to react.

Armor and cracks

A giant cannot be ended by one lucky shot from a tiny dragon. If the target has more than twice your Might, your first headshot cracks its armor instead of ending it. For the next five seconds, a headshot from anyone on that cracked dragon is fatal.

That makes cracks a team effort in a crowded arena: one dragon cracks, another finishes. An Ascended dragon ignores armor completely.

Dodging the aim line

Every charged Breath is announced by the aim line, and you have up to a second to react. The best dodges:

Do elements matter?

Every dragon breathes one of four elements – Inferno (fire), Glacier (ice), Thunder (storm) or Gale (wind). The elements look and sound completely different, but their rules are identical: same damage, same range, same width, same cost. Pick the one you like to look at.