REDLINER Stamina Guide

Stamina has three charges and is mainly used for dashes and wide slash.

Stamina Values

| Field | Value | | --- | --- | | Max | 3 | | Main uses | Dash and wide slash | | Dash cost | 1 stamina | | Wide slash cost | 2 stamina |

Regeneration

The snapshot says stamina regeneration varies depending on movement state: sliding, mid-air, or grounded.

Practical Rule

Do not spend all stamina just to move faster. Keep enough stamina for a defensive dash or a wide slash setup.

Source and Freshness

Source checked: TRELLOLINER snapshot, checked 2026-06-17.

Raw path: docs/redliner/raw/data/trelloliner-summary.json.

Content intelligenceREDLINER stamina guide

Search Intent And Player Task

Players want to know what spends stamina and why movement-state regeneration changes route planning.

Use this page to: Spend stamina only when the next route or fight state justifies losing a dash or wide slash option.

Evidence Used

  • Stamina sits in the mechanics cluster and supports dash, slide, and slash pages.
  • Trello mechanics notes provide max charges and main spenders.

Information Gain

The page links stamina to both movement and swordplay, which helps players avoid treating it as a simple sprint meter.

Practice Plan

  1. 1. Practice dash once, wait for recovery, then dash twice and compare route safety.
  2. 2. Try wide slash only after confirming two charges are available.
  3. 3. Record whether you are grounded, sliding, or airborne when stamina returns.

Common Mistakes

  • Spending all stamina on entry movement.
  • Trying wide slash with insufficient charges.
  • Ignoring movement state when judging regen timing.

Source Boundaries And Update Plan

REDLINER changes quickly, so this page separates stable source facts from practice advice. Official Roblox metadata is used for game identity, controls, creator information, and public game stats. TRELLOLINER is used for mechanics, weapon values, map-object behavior, and failure states, but exact balance-sensitive numbers are treated as snapshot data until a later live pass confirms them again.

The practical recommendation is to use this page as a training route, then verify the result in game. If a future update changes a weapon value, control behavior, code status, or movement interaction, the source log should be updated first and the affected article should link back to that change. That keeps each REDLINER guide useful without pretending that unsourced community claims are confirmed facts.

For ranking quality, the page also needs to create a useful next click. After reading the mechanic or weapon note, compare it with the related tool, run one practice drill, and then open a neighboring page that explains the failure state. That pattern is intentional: REDLINER players rarely solve a search with one isolated definition. They usually need a mechanic, a route, a counter-risk, and a source boundary before the advice is safe to use.

How To Use This REDLINER Guide In Search Context

This page is written for players who arrive from a narrow REDLINER search and need a practical answer before their next match. The target query is not treated as a title swap. The page starts with the verified mechanic or route fact, adds the player task behind the query, and then sends the reader toward the tool or neighboring guide that completes the job.

If the topic is movement, the useful outcome is a route choice that saves stamina, keeps grapple available, and avoids turning dash into a fake invincibility button. If the topic is combat, the useful outcome is a safer read on parry, clashing, bullet value, or weapon pressure. If the topic is setup, the useful outcome is a control map that keeps the most important inputs reachable instead of promising universal sensitivity numbers.

The page should also help you avoid bad search results. REDLINER has similarly named legacy and unrelated pages in the wider web results, so the canonical source layer matters: current Place ID 94987506187454 for game identity, TRELLOLINER for mechanics snapshots, and the source log for updates. When those layers disagree or become stale, the safe answer is to label the limitation and recheck the live game before presenting a balance value as current.

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