SpecialAttack
Special attacks for every weapon type: swords, axes, clubs, sledges, atgeirs, spears, knives, fists, bows, crossbows. Plus Dash, Guard Cancel, Quickstep, tranquilizer bolts, crossbow reload upgrades,
About this mod Author’s original text
SpecialAttack
Adds unique special attacks to every weapon category in Valheim —
swords, axes, clubs, sledgehammers, atgeirs, spears, knives, bare
fists/fist weapons, bows, and crossbows — each with cooldown tracking,
configurable damage multipliers, visual/audio feedback, and an optional
custom activation key (see the table below for the full weapon-by-weapon
list). On top of that, several weapon-independent extras: a configurable
dodge-roll replacement (Quickstep), a standalone dedicated-key dash (Dash)
that works regardless of equipped weapon, and the ability to cancel an
in-progress melee swing into a normal block (Guard Cancel). Crossbows and
bows get extra depth beyond their own special attack — reload
improvements and skill XP tuning for crossbows, and arrow
embedding/recovery/gravity tuning for bows. All cooldowns are shown on a
configurable on-screen HUD, and every value in the mod is configurable via
the BepInEx config file.
Special Attacks by Weapon
| Weapon | Special Attack | Description |
|--------|---------------|-------------|
| 1H Sword | Sword Chain | Secondary attack starts a chain — hold to keep chaining up to 3 hits, each with its own damage multiplier. Extra hits unlock at higher Swords skill levels. |
| 2H Sword (Claymore / THSwordKrom / Gold / Slayer variants) | Quad Slash | Secondary attack replaces the vanilla swing with a 4-hit slash combo — each hit has its own animation speed and damage multiplier. Extra hits unlock at higher Swords skill levels. |
| Bastard Sword (Warfare weapon) | Crescent Wave | The weapon's own secondary attack plays normally; at the hit-trigger moment a piercing crescent slash is additionally fired forward — at higher Swords skill, more crescents fire in quick succession from that same single swing. |
| Spear | Spear Pin | Throws the spear into an enemy — it stays embedded, slowing the target and dealing bonus damage. Walk up and pull it out to get your spear back; the bonus damage and reticle stay for the pin duration while the slow wears off gradually. |
| Battleaxe (2H Axe) | Impact Burst | Throws the axe with a spinning visual; it explodes in an AoE burst on impact. |
| 1H Axe | Hatchet Hook | Secondary attack is replaced entirely by a throw — the axe embeds in the target (slowing it) instead of swinging. Walk up and pull it out to get your axe back (or it drops at your feet if your inventory is full); pulling it out starts a bleed DoT on the target. |
| 1H Club/Mace | Concussion Blow | The weapon's own swing/damage is untouched; every monster actually hit by the swing gets a forced stagger + brief movement/attack lockout (small/large monster tiers gated by Clubs skill level; bosses are excluded). |
| Sledgehammer / 2H Mace | Aftershock | The weapon's own ground-slam swing plays normally; immediately after, a series of shockwaves ripples out from the impact point, growing in size and damage over 1–5 waves depending on Clubs skill level. |
| Battle Hammer (Clubs + Two-Handed, excluding Sledgehammers) | Spinning Sweep | Hold secondary attack to spin continuously, hitting all nearby enemies for the duration. |
| Polearm / Atgeir | Spiral Thrust | The weapon's own secondary attack plays normally (motion/hit detection/multi-hit untouched); only this swing's attack instance is switched to a horizontal spin thrust, and every monster hit takes extra follow-up hits over time (1–5 depending on Polearms skill level). |
| Knife / Dagger | Smoke Vanish | Throws a smoke bomb that resets nearby aggro and suppresses re-detection for a short duration — lets you reposition or vanish mid-fight. |
| All weapons (per-category toggle) | Quickstep | Replaces the vanilla roll with a short, fast dash — lower stamina cost, shorter cooldown, brief i-frames. Ported from sighsorry's SecondaryAttacks with the author's permission — see Credits. |
| Any weapon (or none) — dedicated key | Dash | A short straight-line dash on a dedicated key (default V), completely independent of the equipped weapon and of
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: