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At this point I think it’ll be as much luck as skill. If you come up against someone with a Whiplash, everything you have that’s time-based will be stunlocked, so it comes down to your own Whiplash or other “when you use” or “when your opponent uses” items. If neither side has an enchanted non-time-based item, then it comes down to a combination of who has more HP/regen, and/or who got damage out in the fraction of a second before stunlock. If either side has an enchanted non-time-based item, then the question is which of those items is stronger relative to the other side’s HP/regen, and nothing else matters.

One thing that’d help is if stun stopped normal time-based progression but didn’t stop charge. Otherwise, stun will continue to sit at the top of the hierarchy, and nothing counters it. Something needs to counter stun the way stun counters everything else.

(+1)

I did an update today that reduce the time it stuns to avoid a complete stun lock. I did not update the database of opponents yet, but I might get rid of all the whiplash build. It still is too strong tho, but it should be more manageable. I'll probably make a new update in a week or so, I'll try to nerf this build.