Knockback
Knockback attacks are attacks that push players back a varying distance. These attacks often deal little-to-no damage themselves, but attempt to push players into potentially-lethal traps and AoEs.
- The opposite of a knockback is called a Draw-in attack, and functions exactly the same but in reverse—players are pulled towards the source rather than pushed away.
These attacks can often be completely resisted with Arm's Length or Surecast, but not always. In newer duties (since patch 6.4), knockback telegraphs that cannot be resisted will usually be purple.
Knockback attacks typically require players to run towards the source of the knockback, or position themselves in such a way that they are pushed into a safe zone afterwards.
Warriors in particular should be aware of a duty's knockback mechanics, as Inner Release's knockback immunity may interfere with being pushed into a safe zone.
Paladins should be wary of using Cover during these attacks, as it will cause them to take two instances of knockback instead of one, often leading to guaranteed death.
Types
Radial Knockback
A knockback originating from either the center of the room or the boss's current position, pushing all players away from the origin of attack. Often indicated by arrows on the ground pointing outwards in all directions.
Players generally want to stand as close to the center as possible, as this attack is typically combined with a damaging edge or hole.
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A radial knockback emanating from the center of the arena.
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A radial knockback that cannot be resisted with abilities.
Directional Knockback

A knockback that pushes players in a single indicated direction, often shown by arrows pointing in the direction players will be pushed. Players should move towards the source of the knockback and ensure they will not be pushed into any dangerous AoEs behind them.
Epicentral Knockback
A blue circle will appear on the arena that will do a strong Radial Knockback, but standing inside the blue circle itself will deal high, if not fatal, damage. Players must stand as close to the circle as possible without stepping inside— also ensuring they're not being pushed into danger.
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The epicenter of a knockback.
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An Epicentral Knockback that cannot be resisted with abilities.
Line Knockback

Similar to an epicentral knockback, but is bi-directional from a line AoE. The line AoE has a dark red telegraph, and standing inside this dark red area deals high-to-fatal damage.
Targeted Knockback

A type of knockback that targets individual players and knocks them in the direction of the arrow telegraph, rather than the knockback originating from a point, circle, or line on the arena.
Knock-up

An attack that launches players upwards and sometimes backwards, and can not be resisted with Arm's Length or Surecast. These attacks do not have a consistent visual marker, but newer duties indicated with arrows pointing skyward.
In many cases, Knock-up occurs from failing to dodge a mechanic, and often causes the player to helplessly land onto a potentially lethal AoE.
Other times, Knock-ups may be required to dodge otherwise unavoidable sweeping attacks.
Uppercut
A variant of a knock-up attack targeted at a single player. Indicated by a parabolic arc originating from the player with the other end showing where they will land. Players are expected to position the other end of the arc to land inside a safe zone. Examples of this type of attack are Prishe's Auroral Uppercut and Black Cat's Elevate and Eviscerate.