Challenges

Frenzy: Cooldowns and Player Reports

Frenzy shortens active cooldowns for both sides. Prepare for faster enemy attacks and distinguish recorded player experiences from unverified no-damage claims.

Challenge restrictions and player experience

  1. Frenzy reduces all active cooldowns, including enemy attacks, by 66%; enemies are also faster and sturdier. A familiar enemy therefore gives you less time between attacks than in a normal run.
  2. Use the faster return of your own abilities without assuming the opening is safe. After an enemy attacks, check where its next hit will land before stopping to attack or eat; keep an escape path open.
  3. Compare defence, movement and food access with the problem that ended your previous attempt. An attack-focused route needs time to land hits; an avoidance route needs reachable food and a way to survive the boss phase. Neither plan is proven superior by one player post.
  4. Masklein titled a Frenzy gallery “0 Dmg Run On Frenzy Challenge” and said Hibernation never appeared. The readable text does not distinguish damage dealt from damage taken, show the result card or list a complete build. It cannot establish a verified no-hit clear, a no-damage achievement or a required set of evolutions.
  5. In a February demo discussion, Saobie reported using Slide in Frenzy, visiting 47 points of interest and obtaining purple Nomadic. This is a historical movement example, not a current balance test or a promise that those choices will appear.
  6. Use related builds as references for individual tools. Check their requirements against Frenzy before copying a sequence, and compare the cooldown shown in your current run rather than assuming normal-mode timings.

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Before the attempt

Use the shorter cooldowns to reassess when an action is available, but apply the same caution to enemies. Frenzy changes both sides of an encounter. An ordinary-run pause between attacks can be misleading here, and a frequently available movement ability still needs a safe destination. Treat old demo routes and ambiguous “zero damage” titles separately from a current clear. Official 1.1 notes Saobie · February demo discussion Masklein · Frenzy post

Decisions through the attempt

  1. At the first unfamiliar encounter, separate your own availability from the enemy’s next action. The 1.1 fix specifically names both abilities and enemy attacks whose cooldown reductions had been missing or incorrect. It is therefore unsafe to copy only the offensive half of an ordinary-run sequence. After using an ability, watch the next enemy action before committing to the same position again. Official 1.1 notes

  2. Choose the destination before using repeated movement. Saobie’s February demo account combines Slide with exploration, reporting 47 points of interest and purple Nomadic. It illustrates a player exploiting travel opportunities, but it does not provide the later challenge’s complete balance or a reproducible choice order. Use the destination-and-return question from that example without promising its final rewards in a release-version run. Saobie · February demo discussion

  3. Check the version when a familiar cooldown interaction feels different. Version 1.1 corrected abilities and enemy attacks that had not received the intended Frenzy reduction. That is a reason to reassess an old recording’s rhythm, not to infer a new reduction value from one animation. Keep the displayed rule, the particular ability and the observed enemy action separate when diagnosing the mismatch. The correction does not add an invulnerability interval to movement. Official 1.1 notes

  4. Plan around choices actually obtained. Masklein’s post says Hibernation was never offered; it cannot support an opening that requires that evolution. Before judging a failed attempt against that post, compare the available tools and whether the objective was survival, damage dealt or damage taken. A title alone does not identify which of those quantities the author meant to demonstrate. Masklein · Frenzy post

Mistakes and failure boundaries

A ready movement ability is not evidence of an empty landing spot. Reusing it into another enemy’s active attack can trade one threat for another, particularly when enemy cooldowns are also shortened. If that happens, change the destination or the commitment point before concluding that the cooldown bonus is absent. This is a positioning decision, not a claimed invulnerability window. Official 1.1 notes

Do not label Masklein’s account a verified no-hit clear, or use the demo’s 47 points of interest as a required completion target. The first lacks a readable result record establishing the damage direction; the second belongs to a February demo discussion. Neither establishes current win rates, an exact level requirement or a fixed set of picks that every attempt can reproduce. Masklein · Frenzy post Saobie · February demo discussion

FAQ

Are only my cooldowns reduced?

No. The challenge description covers active cooldowns including enemies, and the official 1.1 fix explicitly addresses both abilities and enemy attacks. The practical consequence is that your next available action does not imply that an opponent is still waiting. Official 1.1 notes

Does “0 Dmg Run” prove no damage taken?

The title does not settle whether the author means damage dealt or received. The retained post also does not provide a readable final result and full build establishing a no-hit clear. It should remain an attributed claim, not a verified Zen-style result. Masklein · Frenzy post

Should I restart without Hibernation?

The cited author specifically says it was never offered. That post cannot make Hibernation a mandatory part of its own example. Assess the tools actually available instead of turning a missing choice from somebody else’s account into a required opening. Masklein · Frenzy post

Update history

: Added decisions for cooldowns on both sides of Frenzy and the official 1.1 correction. Separated the demo exploration account from the ambiguous zero-damage post and added three evidence-bounded questions.