Tailwind
| Tailwind | |
|---|---|
| Class | Reflexes Perk |
| Attribute | Reflexes |
| Tier | Legend (20) |
| Levels | 1 |
| Requires | Air Dash |
Tailwind pays stamina back for every air dash and double jump. Airborne movement is the most expensive thing a Reflexes build does, and this perk makes it close to free. It sits at the very top of the movement branch. With it a build can stay off the ground for as long as the room allows.
Effect
The return arrives on each move rather than on a kill, so there is no condition to satisfy beyond using the ability at all.
That breaks the ceiling the branch otherwise has. Without it a build gets a handful of air dashes before the bar is empty and has to land. With it the chain keeps going, which is what turns midair fighting from a trick into a way of playing.
How to Unlock Tailwind
It sits behind the Legend gate of the Reflexes tree, so nearly every point V has goes into Reflexes. Air Dash must be fully bought first.
Perk Tree
Tailwind is bought from Air Dash in the Reflexes tree.
| Name | Image | Tier | Effect |
|---|---|---|---|
| Air Dash | Phenom (15) | -20% Dash Stamina cost. |
Character Builds
It belongs to a Reflexes build that spends whole fights in the air, which means it has bought Air Dash and both of its companions.
Buy it as the Legend gate opens. Without it the airborne branch runs out of stamina in a few moves and lands, and with it the chain continues as long as the room allows. Mean Streak far below pays for kills during a ground dash, so the two together cover every move the build makes.
Notes
Mean Streak lower in the tree returns stamina for a kill made during a dash, and the two refunds stack through a fight.
Aerodynamic and Aerial Acrobat make the time spent in the air safe and controllable, which is what this perk extends.
All Reflexes Perks