Combat Changes
How fighting differs in FusionFall Forever: rockets, melee swings, type call-outs, Dash, weapon swapping, the Weapon Boosts key and monster level scaling.
Updated 2026-10-30combatweaponsnanosbalancepvp
FusionFall Forever keeps the original targeting and weapon classes, but a number of combat rules have been tuned since September 2026. This page lists every change that affects how a fight plays. For the basics of weapons and targeting, read Combat and Weapons.
Weapon ranges at a glance
| Weapon class | Reach | Enemies hit per shot |
|---|---|---|
| Melee | 3 m | up to 3 |
| Pistol | 12 m | 1 (see below) |
| Shattergun | 15 m | up to 3 |
| Rifle | 16 m | 1 (see below) |
| Rocket launcher | 20 m | up to 4, in a 5 m blast |
| Grenade launcher | 8 m | up to 5, in a 2.5 m blast |
Rocket launchers
Rockets were reworked in the September 17 and October 8 (B60) updates.
- A rocket fires the instant you click and flies straight at the enemy you have selected.
- Rockets reach 20 m, further than any rifle.
- A rocket hits harder the further it travels: no bonus point-blank, rising evenly to +50% damage at full range. Stand back.
- The blast is 5 m wide and catches every living monster inside it, up to the weapon's target count.
Melee swings
Melee weapons swing from both sides, alternating left and right, instead of repeating one swing (B60). An attack that hits several enemies plays one swing, not one per enemy.
Pistols and rifles can clip a second target
Pistols and rifles are single-target weapons, but a shot may now hit up to three monsters standing together. When it hits more than one, each takes 40% of the weapon's group damage. Shatterguns, rockets and grenades are still the better tools for crowds.
Nano type match-ups
Your summoned Nano's type against the monster's type still decides bonus or reduced damage. Since B60 the game tells you which one you got:
- your Nano calls out when you fight with the right, the wrong or the same type;
- the damage number shows Countered! when your type beats the monster's and Blocked when it loses.
Damage numbers from your own weapon are white; critical hits stay orange.
Dash is a Nano power
Dash is no longer a free movement trick. It is a Nano power (September 14).
- Your summoned Nano must know Dash. Numbuh Two, Vilgax and Hex carry it in place of Group Recall.
- Double-tap a movement key (W, A, S, D or an arrow key) to dash that way, or press the Nano power button. It works in mid-air.
- A dash travels 2.5 times as far as the old one. It costs Nano stamina and has a 5 second cooldown.
Eddy's powers are Health (Self), Run (Group) and Guard.
Guard and Treasure Finder
- Guard cuts incoming damage by 25%, or 30% with a gumball, and still protects your boosts and potions. It also adds half a second of protection after a hit, or one second if you hold a melee weapon and the attacker is in melee range.
- Treasure Finder keeps its old effect and also raises your Sooper and Sooper Dooper C.R.A.T.E. chances by 25%, or 30% with a gumball.
Drain powers
A target under a drain power no longer flinches and cries out on every tick. Its health bar simply drains.
Nanos in PvP and on vehicles
- Offensive Nano powers work on players you are allowed to fight: duel opponents and bounty targets. See PvP and Duels.
- You can summon a Nano and use its powers while riding an ordinary vehicle.
The Weapon Boosts key
Weapon Boosts are spent automatically as you shoot. Press B to switch them off and on (desktop and web; rebind it under Weapon Boosts in the COMBAT key list). While they are off your attacks neither use nor gain the boost, so you can save your stock for a boss. Boosts are switched back on every time you log in.
Weapon swapping
You can change your active weapon once per second, and you cannot fire for one second after a swap (B131, October 30). Swap before the fight starts, not in the middle of a burst.
Enchanted gear
Each enchant level adds 5% to the piece's stats, so a +10 item is 50% stronger than the plain one. Higher-level gear still wins over a heavily enchanted low-level piece. Details are in Enchanting.
Monsters above your level
Fighting a monster above your own level is harder in both directions. Monsters at or below your level are unchanged.
| Monster is above you by | Your damage to it | Its basic attacks on you |
|---|---|---|
| 1 level | 88% | 120% |
| 2 levels | 76% | 140% |
| 3 levels | 64% | 160% |
| 4 levels | 52% | 180% |
| 5 levels | 40% | 200% |
| 6 levels | 40% | 220% |
| 7 levels | 40% | 240% |
| 8 or more | 40% | 250% |
Your damage never drops below 40% and a monster's bonus never goes above 250%.
Defeated monsters
A defeated monster stays on the ground for 4.5 seconds, so you see it fall (B132). Drops, mission credit and Monster Card progress still arrive with the final blow, and respawn times did not change.
Smaller changes
- Fusion Saber damage was lowered in September. See Fusion Sabers.
- Potions make a sound when used, and a kill that counts toward a mission plays a sound.
- Rockets and grenades fired by other players are drawn in flight. See Smoother Multiplayer.
