Tackle
Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.
Last updated
Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.
Last updated
Tackle is a game-changing defensive move that allows the player to unleash their inner beast and take down opponents with a bone-crunching tackle! With the ability to knock the ball loose and give any player a chance to gain control, Tackle is the ultimate tool for turning the game around. But beware, this move is not for the faint of heart. With the risk of falling flat and being out of play for half a second, only the most tactical players will emerge on top with the RKL tackle ability.
Summary: An instant action that lets the player attempt to tackle the opposing player and knock the ball out of their possession
Category: Defensive
Activate: Instant action with a cooldown
Key Boosts: Defense
How it works:
The player presses the Tackle button
The player's Kong charges towards the opposing player with the ball, attempting to tackle them
If successful, the opposing player loses control of the ball, allowing any player to grab it
If unsuccessful, the player's Kong falls flat and is out of play for 0.5 seconds
Effect:
On defense, tackling becomes a player's moment for a high-risk/reward opportunity. The success of a Tackle relies on the following formula:
Basic Chance (20%) + (Tackler’s Defense /5) - (Ball Handler’s Vision/5)
The ball handler can always try to quickly pass or shoot the ball if they see a Kong coming in for the kill. This interrupts the tackle, causing it to fail.
EXAMPLE:
Tackler has a Defense Boost of 84, ball handler has a Vision Boost of 36. Basic Chance (20%) + tackler’s Defense Boost/5 (16%) - ball handler’s Vision/5 (7%) = 31% of successfully tackling the ball handler.
Cooldown:
The cooldown period for Tackle is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt a tackle.
Base cooldown = 2 seconds