Dodging is a Combat mechanic in Elden Ring. It allows you to evade enemies' attacks or even pass through them without getting hurt.
Dodging in Elden Ring
|Roll||Move + ⭘||Move + B||Move + Space|
Rolling is the most common way to dodge, since it allows you to cover a fair amount of distance in the direction of your choice. Not only that, it gives you a large number of invulnerability frames, also called "i-frames". During these frames, you can't be damaged by incoming attacks—they'll just pass harmlessly through you. Making good use of i-frames is crucial to getting comfortable with combat in Elden Ring.
Backstepping is less common, because it covers less ground than simply rolling backwards and doesn't provide any i-frames. However, it's much quicker and can be followed up with a Lunge Attack, so it's worth keeping in mind.
The precise details of your dodge roll and backstep depend on your Equip Load. (All frame data below is for 30 FPS.)
|Weight Ratio||Roll||Backstep Recovery|
|30.0% - 69.9%||13||8||Medium|
|70.0% - 99.9%||12||16||Slow|
|≥ 100.0%||Cannot roll or backstep|
There are also a couple items that add additional i-frames after the normal ones. These don't stack with one another, nor do they apply to dodge skills.
Dodging is a powerful tool, but it can take practice to get the most you can out of it. Here are some tips to get the most out of your dodges:
- Roll In: When you're in danger, it's always tempting to dodge away from the enemy. After all, you're dodging to avoid danger and the enemy is the source of that danger! But it's often better to dodge towards the enemy instead. Not only will this put you in position to land a few attacks, it'll often avoid naturally avoid follow-up moves that are intended to punish people who roll away.
- Roll Through: It may seem counterintuitive, but when you see an attack incoming it's usually best to roll into the attack (in other words, roll in the opposite direction of the attack's movement). The attack won't hurt you as long as you have i-frames for every frame you intersect with its hitbox, so you want to overlap with it for as few frames as possible to ensure that it's not still touching you once your i-frames expire.
- Be Patient: Many bosses in Elden Ring wait just long enough to let their attacks fly that, if you roll when you first see them winding up, the attack will actually land when you're out of i-frames. This is known as "roll catching", and it's there to teach you patience. Don't roll just because you feel threatened, roll when you actually see an attack flying down towards you.
- Born to Run: Once you're comfortable dodging, you might want to use it for all your get-out-of-danger needs. But don't forget that you can hold the button to run as well! Although running doesn't give you any i-frames, it's faster and consumes much less stamina than repeated dodges. Once you're out of an enemy's range, running is a much more effective way to put distance between you than dodging.
You can also dodge some attacks by jumping over them.
Jumping only gives you partial i-frames: you're invulnerable from the waist down, but your head, chest, arms, and even hands can still be hit by attacks. This makes it useful specifically for dodging attacks that slash horizontally or erupt from the ground. In exchange for only giving you partial invulnerability, this invulnerability lasts much longer, covering 25 frames of the jump animation with only 5 frames of recovery afterwards (at 30 FPS).
Various other actions you can perform provide i-frames as well. While these won't be your primary means of dodging, they can be very useful in a pinch.
- FP indicates how much FP is consumed when you use the skill.
- Delay measures how many frames (at 30FPS) elapse between pressing the skill button and becoming invulnerable. Lower is better.
- I-Frames measures how many frames (at 30FPS) you are invulnerable to damage after the delay. Higher is better.
- Recovery measures how many frames (at 30FPS) elapse after the i-frames end but before you're able to roll again. See also Recovery Frames below. Lower is better.
|3||0||15*||6 - 12||Dash in a direction, or circle around a locked-on enemy.|
|5||0||16*||5 - 11||Dash a long way very quickly in one direction. Repeated Bloodhound's Steps are the fastest way to move on foot.|
|20||4||30||1||A standing dodge that grants the longest continuous i-frames in the game, as well as a very short recovery window.|
|14||0||-||-||Unlike other dodge skills, this doesn't grant you i-frames. Instead, it automatically dodges the next single attack that would hit you.|
|12||58||20||25||After using the skill, press Heavy Attack to dash forward for a follow-up attack. You're invincible only during this dash, but when used effectively it can dodge through incoming attacks.|
|5||0||20||9||The first activation dodges backwards, which you can then follow up with one or two additional attacks.|
*: If you use Quickstep and Bloodhound Step multiple times in a row, uses after the first have 2 fewer i-frames (unless you're using Quickstep and you have a light Equip Load, in which case it's only 1 fewer). Also, if you're out of FP, they only ever have 5 i-frames.
Different actions take more or less time to perform after a dodge, and sometimes even depend on which direction you dodge in or your Equip Load.
(Repeated, Light Load)
|Vow of the Indomitable||1||10||1||1||1||1||5||10|
Different dodges can also cover more ground, allowing you to more easily get out of the way of incoming attacks. How far you roll frequently depends on your Equip Load. The numbers below measure in-game meters covered during the invulnerable portion of a dodge.
|Name||Light Load||Medium Load||Heavy Load||Overencumbered|