Fray Fight

Fray Fight

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General Guide
By Ghostcaller
  • This guide contains game information for the current version of Fray Fight (Revision 872 / Version 102B). It will be updated as soon as possible when new version published.
  • I will mention the original descriptions from game and actual experience (including information from patch notes).
  • English is not my native language, sorry for any grammatical error.
   
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Items
Items are your purchasable options to develop your current character during a run. Each character starts with at least one to provide some kind of attack. You can buy these in the shop between waves of enemies, spending your hard earned gold. All of these items will lost when the actual run is finished. Descriptions come in form of "base item" / "item upgrade" where applicable.
Attack items - General
  • All attacks are automatic within their range, you can only position your character.
  • If an attack deals damage multiple times then each damage can be a critical individually. You start with 1% crit chance and can be increased by support items and upgrades. Crit damage equals base damage * (200% + (5% for each level of "Crit Damage" upgrade) + (20% for each level of "Honed Blade" item)), rounded down.
  • Many of the attacks are piercing, they go through all mobs and damage them in attack's path.
Attack items - part 1
Ballista
Description: "Spawn a ballista that automatically shoots mobs" / "+10 damage"

Summon a ballista on a random location inside the screen. It will shoot bolts 6 times before disappears. The direction could change randomly before each shot. Directions can be horizontal, vertical and diagonal (30 degree angle from horizontal). The bolts are piercing, have unlimited range and deal 10 base damage with a slight knockback, then +10 with each upgrade.

Blue Wisps
Description: "A ring of wisps rotate around you" / "+2 rotating items"

2 blue dots constantly rotates around character, damaging all mobs they touch. These have 5 base damage. You get +2 dots with each upgrade. Dots' positions are symmetrical, but 4th and 7th upgrade start a new circle around you with larger radius (i. e. 6 dots in first circle, 6 in second and so on).

Boomerang
Description: "Throws a boomerang at the nearest mob" / "+5 damage"

This will throw a boomerang from your character toward a random enemy in approx. half screen range. The boomerangs are piercing, cause 17 base damage, then +5 with each upgrade. After reach their targets, boomerangs will return directly to character even if you walk away. If cooldown is over, character throws a new boomerang even previous one hasn't returned yet, so two or more boomerangs can be on the screen in the same time.

Bouncy lines
Description: "Shoot out random ricocheting lines" / "+2 lines"

This item will shoot 4 lines in random directions from your character and bouncing back on borders of screen multiple times. Each line is piercing and does 7 damage for mobs each time when goes through them. You get +2 lines with each upgrade. Sometimes 2 or more lines can start in same direction but they can separate on bouncing.

Brimstone Walker
Description: "Leave a trail of fire in your wake" / "+15% duration"

Your character will leave a trail of fire when you move. The fire causes 2 damage multiple times to all mobs who walk into it. You get +15% duration with each upgrade.

Evolve: Burn
Description: "Mobs stay burning after walking in flames"

When you buy Brimstone Walker for third time, you will get a special upgrade which causes the mobs keep burning for a short time even if they move away from fire.

Explosive
Description: "30% chance for mobs to explode on death" / "+5 damage"

When an enemy dies, it has a chance to explode. The explosion does 10 base damage in a small area, then +5 damage with each upgrade.

Evolve: Cluster
Description: "Mobs explode an additional time on death"

When you buy Explosive for fifth time, you will get a special upgrade which creates a second explosion.

Flail
Description: "Throw out a flail that hits surrounding mobs" / "+10 damage"

A flail makes a circular attack around character to all mob in short range, starting on right side and moving clockwise. However it has a minimum range, it won't affect any mob touching you. It causes 25 base damage, has a small knockback and get another 10 damage with each upgrade.
Attack items - part 2
Lightning
Description: "Damaging a mob triggers lightning" / "+1 Chain Lightning Damage"

When you deal damage from any source to a mob, there is a chance to shoot a lightning bolt to another nearby enemy. After the first one there could be more lightning (creating a chain) however these have smaller chance and damage. The base damage is 4 for first and 2 for subsequent lightnings and you get +1 damage for both type with each upgrade.

Magic Missile
Description: "Fires a magic missile at the nearest mob" / "+2 missiles"

This will shoot a homing magic missile toward nearest 2 (sometimes 3) mobs in approx. one-third of screen range. These deal 10 base damage each. You will get +2 missiles with each upgrade. A mob can be targeted by 1 missile on each attack so if you have more missiles available in your pocket than mobs in range, not all of them will fly.

Evolve: Missile Fragmentation
Description: "Missiles fragment once they hit their target"

When you buy Magic Missile for fifth time, each missiles will bounce to a nearby mob from original targets, dealing the same damage. Additionally range is increased slightly.

Odin’s Orb
Description: "Shoot an energy ball at your enemy" / "+20 damage"

This will shoot an energy missile horizontally in direction that character is facing. The missile will travel until it hits a mob or reaches edge of map. It deals 50 base damage on hit and +20 damage with each upgrade.

Evolve: Heimdall's Halitosis
Description: "Fire a laser from your mouth"

When you buy Odin's Orb for fifth time, Heimdall's Halitosis will replace the original skill, starting from base level. Character will shoot a laser beam instead of an orb, direction and range are same as the original. However the beam is piercing, dealing continuous damage with 12 ticks for 2 seconds to every mob touched by the beam. Base damage is 7 for one tick, you get +5 damage/tick with each upgrade. If you change facing direction while beam is active, it will change direction as well.

Spiked ball
Description: "Throw a spikey ball" / "+20 damage"

Character will shoot out a ball horizontally in direction that character is facing. It will travel until it hits a mob or reaches edge of map. It deals 20 base damage on hit then spikes burst out in 8 directions like an 8-point compass rose. These deal 6 base damage when they hit first mob in their path. You get +20 damage for ball and +7 damage for fragments with each upgrade.

Shuriken
Description: "Throws out Shurikens in the direction you are facing" / "+2 shurikens"

Character will shoot out 4 shurikens in direction that character is facing in narrow fan shape, maximum range is approx quarter of screen. Each shuriken is piercing and deals 10 base damage. You get +2 shurikens with each upgrade.

Evolve: Full Circle
Description: "Your shurikens are doubled and shoot out in every direction"

When you buy Shuriken for fifth time, its level will be doubled (i. e. you will have level 10 instead of level 5). This gives you 22 shurikens in total and additionally shoot in circular form around you instead of fan shape.

Tornado
Description: "Spawns tornadoes that pull in nearby mobs" / "+5 damage"

Occassionally creates a tornado on a random location. It will pull in nearby mobs (even bosses) and deal 6 base damage/tick while active. You get +5 damage/tick with each upgrade.

Volley
Description: "Fire a volley of arrows at mobs" / "+15% duration"

Arrows fall down over a small area on a random location, dealing 5 base damage/tick. You will get +15% duration with each upgrade.
Support items
  • These items won't damage directly the mobs but modify some attributes during a run. Most of these do what their descriptions say and don't need further explanation.
  • Support items with damage increasement (for example Berserk and Soul catcher) are cumulative with each other, i. e. increased damage is base damage * (100% + percentage from all items).
  • Crit chance attribute has maximum value of 100%, item cost reduction and cooldown reduction each have a cap at 50%. When you reach an attribute cap during a run with any combination of items and upgrades, the game won't offer any more choices in shop for further increase that attribute.

Armor Plate
Description: "+2 Damage blocked"

Evolve: Thorns
Description: "Reflect damage from monsters"

When you buy Armor Plate for fifth time, you will reflect all damage back to a mob who hits you even if you reduce some or all of damage dealt to you.

Barter
Description: "-10% item cost"

All costs are dropped in shop (even for additional slot) except reroll.

Berserk
Description: "+0.5% damage for each percent of health missing"

Evolve: Over Drive
Description: "Berserk now increases movement speed"

When you buy Berserk for third time, it will increase your movement rate by current percentage along with damage.

Bullseye
Description: "+10% crit chance"

Cooldown
Description: "Reduces the cooldown of all skills by 5%"

Evolve: Time Skip
Description: "Skill will now cast twice 10% of the time"

When you buy Cooldown for fifth time, skills have a chance to duplicate. This won't apply for all skills (for example, "Blue Wisps" won't have more dots since it isn't casted).

Fountain of Youth
Description: "Occassionally spawn a healing fountain" / "+10 health"

A fountain appears on screen from time to time. If you can reach it before disappears, character gets back 20 HP. Pick up range doesn't count, you need to actually touch to grab. Heal amount will increase by 10 HP with each upgrade.

Honed Blade
Description: "+20% crit damage"

Honey pot
Description: "Creates an area effect that slows mobs" / "+10% duration"

Occassionally drop a pool of honey to floor on screen. It slows down the mobs by 50%. If two or more pools overlap the same area it casues a full stop to mobs inside.

Light Boots
Description: "+10% movement speed"

Magnet
Description: "Pick up gold coins from further away" / +75% coin pick up range"

Mortar and Pestle
Description: "+0.25 health regen per second"

Soul Catcher
Description: "+0.25% damage per mob killed for that wave"

You can buy this item up to 5 times. Each level has maximum 50% damage increase.

Evolve: Circle of Power
Description: "A circle spawns in the middle of the map that grants increased armor and strength for a period of time"

When you buy Soul Catcher for fifth time, a small circle appears in the center of map. If you don't stand inside, Its radius will grow until reach approx. quarter of screen size. When you enter the area, it provides 100% increase for damage and armor. However the area will shrink while you are inside.

Tougher Skin
Description: "+50 health"

The increment applied to both current and maximum HP.
Boss items
Every 10th wave is a boss level now (not only the first 3 occasion). If you can finish these, each boss will drop a special item what you can't get any other way. These items apply only to the actual run, you will lost them at the end.

Possible boss item pool:
  • +25% Max HP
  • +50% Ballista Firing speed
  • +50% Magic Missile Speed
  • +15% Shuriken Range
  • +10 Volley Damage
  • +10% Explosion Chance
  • +2 Brimstone Walker Damage
  • Full Heal (only shows up if you're below 20% HP)

You have a chance for any drop if you have the appropriate item or its requirement is fullfiled except max HP. (E. g. you won't get volley damage if you didn't buy the skill from shop.)
Upgrades
Upgrades are permament attribute increases, you can buy these with souls (not your own but dropped by mobs/bought from shop). All upgrades have a maximum level, bonuses are cumulative with items. These are applied on all character for each run, you can check effects on character selection before you start the next run. However upgrades don't share levels with items even if they have similar names (for example: you have 3 Armor upgrades however you still have to buy at least 5 Armor Plate items to get Reflect during a run). Upgrades appear on below list in their order in game menu, not alphabetical.

Armor
Bonus: "+1 Damage Blocked"
Max. level: 5

Health Regen
Bonus: "+0.10 Health Regen per second"
Max. level: 5

Health
Bonus: "+10 Max Health"
Max. level: 10

Crit Chance
Bonus: "+1% Crit Chance"
Max. level: 10

Crit Damage
Bonus: "+5% Crit Damage"
Max. level: 10

Barter
Bonus: "-2.5% Item Cost"
Max. level: 4

Cooldown
Bonus: "+2% Cooldown Reduction"
Max. level: 5

Magnet
Bonus: "+25% Coin pick up range"
Max. level: 6

Compound Interest
Bonus: "+2.5% interest when skipping shops"
Max. level: 4

This will apply only if you don't buy anything from shop after a wave (not even an item slot or a reroll)

Reroll Cost
Bonus: "-10% Reroll Cost"
Max. level: 5

Movement Speed
Bonus: "+5% Movement Speed"
Max. level: 5
Characters
All characters starts a run with at least one item. Most items can be found in previous sections but there are some special ones. You can find descriptions for these below at character which it belongs to. Only the character who own any special skill can use or upgrade it.

Fray
He starts with 200 base health and a Javelin (lvl. 1) item.

Javelin
Description: "Throw a powerful piercing javelin to your left and right" / "+10 damage"

Fray will shoot a missile horizontally in direction he is facing with range of almost half screen. Javelin is piercing (i. e. go through multiple mobs, damaging them), has 30 base damage and a slight knockback effect. You get +10 damage with each upgrade.

Hildr
She starts with 200 base health and a Boomerang (lvl. 1) item.

Eir
She starts with 200 base health, 1 base armor and a Flail (lvl. 1) item.

Toad
He starts with 300 base health, 2 base armor, Reflect (lvl. 1), Magnet (lvl. 5) and Jump (lvl. 1) items. Although he has Reflect from beginning, he can get another one if you could buy 5 Armor Plates during a run.

Jump
Description: "Causes area damage to the region below Toad's powerful legs" / no upgrade

Jump replaces normal movement for Toad. You can move a crosshair in the field with movement buttons, marking destination for jump. Toad will jump straight to target when a vertical progress bar next to him becomes full. If you don't move the crosshair, Toad will stay on ground even cooldown is over and start another cycle. When he lands, deals 20 base damage to all mob within estimated range of quarter of screen and knocks back them depending on their size (bigest enemies and bosses are almost immune). Toad becomes untouchable during jump, however his other skills are still working (rotating attack and flail will damage mobs they hit for example). Movement items and upgrades increase speed of crosshair, cooldown reductions decrease time between jumps.

Thor
He starts with 200 base health and Thor's Hammer (lvl. 1) item.

Thor's Hammer
Description: "It's electric" / no upgrade

Hammer has similar effect like Lightning item, but automatically fires to mobs within range of half screen. First hit has 12 base damage, next 4, then 2. However crit damage lacks the normal 200% multiplier.

Wizard
He starts with 150 base health, Gate (lvl. 1) and Magic Missile (lvl. 2) items.

Gate
Description: "Teleports character to another location" / no upgrade

Opens two gates at random locations on map (not necessarily on screen). If you enter any of them, you will be teleported to another one, causing slight knockback on arrival. The gates close immediately on travel and a new pair opens up.

Rip, Fabio, Mermaid?
These three characters aren't available yet.
16 Comments
Ghostcaller  [author] Jan 14, 2023 @ 4:57am 
I reached 78th wave once with Thor. Smallest enemies (rats, bats, etc.) become too fast in later waves and just rush over you because you can't hit them fast enough.
Katpitz7 Jan 9, 2023 @ 7:36am 
question: Is there a max level, and if not, what is the highest level you've progressed through?
Ghostcaller  [author] Aug 6, 2022 @ 8:57am 
Maybe try this way:
- Buy all armor upgrades, maybe some movement speed (depends on your souls quantity)
- Use Hildr, keep focus on cooldown reduction, boomerang, crit chance, crit damage items

In this way, you could probably keep enough distance from larger enemies and bosses and smallest enemies (spiders, rats, bats and birds) can't damage you during earlier waves.
Crazyfaith Aug 5, 2022 @ 4:59pm 
Thanks got it, and finally any advice to survive till wave 20 without taking dmg
Ghostcaller  [author] Jul 27, 2022 @ 6:33am 
Try with Toad, he has 0 movement attribute.
Crazyfaith Jul 26, 2022 @ 8:49pm 
how to get Survive wave 9 without moving? any tips, specific builds?
Graineag Jul 11, 2022 @ 10:11pm 
I did some testing about the total soul cost and optimal pathing for Upgrades.
They are basically all linear increments.

It's Base cost for that skill + Total skills bought * coefficient for that skill.
So buy the skills with a higher coefficient first.

There are 3 differrent coefficients.
You can mix and match the order within each group to your own liking but you must get all skills maxed from the previous group.

First group: coefficient of 6
- Barter
- Compound Interest

Second group: coefficient of 5
- Movement Speed
- Armor
- Health Regen
- Cooldown
- Magnet
- Reroll Cost

Third group: coefficient of 2
- Health
- Critical Chance
- Critical Damage

Total soul cost: 7718 (Compared to 11618 if you make the worst choice)

Note: if you are not interested in some of the skills when you do not have a lot of souls saved, be sure to keep the order of the groups in mind.
(Buy Crit Chance and Damage last when spending)
Ghostcaller  [author] Jul 11, 2022 @ 12:23am 
Yes, CD has effect on rotating attack.
olive.be Jul 10, 2022 @ 3:34pm 
hello. did the cooldown stat have effect on the speed of rotating attack ?
for "optimal path" i don't know if possible, but i have buy some priority .
1: cost reduc / new item slot (at least 3)
2,3,4 for the weapon core of the run (always magic missile, if possible rotating attack and lightnig strike are my favorite)
if needed speed and life/life recover (speed is needed for boss at lv 40 , can't escape if speed below 5/6)
Ghostcaller  [author] Jul 7, 2022 @ 3:40am 
I didn't include upgrade prices because all got their maximum level while I gather information about items.

I guess, the optimal path depends on your play style. I started with armor bonus first, if you get 5 of these, smaller enemies on first 3-4 waves deal very small damage to you, easier to reach some coins without dodging.