Guides

Limb Targeting in Entropy Combat

Cripple the right body part before the timeline punishes greed.

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Entropy Limb Targeting Guide

Limb targeting is one of Entropy’s loudest tactical promises: you are not only choosing who to hit, but which part of them still matters. Publisher materials highlight severing and weakening limbs so casters falter and threatening movers lose pressure. This guide turns that slogan into demo-ready habits you can carry into Act 1’s Gloaming Isles fights.

Why limbs beat raw damage sheets

In a six-person timeline, a big number on the wrong target still leaves the enemy plan intact. Disabling a casting limb, a weapon arm, or a mobility joint can remove a whole verb from the opposing turn order. That is often worth more than finishing a low-HP frontliner who was already controlled by stun.

Pair this page with Combat Basics for row logic, Pierce, Blunt, and delay taxes. Rank which weapons enable precise pressure on the Weapons Tier List and which jobs should own the disable niche on the Mercenary Roles Tier List.

Practical targeting priorities

  1. Caster limbs first when enemy magic is about to delete your backline.
  2. Weapon arms on heavy hitters if you cannot stun them this round.
  3. Mobility / legs when a spear or skirmisher keeps reaching your soft rear.
  4. Finishers last once the dangerous verb is offline.

Do not limb-target out of curiosity during tutorial chaos. Save the precision for fights where the timeline is readable and your delayed skills will still land after the cripple.

Armor gates and limb plans

Some foes hide behind armor gates that shrug off pretty cleaves. Pierce and Blunt open those doors; limb targeting decides what walks through afterward. If you only Pierce without a follow-up disable, you spent a delay tax for a dent. If you only limb-target through full armor, you whiff. Sequence: open gate → cripple verb → finish safely.

Armor and Spells Tier List helps you decide who on your side can survive long enough to execute that sequence. Party Formation keeps a stunner and a Pierce tool in the same roster so you are never stuck choosing only one.

Permadeath consequences

Wasting delayed limb skills into immune armor is a classic wipe seed. Dead specialists are expensive to replace—read How to Recruit Mercenaries and Survive Permadeath before you greed for stylish severances in early forests.

After a wipe, rebuild around the disable verb you lacked, not around the portrait you liked. The Party Planner checklist should include who owns limb pressure every outing.

Demo versus Act 1 expectations

The Steam demo streamlines access to stronger weapons and magic. That can make limb targeting feel easier than Act 1’s denser packs. Recalibrate with Demo vs Early Access and Gloaming Isles Act 1 so August 18 does not surprise you with thicker armor and meaner timelines.

Training loop

  1. Take one overworld fight and name the enemy’s scariest verb before round one.
  2. Spend the first actionable turn removing that verb via limb or stun.
  3. Log whether Pierce was required first.
  4. Adjust gear on the survivor who actually landed the disable.

Repeat until the habit is boring. Boring limb discipline keeps companies alive.

Guides Hub, Stats and Perks, Controls if camera or targeting UX fights you, and Updates Hub when patches change combat verbs.

Limb targeting is not a finisher flex. It is how you edit the enemy’s script before your mercenaries pay for the unedited version.

Limb targeting in six-person timelines

When six actors share a bar, information density spikes. Call the enemy verb aloud before you click: rear caster, stun-immune brute, Pierce-gated knight. That verbal label stops panic-clicking the nearest red HP bar. After the fight, write one sentence in your notes: which limb removed which verb. Over a week those sentences become a personal bestiary that Act 1 towns cannot casually overwrite.

Common failure modes

  • Limb attempts through full armor gates.
  • Spending a delayed skill on a limb when a cheap stun already solved the turn.
  • Crippling a fodder enemy while the real caster winds up.
  • Refusing to abort after two failed opens.

Fix each failure with one roster change, not five. The Recruitment Board and Stats and Perks pages help you buy the perk that actually enables precision instead of paper DPS.

Act 1 rehearsal prompts

Before August 18, run three demo fights where your only success metric is dangerous verb offline by turn two. Ignore clear time. Then open Wishlist Checklist and mark limb practice complete.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should I always aim for limbs?

No. Open armor gates first when needed, stun when cheaper, and limb-target when a specific enemy verb will wreck your backline.

Is limb targeting in the demo?

Yes—combat previews and publisher copy emphasize limb pressure. Practice it in the free demo before Early Access.

What if my limb hits keep failing?

You may be hitting through unopened armor or delaying past the useful window. Re-read Combat Basics and swap to Pierce/Blunt openers.