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Classification: Hit-and-run, Group Attack
Members: 2+
Target – The enemy that this play will be executed on
Bait – The faction member acting as the distraction to lure the Target into attacking
Striker(s) – The faction member(s) executing the attack on the Target
The Bait should have similar or slightly lower stats than the Target to make themselves an appealing fight for good Fair Fight (FF) bonuses
The Striker(s) should have enough battle stats to defeat the Target
Lure the Target: The Bait meds out first, drawing the Target’s attention (they will likely try to initiate an attack).
Initiate the Switch: If possible, the Bait should attack the Target first—they don’t need to land a hit, just initiate combat to prevent being attacked first.
Surprise Attack: Just after the Bait starts the fight, the Striker(s) should med out and immediately attack the Target, taking advantage of their distraction.
Secure the KO: With the element of surprise and the Bait’s distraction, the Target should be swiftly defeated before they can react.
Evade Retaliation: All members involved should immediately self-hosp or fly away to prevent counterattacks.
Earning a retaliation bonus (if you hospitalize a target that attacked a faction member within the last 5 minutes, you earn a 1.5x respect bonus!)
Setting traps for key enemy members who are actively hunting for targets
Turning the tables on overconfident enemies expecting an easy fight
Maximizing efficiency in wars by working together for quick, safe eliminations
A well-executed Bait and Switch leaves the enemy dazed and outplayed, unsure of who they should be fighting next
Pulling off group attacks when a bigger enemy is actively striking