diff --git a/HKMP/Animation/Effects/DashBase.cs b/HKMP/Animation/Effects/DashBase.cs
index cde3321..347bd2c 100644
--- a/HKMP/Animation/Effects/DashBase.cs
+++ b/HKMP/Animation/Effects/DashBase.cs
@@ -8,7 +8,7 @@ namespace Hkmp.Animation.Effects;
///
/// Abstract base class for the animation effect of dashing.
///
-internal abstract class DashBase : AnimationEffect {
+internal abstract class DashBase : DamageAnimationEffect {
///
public abstract override void Play(GameObject playerObject, bool[] effectInfo);
@@ -123,7 +123,7 @@ protected void Play(GameObject playerObject, bool[] effectInfo, bool shadowDash,
// Lastly, disable the player collider, since we are in a shadow dash
// We only do this, if we don't have sharp shadow
playerObject.GetComponent().enabled = false;
- } else if (!ServerSettings.IsBodyDamageEnabled && ServerSettings.IsPvpEnabled) {
+ } else if (!ServerSettings.IsBodyDamageEnabled && ServerSettings.IsPvpEnabled && ShouldDoDamage) {
// If body damage is disabled, but PvP is enabled and we are performing a sharp shadow dash
// we need to enable the DamageHero component and move the player object to the correct layer
// to allow the local player to collide with it