Properties
- Type
- Attack
- Rarity
- Common
- Affinities
- Imposing
Common Attack
A high physical hit that can damage you too.
Version 1.2 capped Antlers’ self-damage at 90% of the player’s Max HP. Official 1.2 notes
The cap uses Max HP, not remaining health. It is not a reason to assume an attack is safe when already injured, and it does not remove the self-damage.
Account for the self-damage before comparing its hit with other Physical attacks. Avoid making it the main attack in a no-damage-taken attempt; in other runs, budget recovery between exchanges.
A mastery route for high-pressure clears, all-genetics completion, Extinction goals, and challenge finalisation. Recent community routes split into big physical, big ability, tiny survival, and full-Social shells.
Read guideThe temporary bonus begins after damage, so plan what you can safely do during that window. Do not take extra hits just to keep it active when your recovery cannot cover them.
Read guideRegeneration helps when you can leave a fight alive and make time for recovery. If a single burst ends the run first, compare damage prevention or an escape before adding more regeneration.
Read guide: Added questions covering “What does the 1.2 self-damage cap actually limit?” and “What should I consider before using Antlers as my main attack?”. The answers clarify the relevant choice while preserving the stated conditions, distinctions and attribution to the original sources.