Evo Defense Fishy Sword Guide – Passive, Stats

At first glance, the Fishy Sword looks like one of those weapons you unlock, read once, and forget about. A 30% chance to immobilize enemies for a couple of seconds doesn’t sound like something that would change your runs in a big way.

But once you actually use it in real matches—especially faster modes like Arena—you start realizing this weapon is doing way more work than the description suggests.

Evo Defense Fishy Sword Guide

The Fishy Sword improves in two key ways as you level it up: the chance to trigger the effect and the duration of immobilization, while also giving a steady boost to base attack.

At level one, it starts with a 30% chance to turn enemies into a fish for two seconds, which feels average. By level two, the duration increases slightly, but the real jump happens at level three where the chance increases to 50%, making the effect far more noticeable in actual gameplay.

From there, level four extends the duration again, and by the time you reach level five, you’re sitting at a 70% chance with a full three seconds of immobilization. At that point, it stops feeling like a random effect and starts behaving like consistent crowd control. On top of that, every level adds base attack, so you’re not sacrificing damage just to gain utility.

The main reason this weapon feels underwhelming at first is because players underestimate how valuable stopping enemies completely is compared to just damaging them.

In many stages, especially Arena, the biggest threat isn’t enemies with high HP—it’s enemies that move too fast. Units like boars or high-speed waves don’t give your team enough time to deal damage, which is what usually causes runs to fail.

When Fishy Sword activates, it doesn’t slow enemies—it completely stops them. That creates a window where your entire team gets free damage without pressure. Even a two-second pause can be enough to stabilize a wave that would otherwise break your defense.

What really pushes this weapon into a higher tier is how it interacts with your King.

The King doesn’t deal a single hit per attack—he deals multiple hits in quick succession. Each of those hits has its own chance to trigger the Fish effect.

So while the description says something like 30% or 50%, in practice the chance feels much higher because:

  • Multiple hits = multiple proc chances
  • More hits = more consistent triggers

By the time you reach level three or higher, enemies start getting turned into fish very frequently. At level five, it almost feels like a built-in stun system constantly triggering in the background.

Crowd Control

Another reason this weapon is so valuable is that it effectively gives you free crowd control.

Normally, you would need to dedicate a hero slot to slowing or controlling enemies. With Fishy Sword, you get a passive immobilize effect that works across your entire run without replacing any of your core damage or support units.

This makes it especially useful in team setups where you want to maximize DPS but still need some form of control.

Arena is where Fishy Sword really shines.

Fast-moving enemies, especially boars, are one of the hardest things to deal with because very few abilities can stop them completely. Most skills slow or damage, but don’t fully prevent movement.

Fishy Sword is one of the rare mechanics that can completely shut them down, even if only for a few seconds. Those few seconds often decide whether your wall holds or collapses.

That’s why players who use it in Arena tend to notice its impact much more than in normal stages.

Permanent Passive

One detail that makes this weapon even more valuable is something many players overlook.

Once you unlock Fishy Sword, its effect becomes a permanent passive. This means:

  • You don’t need to actively equip it
  • The fish transformation effect still works
  • You can use another main weapon while keeping this benefit

This alone makes it worth unlocking, even if you don’t plan to use it as your primary weapon long-term.