Dodge Roll (Move)
The dodge roll is a move in Enter the Gungeon that allows the player to dodge though or out of the way of incoming projectiles.
Mechanics[edit | edit source]
- The dodge roll lasts about 0.7 seconds from the time the player activates it to the time that the player finishes rolling on the ground and regains control.
- When beginning a dodge roll, the direction the player is moving in determines what direction the player will roll in. The player can only roll in the 8 cardinal and diagonal directions.
- During the first half of the dodge roll, the player is immune to all damage, and can safely pass through bullets unharmed.
- During the second half of the dodge roll, the player continues to move, but becomes vulnerable to damage.
- Dodge Rolling over a non-flipped Table allows the player to slide across it along with any connecting tables in the player's direction.
- Pressing the Dodge Roll key while sliding over a table cancels the table slide, and destroys the table.
- Despite common belief, the player is invulnerable to projectiles while sliding over tables. The misconception that tables do not provide invulnerability stems from the fact that the slide is immediately cancelled upon reaching the other side of the table, making the time that the player is invulnerable effectively much less than a regular dodge roll.
Notes[edit | edit source]
- If on fire, dodge rolling lowers the meter and removes the status if the meter is fully depleted.
- When dodge rolling, while in the air, the player can jump over pits. They are also immune to goop and will not set off traps.
- Dodge rolling into an enemy deals 3 contact damage and slightly knocks them back. The player will take damage if they are still in contact with the enemy during the second half of the roll.
- If the player deals enough damage to kill an enemy, the player's momentum will not be stopped.
- Live Ammo multiplies dodge roll damage by 5, for a total of 15 damage.
- Armor of Thorns multiplies dodge roll damage by 7, for a total of 21 damage.
- Blast Helmet multiplies dodge roll damage by 3, for a total of 9 damage.
- If the player has Live Ammo, Armor of Thorns and Blast Helmet, rolls deal a total of 315 damage.
- After dodge rolling, the fire rate of certain weapons is temporarily slightly increased.
- Dodge rolls can be made quicker (and therefore safer) by dodge roll upgrades such as the Cloranthy Ring. An indirect upgrade is given by the Springheel Boots, which can effectively double the immunity time of a dodge roll.
- Rolling Spikes are still harmful when dodge rolling.
- When near a table, flipping the table and pressing the key for rolling at the same time will provide an animation of flipping the table, while the player continues to move. This has the same speed as a dodge roll, while not slowing down the player and having a longer invincibility period.
Tips[edit | edit source]
- Avoid dodge rolling when not necessary, as the lack of control may cause the player to end up in harm's way at the end of a roll.
- The dodge roll can be used to exit minecarts found in the Black Powder Mine, and can also be used to jump from cart to cart.
Trivia[edit | edit source]
- The creators of Enter the Gungeon, Dodge Roll, named themselves after the dodge roll move.
- Many bosses' attacks are impossible to avoid without using the dodge roll.
- Only 2 enemies are shown to use the dodge roll, these being the Gun Cultist and the Resourceful Rat briefly when he retreats during his first phase.
- Technically speaking, the enemy player during the Cultist's past is also an enemy that can use the dodge roll.
- The unused form of the Resourceful Rat boss spawnable via game modification prior to the Advanced Gungeons & Draguns update also used repeated dodge rolling as part of its movement pattern.
- In game, NPCs will refer to the dodge roll (such as Bello), but instead of being known as a move that passes the player over bullets, it is known as a move that passes you through bullets unharmed. This might be a play on how the game appears two-dimensional.
- This is evident by one of Blockner's ghost lines being "What I don't understand is why the bullets weren't hitting you. It really looks like they should."