Challenge restrictions and player experience
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.