Spooj's Basic 1v1 Dueling Guide
Overview
Why should I learn to duel?
Dueling allows you to learn mechanics that you wouldn't otherwise learn in any other aspect of the game. You will become a better fielder, and be able to hold your own in 1v1s in dungeons, etc. Additionally, each week there is a 1v1 and 2v2 tournament on Saturdays. Every round you win nets you about 15 points. Each 15 points can be used to purchase an arena cloth (current price 400k per)! Winning a whole tournament can net you up to 70-80 points (around 2 mil)! Dueling is also very fun once you get into it
Why this guide?
The other day Owyn said in #general that there were 1600 people online. And then there's about two people in the duel pit. The last 2v2 only 3 teams signed up. Basically... I'd like to see more people in the duel pits! I've had a lot of people PMing me lately for dueling tips. I figured I'd just make a basic guide to refer them to.
Note there are many more nuanced mechanics that I have not included here, but I don't want this post to get too convoluted.
The Basics
Go to any moongate and then press "arena" to travel to the dueling arena. Double click the stone in the middle of the arena to duel. Before dueling, you will need to set up a dueling template and purchase dueling credits. Purchase credits with gold (they are quite cheap) via the stone. Set up the following template for dueling:
Magery, Meditation, Magic Resist, Eval Intel, Wrestling (5x mage)
Swords, Tactics
100 str / 25 dex / 100 int
Make sure you only have regular GM-made leather armor/weapons equipped and in your bag. Also stable all your pets. Then create a duel and ready up. The default settings are what most people play with.
Win conditions
Burst
The majority of duels end from one guy "bursting" the other guy down with a combination of big spells / weapon hits. The way to out-heal this is to spam greater heal (versus mini heal). Not only is greater heal more mana efficient than mini heal, but it heals you much faster. So, that's why the dueling meta revolves around disrupting greater heal with a combination of small spells and weapon hits, while getting as many "big spells" off as you can without him casting greater heal.
Attrition
The other "win condition" is to run the guy out of mana. It's much more complicated to kill someone with this strategy. A brain dead defense is to just spam mini heal on yourself. This can work very well, but it will run you out of mana fast and should only be used in emergencies, as it is very mana-inefficient. Additionally, a guy spamming energy bolt with hally hits (probably Cabrone) will out DPS someone just spamming mini heal.
Mechanics to Know
Disrupt Mechanics
So I have established the importance of disrupting greater heal. How do you do this? On UO Outlands, all spells circles 4+ (lightning, mindblast, Energy bolt, Explo, etc) will always disrupt your opponents spells. Circles 1-3 are more nuanced. When hit by a circle 1 spell (magic arrow), that spell will disrupt with 100% chance and a 5 seccond timer begins. You will not be able to disrupt again with any other circle 1 spell until the 5 second timer ends. The same thing with circle 2 and 2 spells. That creates a situation where you are forced to "cycle" between circle 1, 2, 3, and 4+ spells with weapon hits in order to constantly disrupt greater heal.
Weapon Differences / Swing Timers
There are 4 different weapons you are able to use. They all differ in terms of swing speed, min damage, max damage, and DPS. Their uses can be thought of as the following:
Disrupt: Katana
Disrupt/DPS: Broadsword
DPS: Axe
Burst: Hally
In order of DPS (highest to lowest): Axe, Broadsword, Hally/Katana (equivalent DPS)
In order of Swing Speed (fastest to slowest): Katana, Broadsword, Axe, Hally
The DPS difference is actually quite significant. Axe has 11% higher DPS than a hally/katana! So if Axe is highest DPS, why would I ever use any other weapon? Well, a halberd can hit for max damage of 45 (versus an axe's 31)! So, a hally can provide huge up-front burst to do lethal combos. Katana/Broadsword on the other hand have faster swing speed timers, so they are ideal for disrupting. Finally, its worth noting your weapon hits will have a 50% chance to hit your opponent.
One important mechanic. You always want to swing with the highest damage weapon that has reloaded. I.e. if you just swung with a katana, and 7 seconds have since elapsed, your hally timer is reloaded. You're losing DPS for no reason if you swing with a katana again in that scenario. Swap to hally and hit with a hally.
Punching
Punches are much more situational and difficult to use. Same with weapons - 50% hit chance. But punches only do 1 damage when they hit.... so why would you ever do that? The amazing thing about punches is that you can hit your opponent while you're casting a spell. This means punches have a lot of defensive (and some offensive) uses. For example, if my opponent casts a harm, I can stand next to him, start a greater heal cast, punch his harm, and successfully get my greater heal off.
"Tabbing Out"
Whenever you target an enemy with a spell, their character will be highlighted to you. This signals that you are "tabbed-in" to them. Standing next to someone while "tabbed-in" will automatically swing whatever weapon you have equipped - or no weapon (punch) if you have nothing equipped. This can be very bad. Every time you swing with any weapon, your swing timers reset. So if you're "tabbed-in" to your opponent while you're switching your weapon, you will "waste" a punch on him (versus getting off weapon damage). What this all means, is you want to "tab out" after nearly every spell you cast. Tab out by pressing tab (your opponent should un-highlight). Then, you can use your weapon hits deliberately by pressing your "attack last target" hotkey.
Debuffs
At the beginning of every duel, you will see people cast feeblemind, weaken, and clumsy. Each of these spells reduces your enemies stats by 10 (feeblemind int, weaken str, clumsy dex) to a minimum of 90 (each of your enemy's stats cannot go below 90). This is mandatory to do, as losing 10 str brings your max HP down to 89 from 100. So it makes you much easier to kill. Lower dex lowers your weapon speed. Lower int reduces your max mana.
Self-Disrupting
Self disrupting involves disrupting your own spell cast by equipping an item in the middle of casting a spell. Why would you do this? To understand, it's important to explain something called spell recovery. This is complicated so bear with me
. When you finish casting a spell (or are disrupted), a 200 milisecond timer begins called "spell recovery". You cannot cast any spell during this time. When you're on defense and you're trying to get a greater heal cast off, you can self-disrupt your greater heal cast to "set up" the next greater heal cast more optimally. For example, greater heal takes 1.25 seconds to cast. If my opponent disrupts me with a magic arrow, that strikes me when I'm 1.2 seconds into the cast, I won't be able to cast a spell until 1.4 seconds (1.2 + 200 ms) after that first gheal cast. If I self disrupt when I'm 1 second into the cast, my spell recovery timer kicks in 200 ms faster, and my gheal cast is ready as soon as the damage from my opponent's magic arrow hits me. This sets up a situation where it's much easier to get a greater heal off.
Dumps
I will post some "dumps" in this section that you can practice. Notice that all of these dumps set you up to get an energy bolt off, while also making sure your opponent can't get a greater heal off.
Classic explo harm - Sequence: Explo, Hally Hit, Harm, Energy Bolt, Axe hit
Cast explo, equip hally. Swing hally until you get a 35+ damage hit. Drop your explo, cast harm right away. Your opponent will cast gheal right when your hally connects. You disrupt that first gheal with the harm you just casted. Then you cast an energy bolt right away. Your opponent's next gheal cast will get interrupted by the explo damage. Then you drop ebolt right away and go in for axe hit. With proper damage this dump will kill someone.
Nox Tic Energy Bolt - Sequence: Poison, Weapon Hit, Magic Arrow, Harm, Energy bolt
This dump is more difficult to pull off. You cast a poison on your opponent, and load up a magic arrow right away. Your opponent will either try to cure or greater heal. Disrupt whatever he casts with a weapon hit. Then drop your magic arrow on his next cast. Then drop a harm on his next cast. Then you cast an energy bolt and drop that. You can get an energy bolt off here due to the nox tic (poison will damage your opponent 5 seconds after the initial cast).
Nox energy bolt - Sequence: Poison, Energy bolt
If your opponent gets in the habit of just casting cure every time he is poisoned - that sets you up to be able to just cast an energy bolt right after you poison them. They won't be able to get a greater heal off in time. This is great if you poison him at 30-40% hp. You can potentially kill by dropping the ebolt with an axe / hally hit.
Magic Arrow Ebolt - Sequence: Magic Arrow, ebolt, weapon hit
Another more challenging dump to pull off. You need to drop a magic arrow, and cast an energy bolt right away. Your opponent will try to cast greater heal when you cast energy bolt. When your cursor comes up for energy bolt, you equip a weapon, and disrupt your opponent's greater heal with the weapon hit. Then you cast your energy bolt onto him. The idea here is that you will not be able to disrupt his greater heal with just an energy bolt due to the damage delay. A weapon hit is required.
Hally Hit EB - Sequence: Hally Hit, energy bolt
This one is very straight forward. Cast energy bolt, equip a hally, and wait for big damage before you drop the EB. Then do any of the above combos after.
Basic Disrupt Cycle - Sequence: Magic Arrow, Lightning, Fireball, Harm
This is just a cycle you can spam to disrupt greater heal all day. It is not necessarily mana efficient or high-DPS, but it will work for disrupting gheal. Note you can go for an axe hit every time you drop your harm in this cycle.
Defense
Mini Heal vs Greater Heal
Greater heal is far more optimal mana-wise (and you can heal more hp faster), but mini heal cannot be disrupted. Defense predominantly becomes a game of deciding whether you should mini heal or greater heal (or occasionally, turn offensive). For example, if you believe your opponent is going to blow mana on a bunch of small spells, mini healing probably makes sense. On the other hand, if your opponent starts spamming big spells (energy bolt), you probably want to go for a greater heal.
Trading
This is very important and something newer players never do! When you are on defense, you need to "trade back" hits. Your opponent will be DPSing you constantly with weapon hits. You are wasteing DPS if you do not return fire when your swing timers are up. Generally this means hally hitting your opponent whenever the swing timer comes up (hally is easiest because you only need to do it once every 5-6 seconds). If you do not trade back, your opponent will run you out of mana due to the DPS difference!
Disrupting Energy Bolt
You will notice a lot of skilled players disrupt the enemy's energy bolt while they are on defense. This is usually done with magic arrow. For example, if I am poisoned, and I know the poison tick is coming, I cannot cast greater heal and my enemy will be able to get an energy bolt off. In this situation, I can cast a magic arrow on them to disrupt and avoid the ebolt damage.
Punching
I mentioned punching briefly before. Any spell your opponent casts which is interruptable, you can stand next to him, cast greater heal, then punch while casting. You will get that greater heal off most of the time, ending their dump. It's a great defensive strategy to keep in mind.
Hotkeys
If your hotkeys are not set up correctly, it can really impair you.
Weapon Swapping/Targeting vs Spells
The idea is to maximize APM (actions per minute). To do this, you want to trade off between pressing a button with your left hand (keyboard), and pressing a button with your right hand (mouse). I have found that the optimal way to set this up is by placing spells on your keyboard, and targeting/weapon swaps on your mouse.
Offensive Spells: Magic Arrow, Harm, Poison, Fireball, Lightning, Mindblast, Energy Bolt, Explo
I have found that grouping related spells on my keyboard helps keep me organized. For example, you can put small disrupts (magic arrow, harm, etc) as Q, W, E, R, T. And you can put "big set up spells" (explo, EB, mindblast) as A, S, D (etc).
Defensive Spells: Cure, Mini Heal, Greater Heal
Same as the above section, you want these in an easily accessible spot. My set up is 1, 2, 3 for mini heal, cure, and gheal respectively.
Debuffs: Weaken, Clumsy, Feeblemind
Because you really only cast these once every 3 mins or whatever, it's fine to put these as an alt combination or harder to reach keys. Mine are alt 1, alt 2, and alt 3 for each.
Targeting: Target Self, Target Last
Targeting goes best on the mouse wheel, because you can easily "spam" the mouse wheel (some spells you want to drop as soon as the cursor is up, so you spam mouse wheel to do it)
Weapon Swapping: Halberd, Axe, Broadsword, Katana
Because your mouse wheel is taken up by targeting, do mouse buttons for these. Ideally you have four mouse buttons available.
Misc: Attack Last Target, Tabbing Out, Self-Disrupt
You are pressing all three of these constantly in a duel. That's why you want them on good keyboard/mouse "real estate". My self-disrupt key is mouse wheel press. And I use my katana to self disrupt. Attack last target you are constantly pressing. Mine is tilde (`). I just hit tab for tabbing out.
Bot/Practicing
I highly recommend practicing all of this on the test center with a "heal bot". It is very easy to set up and will quickly improve your offensive abilities. Here is what the macro looks like:
Image:
defense script
Text:
if poisoned
hotkey '> Greater Heal/Cure Self'
elseif hits < 100
hotkey '> Greater Heal/Cure Self'
elseif mana < 100
skill 'Meditation'
endif
loop
This bot will spam greater heal / cure so you can practice disrupt cycles on it. Practicing on a bot allows you to only work on your offense (versus better players, you will be on defense 90% of the time). You will also have no pressure allowing you to take risks/try new things.
PM Spooj#7365 on discord for questions or if you think I should add anything.
Overview
Why should I learn to duel?
Dueling allows you to learn mechanics that you wouldn't otherwise learn in any other aspect of the game. You will become a better fielder, and be able to hold your own in 1v1s in dungeons, etc. Additionally, each week there is a 1v1 and 2v2 tournament on Saturdays. Every round you win nets you about 15 points. Each 15 points can be used to purchase an arena cloth (current price 400k per)! Winning a whole tournament can net you up to 70-80 points (around 2 mil)! Dueling is also very fun once you get into it

Why this guide?
The other day Owyn said in #general that there were 1600 people online. And then there's about two people in the duel pit. The last 2v2 only 3 teams signed up. Basically... I'd like to see more people in the duel pits! I've had a lot of people PMing me lately for dueling tips. I figured I'd just make a basic guide to refer them to.
Note there are many more nuanced mechanics that I have not included here, but I don't want this post to get too convoluted.
The Basics
Go to any moongate and then press "arena" to travel to the dueling arena. Double click the stone in the middle of the arena to duel. Before dueling, you will need to set up a dueling template and purchase dueling credits. Purchase credits with gold (they are quite cheap) via the stone. Set up the following template for dueling:
Magery, Meditation, Magic Resist, Eval Intel, Wrestling (5x mage)
Swords, Tactics
100 str / 25 dex / 100 int
Make sure you only have regular GM-made leather armor/weapons equipped and in your bag. Also stable all your pets. Then create a duel and ready up. The default settings are what most people play with.
Win conditions
Burst
The majority of duels end from one guy "bursting" the other guy down with a combination of big spells / weapon hits. The way to out-heal this is to spam greater heal (versus mini heal). Not only is greater heal more mana efficient than mini heal, but it heals you much faster. So, that's why the dueling meta revolves around disrupting greater heal with a combination of small spells and weapon hits, while getting as many "big spells" off as you can without him casting greater heal.
Attrition
The other "win condition" is to run the guy out of mana. It's much more complicated to kill someone with this strategy. A brain dead defense is to just spam mini heal on yourself. This can work very well, but it will run you out of mana fast and should only be used in emergencies, as it is very mana-inefficient. Additionally, a guy spamming energy bolt with hally hits (probably Cabrone) will out DPS someone just spamming mini heal.
Mechanics to Know
Disrupt Mechanics
So I have established the importance of disrupting greater heal. How do you do this? On UO Outlands, all spells circles 4+ (lightning, mindblast, Energy bolt, Explo, etc) will always disrupt your opponents spells. Circles 1-3 are more nuanced. When hit by a circle 1 spell (magic arrow), that spell will disrupt with 100% chance and a 5 seccond timer begins. You will not be able to disrupt again with any other circle 1 spell until the 5 second timer ends. The same thing with circle 2 and 2 spells. That creates a situation where you are forced to "cycle" between circle 1, 2, 3, and 4+ spells with weapon hits in order to constantly disrupt greater heal.
Weapon Differences / Swing Timers
There are 4 different weapons you are able to use. They all differ in terms of swing speed, min damage, max damage, and DPS. Their uses can be thought of as the following:
Disrupt: Katana
Disrupt/DPS: Broadsword
DPS: Axe
Burst: Hally
In order of DPS (highest to lowest): Axe, Broadsword, Hally/Katana (equivalent DPS)
In order of Swing Speed (fastest to slowest): Katana, Broadsword, Axe, Hally
The DPS difference is actually quite significant. Axe has 11% higher DPS than a hally/katana! So if Axe is highest DPS, why would I ever use any other weapon? Well, a halberd can hit for max damage of 45 (versus an axe's 31)! So, a hally can provide huge up-front burst to do lethal combos. Katana/Broadsword on the other hand have faster swing speed timers, so they are ideal for disrupting. Finally, its worth noting your weapon hits will have a 50% chance to hit your opponent.
One important mechanic. You always want to swing with the highest damage weapon that has reloaded. I.e. if you just swung with a katana, and 7 seconds have since elapsed, your hally timer is reloaded. You're losing DPS for no reason if you swing with a katana again in that scenario. Swap to hally and hit with a hally.
Punching
Punches are much more situational and difficult to use. Same with weapons - 50% hit chance. But punches only do 1 damage when they hit.... so why would you ever do that? The amazing thing about punches is that you can hit your opponent while you're casting a spell. This means punches have a lot of defensive (and some offensive) uses. For example, if my opponent casts a harm, I can stand next to him, start a greater heal cast, punch his harm, and successfully get my greater heal off.
"Tabbing Out"
Whenever you target an enemy with a spell, their character will be highlighted to you. This signals that you are "tabbed-in" to them. Standing next to someone while "tabbed-in" will automatically swing whatever weapon you have equipped - or no weapon (punch) if you have nothing equipped. This can be very bad. Every time you swing with any weapon, your swing timers reset. So if you're "tabbed-in" to your opponent while you're switching your weapon, you will "waste" a punch on him (versus getting off weapon damage). What this all means, is you want to "tab out" after nearly every spell you cast. Tab out by pressing tab (your opponent should un-highlight). Then, you can use your weapon hits deliberately by pressing your "attack last target" hotkey.
Debuffs
At the beginning of every duel, you will see people cast feeblemind, weaken, and clumsy. Each of these spells reduces your enemies stats by 10 (feeblemind int, weaken str, clumsy dex) to a minimum of 90 (each of your enemy's stats cannot go below 90). This is mandatory to do, as losing 10 str brings your max HP down to 89 from 100. So it makes you much easier to kill. Lower dex lowers your weapon speed. Lower int reduces your max mana.
Self-Disrupting
Self disrupting involves disrupting your own spell cast by equipping an item in the middle of casting a spell. Why would you do this? To understand, it's important to explain something called spell recovery. This is complicated so bear with me

Dumps
I will post some "dumps" in this section that you can practice. Notice that all of these dumps set you up to get an energy bolt off, while also making sure your opponent can't get a greater heal off.
Classic explo harm - Sequence: Explo, Hally Hit, Harm, Energy Bolt, Axe hit
Cast explo, equip hally. Swing hally until you get a 35+ damage hit. Drop your explo, cast harm right away. Your opponent will cast gheal right when your hally connects. You disrupt that first gheal with the harm you just casted. Then you cast an energy bolt right away. Your opponent's next gheal cast will get interrupted by the explo damage. Then you drop ebolt right away and go in for axe hit. With proper damage this dump will kill someone.
Nox Tic Energy Bolt - Sequence: Poison, Weapon Hit, Magic Arrow, Harm, Energy bolt
This dump is more difficult to pull off. You cast a poison on your opponent, and load up a magic arrow right away. Your opponent will either try to cure or greater heal. Disrupt whatever he casts with a weapon hit. Then drop your magic arrow on his next cast. Then drop a harm on his next cast. Then you cast an energy bolt and drop that. You can get an energy bolt off here due to the nox tic (poison will damage your opponent 5 seconds after the initial cast).
Nox energy bolt - Sequence: Poison, Energy bolt
If your opponent gets in the habit of just casting cure every time he is poisoned - that sets you up to be able to just cast an energy bolt right after you poison them. They won't be able to get a greater heal off in time. This is great if you poison him at 30-40% hp. You can potentially kill by dropping the ebolt with an axe / hally hit.
Magic Arrow Ebolt - Sequence: Magic Arrow, ebolt, weapon hit
Another more challenging dump to pull off. You need to drop a magic arrow, and cast an energy bolt right away. Your opponent will try to cast greater heal when you cast energy bolt. When your cursor comes up for energy bolt, you equip a weapon, and disrupt your opponent's greater heal with the weapon hit. Then you cast your energy bolt onto him. The idea here is that you will not be able to disrupt his greater heal with just an energy bolt due to the damage delay. A weapon hit is required.
Hally Hit EB - Sequence: Hally Hit, energy bolt
This one is very straight forward. Cast energy bolt, equip a hally, and wait for big damage before you drop the EB. Then do any of the above combos after.
Basic Disrupt Cycle - Sequence: Magic Arrow, Lightning, Fireball, Harm
This is just a cycle you can spam to disrupt greater heal all day. It is not necessarily mana efficient or high-DPS, but it will work for disrupting gheal. Note you can go for an axe hit every time you drop your harm in this cycle.
Defense
Mini Heal vs Greater Heal
Greater heal is far more optimal mana-wise (and you can heal more hp faster), but mini heal cannot be disrupted. Defense predominantly becomes a game of deciding whether you should mini heal or greater heal (or occasionally, turn offensive). For example, if you believe your opponent is going to blow mana on a bunch of small spells, mini healing probably makes sense. On the other hand, if your opponent starts spamming big spells (energy bolt), you probably want to go for a greater heal.
Trading
This is very important and something newer players never do! When you are on defense, you need to "trade back" hits. Your opponent will be DPSing you constantly with weapon hits. You are wasteing DPS if you do not return fire when your swing timers are up. Generally this means hally hitting your opponent whenever the swing timer comes up (hally is easiest because you only need to do it once every 5-6 seconds). If you do not trade back, your opponent will run you out of mana due to the DPS difference!
Disrupting Energy Bolt
You will notice a lot of skilled players disrupt the enemy's energy bolt while they are on defense. This is usually done with magic arrow. For example, if I am poisoned, and I know the poison tick is coming, I cannot cast greater heal and my enemy will be able to get an energy bolt off. In this situation, I can cast a magic arrow on them to disrupt and avoid the ebolt damage.
Punching
I mentioned punching briefly before. Any spell your opponent casts which is interruptable, you can stand next to him, cast greater heal, then punch while casting. You will get that greater heal off most of the time, ending their dump. It's a great defensive strategy to keep in mind.
Hotkeys
If your hotkeys are not set up correctly, it can really impair you.
Weapon Swapping/Targeting vs Spells
The idea is to maximize APM (actions per minute). To do this, you want to trade off between pressing a button with your left hand (keyboard), and pressing a button with your right hand (mouse). I have found that the optimal way to set this up is by placing spells on your keyboard, and targeting/weapon swaps on your mouse.
Offensive Spells: Magic Arrow, Harm, Poison, Fireball, Lightning, Mindblast, Energy Bolt, Explo
I have found that grouping related spells on my keyboard helps keep me organized. For example, you can put small disrupts (magic arrow, harm, etc) as Q, W, E, R, T. And you can put "big set up spells" (explo, EB, mindblast) as A, S, D (etc).
Defensive Spells: Cure, Mini Heal, Greater Heal
Same as the above section, you want these in an easily accessible spot. My set up is 1, 2, 3 for mini heal, cure, and gheal respectively.
Debuffs: Weaken, Clumsy, Feeblemind
Because you really only cast these once every 3 mins or whatever, it's fine to put these as an alt combination or harder to reach keys. Mine are alt 1, alt 2, and alt 3 for each.
Targeting: Target Self, Target Last
Targeting goes best on the mouse wheel, because you can easily "spam" the mouse wheel (some spells you want to drop as soon as the cursor is up, so you spam mouse wheel to do it)
Weapon Swapping: Halberd, Axe, Broadsword, Katana
Because your mouse wheel is taken up by targeting, do mouse buttons for these. Ideally you have four mouse buttons available.
Misc: Attack Last Target, Tabbing Out, Self-Disrupt
You are pressing all three of these constantly in a duel. That's why you want them on good keyboard/mouse "real estate". My self-disrupt key is mouse wheel press. And I use my katana to self disrupt. Attack last target you are constantly pressing. Mine is tilde (`). I just hit tab for tabbing out.
Bot/Practicing
I highly recommend practicing all of this on the test center with a "heal bot". It is very easy to set up and will quickly improve your offensive abilities. Here is what the macro looks like:
Image:
defense script
Text:
if poisoned
hotkey '> Greater Heal/Cure Self'
elseif hits < 100
hotkey '> Greater Heal/Cure Self'
elseif mana < 100
skill 'Meditation'
endif
loop
This bot will spam greater heal / cure so you can practice disrupt cycles on it. Practicing on a bot allows you to only work on your offense (versus better players, you will be on defense 90% of the time). You will also have no pressure allowing you to take risks/try new things.
PM Spooj#7365 on discord for questions or if you think I should add anything.
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