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	<id>https://sunrust.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Phasing</id>
	<title>Phasing - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://sunrust.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Phasing"/>
	<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Phasing&amp;action=history"/>
	<updated>2026-05-09T19:36:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Phasing&amp;diff=4015&amp;oldid=prev</id>
		<title>Jerkface: Added a gif showing what phasing looks like from a player's perspective.</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Phasing&amp;diff=4015&amp;oldid=prev"/>
		<updated>2022-04-16T20:30:55Z</updated>

		<summary type="html">&lt;p&gt;Added a gif showing what phasing looks like from a player&amp;#039;s perspective.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:30, 16 April 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Phasing Basics ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Phasing Basics ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[File:phasing.gif|thumb|A phasing player, note how their medkit is lowered.]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to determine if you are phasing is if your weapon is lowered on your viewmodel.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The easiest way to determine if you are phasing is if your weapon is lowered on your viewmodel.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jerkface</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Phasing&amp;diff=4013&amp;oldid=prev</id>
		<title>Jerkface: Created page with &quot;Phasing is an ability unique to members of the Survivor team. When phasing a player is able to walk through nailed props, however their Movement|movement s...&quot;</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Phasing&amp;diff=4013&amp;oldid=prev"/>
		<updated>2022-04-16T20:15:10Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/wiki/index.php?title=Phasing&quot; title=&quot;Phasing&quot;&gt;Phasing&lt;/a&gt; is an ability unique to members of the &lt;a href=&quot;/wiki/index.php?title=Survivors&quot; title=&quot;Survivors&quot;&gt;Survivor&lt;/a&gt; team. When phasing a player is able to walk through nailed props, however their Movement|movement s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Phasing]] is an ability unique to members of the [[Survivors|Survivor]] team. When phasing a player is able to walk through nailed props, however their [[Movement|movement speed]] is greatly reduced and they are unable to attack zombies. By default, phasing is performed by pressing the Z key. &lt;br /&gt;
&lt;br /&gt;
Like most mechanics in Zombie Survival, the speed at which a player phases can be modified by a variety of sources, such as [[Skills]] or [[Status Effects]].&lt;br /&gt;
&lt;br /&gt;
== Phasing Basics ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to determine if you are phasing is if your weapon is lowered on your viewmodel.&lt;br /&gt;
&lt;br /&gt;
Once the player starts phasing, a number of things occur:&lt;br /&gt;
&lt;br /&gt;
* Their [[Movement|movement speed]] is reduced by approximately 86% (at base movespeed)&lt;br /&gt;
* They are unable to fire their weapons or use their tools (however they still can be reloaded)&lt;br /&gt;
* They are unable to pick up items (however they can carry props)&lt;br /&gt;
* They are able to move through nailed props&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': Note that phasing can only be accomplished through nailed props / barricades. Unnailed props will still collide with the player as if they were not in the phase state.&lt;br /&gt;
&lt;br /&gt;
== Phasing Speed ==&lt;br /&gt;
&lt;br /&gt;
The stat associated with phasing is phasing speed. There is no way to increase phasing speed by a flat amount because phasing speed is a percentage of your total movespeed. Therefore all sources that affect movement affect phasing speed, however you are able to directly increase your phasing speed through the use of [[Trinkets]] and Skills. &lt;br /&gt;
&lt;br /&gt;
===Increasing Phase Speed===&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
* [[Phaser]]&lt;br /&gt;
* [[Phaser II]]&lt;br /&gt;
* [[Drift]]&lt;br /&gt;
* [[Breakout]] (Phasing speed increase only occurs between waves)											&lt;br /&gt;
&lt;br /&gt;
==== Trinkets ====&lt;br /&gt;
&lt;br /&gt;
* [[Agility Aid]]&lt;br /&gt;
* [[Spirit Essence]] 											&lt;br /&gt;
* [[Escape Manual]]&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
&lt;br /&gt;
* [[Status Effects#Buff| Slipstream]]&lt;br /&gt;
* [[Status Effects#Buff| Camouflage]]&lt;br /&gt;
&lt;br /&gt;
'''Note''': These buffs do not increase your phasing speed stat, they just remove the movespeed penalty that occurs when phasing. &lt;br /&gt;
&lt;br /&gt;
===Decreasing Phase Speed===&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
* [[Rapid Transit]]&lt;br /&gt;
* [[Breakout]] &lt;br /&gt;
* [[Torment IV]]&lt;br /&gt;
&lt;br /&gt;
==== Trinkets ====&lt;br /&gt;
&lt;br /&gt;
* [[Diffusive Inverter]]&lt;br /&gt;
&lt;br /&gt;
== Strategy == &lt;br /&gt;
&lt;br /&gt;
Phasing plays a very important role to both the survivor team and the [[The Undead]]. It allows humans to easily enter and leave barricades, but makes thems vulnerable when doing so.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
* After the end of the first wave, you will usually want to enter a barricade before a [[The Undead#Bosses| Boss Zombie]] spawns at the start of the second wave.&lt;br /&gt;
* Intermission gives survivors an opportunity to exit the cade to scavenge for other player's items, reclaim [[Sigils]], or to grab [[World Drops]] and [[Capture Point| Capture Points]].&lt;br /&gt;
* When phasing into a cade that is actively being attacked by zombies, crouching can help reduce the size of your hitbox or even completely obscure it in a prop, preventing zombies from hitting you.&lt;br /&gt;
* Your movespeed is the same in any direction when phasing, making it wise to face the exit of a barricade regardless of if you are entering or leaving.&lt;br /&gt;
&lt;br /&gt;
=== Zombies ===&lt;br /&gt;
&lt;br /&gt;
* In early waves when humans are still mostly outside of their barricades, camping barricades can net you easy kills.&lt;br /&gt;
* Phasing humans are still body blocked by zombies, making it possible to prevent humans from falling back from a front barricade if you can get between them and their backup barricade.&lt;br /&gt;
* Both the [[Corrupter]] and [[Disruptor]] Demibosses inflict debuffs that punish humans for phasing, use these classes to discourage cautious humans from leaving a barricade or to cripple retreating humans.&lt;/div&gt;</summary>
		<author><name>Jerkface</name></author>
	</entry>
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