If you want to know which Skill Tree is the best in VV Ultimatum, we've got you covered. Aside from the race-specific Skill Trees (Quincy, Hollow, and Shinigami), there are several other branches, each featuring dozens of unique nodes, making it difficult to decide where to invest your Skill Points. In this VV Ultimatum Skill Tree Tier List, we rank each branch from best to worst and explain what makes them worth investing in.
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VV Ultimatum Skill Tree Tier List
VV Ultimatum has several Skill Trees that shape how your character plays, from pure melee pressure and heavy weapon damage to mobility, Kido, Quincy bow attacks, and Hollow Cero-based burst. This VV Ultimatum Skill Tree Tier List ranks the main trees based on their overall value, flexibility, combat impact, SP investment, and how useful they are across different builds. While every tree can work if it fits your race and playstyle, some offer much better tools for progression, PvP, combo pressure, survivability, and long-term character scaling.
RELATED: VV Ultimatum Spirit Charm Tier List – Best Spirit Charms
| Skill Tree | Evaluation |
|---|---|
| Hakuda S Tier Full unlock: 328 SP 58 skills Melee / Fist Combat The main unarmed combat tree, built around close-range pressure, fist scaling, throws, rushdown tools, guard pressure, and combo extensions. |
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| Speed S Tier Full unlock: 229 SP 40 skills Mobility / Shunpo / Tempo A mobility-heavy tree focused on Shunpo pressure, aerial control, afterimages, recovery tools, fast engage options, and evasive movement. |
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| Quincy A Tier Full unlock: 192 SP 36 skills Quincy only Bow / Reishi / Kido Scaling A race-restricted ranged tree built around Spirit Bow pressure, Heilig Pfeil variants, Blut forms, Reishi tools, and Kido-scaling attacks. |
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| Strength A Tier Full unlock: 185 SP 34 skills Weapon / Posture / Heavy Hits A physical damage tree focused on heavy weapon pressure, posture damage, knockback, body upgrades, counters, and punishing direct trades. |
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| Shinigami A Tier Full unlock: 208 SP 34 skills Shinigami only Kido / Binds / Utility A race-restricted Kido tree with beams, binds, lightning techniques, traps, barriers, reiatsu interaction, and strong control options. |
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| Hollow / Arrancar B Tier Full unlock: 145 SP 27 skills Hollow only Cero / Bala / Defensive Bursts A race-restricted burst tree built around Cero and Bala variants, Hierro defense, reactive barriers, regeneration, and explosive Kido-scaling attacks. |
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RELATED: VV Ultimatum Hollow Trait Tier List
Best VV Ultimatum Skills - Every Skill Evaluated
Below, you will find a complete list of all skills across every VV Ultimatum skill tree, presented in unlock order alongside other useful information, such as unlock costs and requirements, effects, and our evaluation. The skills are organized by branch, with a total of 244 skills spread across Hakuda, Sense, Strength, Quincy, Shinigami, Hollow (Arrancar), Misc, and Speed.
PRO TIP: Prioritize skills that fit your main stat route first. A flashy late-route move is rarely worth the SP if your build cannot consistently create the right combo, posture, or resource window for it.
| Skill Info | Effect & Evaluation |
|---|---|
Hakuda SkillsHand-to-hand skills, grapples, melee pressure, and hybrid Hakuda routes that branch into Kido, Strength, and Speed scaling. 58 skills listed. |
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| Hakuda Basics HakudaPassiveNo Level Cost2 SP Unlock requirementsHakuda 12 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Gain the ability to fight with your fists. Evaluation: Important pathing pickup that unlocks a mechanic or later branch options rather than acting as a direct damage button. |
| Round Kick HakudaActive Cost5 SP Unlock requirementsHakuda 32 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Powerful sweeping kick. Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. |
| ↳ Iron Guard HakudaPassiveNo Level CostFree Unlock requirementsHakuda 70 Parent/pathingRound Kick Choice locks & restrictions— |
Effect: You no longer take chip damage from blocking. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Side Switcher HakudaPassiveNo Level Cost3 SP Unlock requirementsHakuda 90 Parent/pathingIron Guard Choice locks & restrictions— |
Effect: Swapping between hakuda and your primary weapon is much faster. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. |
| Hakuda Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: Increase Hakuda Scaling. Evaluation: Pure Hakuda scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Kido Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: Increase Kido Scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Surge Fist HakudaActive Cost7 SP Unlock requirementsHakuda 50, Kido 20 Parent/pathingKido Node Choice locks & restrictions— |
Effect: Concentrate your reiatsu into a small pressurized blast projectile and release it. Upgrade note: Lvl 4: Unlock an air variant of Surge Fist when holding jump while casting. 35% Faster, however only aimed in a set direction·Lvl 6: Air variant hits crumpled opponents Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Reiatsu Blasts HakudaActive Cost8 SP Unlock requirementsHakuda 90, Kido 50 Parent/pathingSurge Fist Choice locks & restrictions— |
Effect: Summon homing blasts of reiatsu from the ground. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Stagger Kicks HakudaActive Cost8 SP Unlock requirementsHakuda 65, Kido 45 Parent/pathingSurge Fist Choice locks & restrictions— |
Effect: Perform three advancing kicks. Upgrade note: Lvl 3: Landing all 3 kicks will apply Concussion on the third kick Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. |
| ↳ Hakudo Kai HakudaPassiveNo Level Cost4 SP Unlock requirementsHakuda 73, Kido 55 Parent/pathingStagger Kicks Choice locks & restrictions— |
Effect: Every 3rd basic attack deals bonus Kido scaling damage. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Blast Punisher HakudaActive Cost9 SP Unlock requirementsHakuda 100, Kido 70 Parent/pathingHakudo Kai Choice locks & restrictions— |
Effect: Shoot energy blasts from your hands. Lock onto an enemy if hit. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Kido Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStagger Kicks Choice locks & restrictions— |
Effect: Increase Kido Scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Dragon Fist HakudaActive Cost9 SP Unlock requirementsHakuda 136, Kido 76 Parent/pathingKido Node Choice locks & restrictions— |
Effect: Perform a reiatsu-infused uppercut that ragdolls the opponent on the second hit. Upgrade note: Lvl 3: Gain Super Armor during the end-lag·Lvl 5: Perform "Demon Flash" during the 2nd hit·Lvl 7: "Demon Flash" can execute Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Kido Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingDragon Fist Choice locks & restrictions— |
Effect: Increase Kido Scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ God Fist HakudaActiveUltimate Cost13 SP Unlock requirementsHakuda 315, Kido 85 Parent/pathingKido Node Choice locks & restrictionsUltimate |
Effect: I've been saving this! God Fist! Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Kido Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingDragon Fist Choice locks & restrictions— |
Effect: Increase Kido Scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Burst Rush HakudaActiveSpecial Cost10 SP Unlock requirementsHakuda 200, Kido 80 Parent/pathingKido Node Choice locks & restrictionsSpecial |
Effect: YOU'RE THROUGH! Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Dragon Lash HakudaActive Cost7 SP Unlock requirementsHakuda 56 Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: A mid range, high-stun aerial kick. Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Executioner HakudaPassiveNo Level Cost3 SP Unlock requirementsHakuda 115, Strength 5 Parent/pathingDragon Lash Choice locks & restrictions— |
Effect: Temporarily gain a 20% output boost after executing someone. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Strength Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingExecutioner Choice locks & restrictions— |
Effect: Increase Strength Scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Suplex HakudaActive Cost8 SP Unlock requirementsHakuda 115, Strength 28 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Lunge a short distance forward, then attempt to perform a stylish suplex. Concusses opponents that are hit by the slam. Upgrade note: Lvl 3: Landing the grab on the first frame will cause your throw to do an additional 2% max health dmg, signified by blue sparks.·Lvl 6: After knocking an opponent with their theme active using Suplex, automatically cancel their theme and pop yours. Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. |
| ↳ The Underdog HakudaPassiveNo Level Cost3 SP Unlock requirementsHakuda 115, Strength 28 Parent/pathingSuplex Choice locks & restrictions— |
Effect: If there is a 30% HP gap between you and your opponent, your next basic attack deals +5 enemy health percent bonus damage (25s CD). Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Swinging Throw HakudaActive Cost8 SP Unlock requirementsHakuda 120, Strength 54 Parent/pathingThe Underdog Choice locks & restrictions— |
Effect: Grab your opponent by the waist and violently swing them around, then throw them at full force to finish Upgrade note: Lvl 4: Landing the grab on the first frame will cause your throw to do an additional 2% enemy max health dmg, signified by blue sparks·Lvl 6: You can pick up ragdolled opponents Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. |
| ↳ Strength Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingSwinging Throw Choice locks & restrictions— |
Effect: Increase Strength Scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Death Fist HakudaActiveSpecial Cost11 SP Unlock requirementsHakuda 200, Strength 100 Parent/pathingSwinging Throw Choice locks & restrictionsSpecial |
Effect: Secret technique of Death Kwon Do... Upgrade note: Lvl 8: Landing the move on an enemy with low health will auto execute them Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Strength Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingThe Underdog Choice locks & restrictions— |
Effect: Increase Strength Scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Muscle Up HakudaActive Cost7 SP Unlock requirementsHakuda 160, Strength 60 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Flex your muscle and gain 90% damage reduction. If you take more than 10 of pre-mitigation damage you gain an HP pack relative to damage taken, reduces 10% of posture. Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Grappler's Gambit HakudaPassive Cost6 SP Unlock requirementsHakuda 188, Strength 60 Parent/pathingMuscle Up Choice locks & restrictions— |
Effect: Pressing Counter while near a ragdolled will mount you on top of opponent and beat them down (40s CD). Upgrade note: Lvl 8: Grappler's Gambit now works on crumpled opponents Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Jaguar Rush HakudaActiveZ-Step Incompat Cost10 SP Unlock requirementsHakuda 200, Strength 80 Parent/pathingMuscle Up Choice locks & restrictionsZ-Step incompatible |
Effect: Enter a sprint stance; once your dash is completed, if nearby an opponent, attempt a RKO. Upgrade note: Lvl 6: Concusses enemies Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Strength Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingJaguar Rush Choice locks & restrictions— |
Effect: Increase Strength Scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Screwdriver HakudaActiveUltimateZ-Step Incompat Cost13 SP Unlock requirementsHakuda 300, Strength 100 Parent/pathingStrength Node Choice locks & restrictionsZ-Step incompatible; Ultimate |
Effect: Thrash around your opponent. Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Aerial Flip HakudaActive Cost7 SP Unlock requirementsHakuda 100, Speed 15 Parent/pathingDragon Lash Choice locks & restrictions— |
Effect: Flip towards an airborne opponent, grab them out of the air and slam them to the ground with you. Upgrade note: Lvl 5: Apply concussion prone to enemies·Lvl 6: Aerial flip is now unblockable Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. |
| ↳ Speed Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingAerial Flip Choice locks & restrictions— |
Effect: Increase Speed Scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Flash Kick HakudaActive Cost3 SP Unlock requirementsHakuda 130, Speed 20 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Spin around and launch your opponent into the air with a powerful kick. Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. |
| ↳ Speed Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFlash Kick Choice locks & restrictions— |
Effect: Increase Speed Scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Punisher Drive HakudaActive Cost8 SP Unlock requirementsHakuda 185, Speed 50 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Think you can keep up? After a short startup turn briefly invisible and barrage your opponent with a flurry of attacks. Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Flash Strike HakudaActive Cost9 SP Unlock requirementsHakuda 155, Speed 65 Parent/pathingFlash Kick Choice locks & restrictions— |
Effect: Focus and warp your enemies perception of you, then teleport to them and deliver a strong kick. Upgrade note: Lvl 6: Deal additional damage / posture damage when used right up close Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Blur HakudaPassiveNo Level Cost4 SP Unlock requirementsHakuda 180, Speed 90 Parent/pathingFlash Strike Choice locks & restrictions— |
Effect: Dealing basic hakuda damage will refill your shunpo stamina. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Speed Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFlash Strike Choice locks & restrictions— |
Effect: Increase Speed Scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Fight Back HakudaPassiveNo Level Cost4 SP Unlock requirementsHakuda 195, Speed 65 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Landing 3 consecutive attacks will empower your 4th. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Flash Counter HakudaActive Cost8 SP Unlock requirementsHakuda 250, Speed 100 Parent/pathingFight Back Choice locks & restrictions— |
Effect: Enter a counter pose where you negate all incoming melee damage and retaliate with a spinning kick. Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Speed Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFight Back Choice locks & restrictions— |
Effect: Increase Speed Scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Incinerator HakudaActive Cost9 SP Unlock requirementsHakuda 250, Speed 100 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Do a rushing knee, on contact connect into a barrage of flaming kicks. Upgrade note: Lvl 4: Perform a flip instead of the traditional spinning kicks, increasing air time·Lvl 6: Scorch your opponents on the final hit, causing tick damage Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Hard Pressure HakudaPassive Cost3 SP Unlock requirementsHakuda 76 Parent/pathingDragon Lash Choice locks & restrictions— |
Effect: Landing a blunt attack off a flash step will increase the posture damage. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Hakuda Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingHard Pressure Choice locks & restrictions— |
Effect: Increase Hakuda Scaling. Evaluation: Pure Hakuda scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Dust Kick HakudaActive Cost8 SP Unlock requirementsHakuda 112 Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: Cloud your opponent's vision, landing this attack at close range will deal the damage of your kick itself Upgrade note: Lvl 3: Dust Kick ignores ragdoll Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. |
| ↳ Boxer's Footwork HakudaPassiveNo Level Cost3 SP Unlock requirementsHakuda 168 Parent/pathingDust Kick Choice locks & restrictions— |
Effect: Enter a state in which you dodge attacks instead of parrying for 12s after perfect parrying 3 times in quick succession, with no neutral parries. Dodges have 35% increased posture loss vs parries. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Drop Kick HakudaActive Cost8 SP Unlock requirementsHakuda 144 Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: Lunge forwards dealing light posture damage. Upgrade note: Lvl 5: Drop Kick is fully rotatable·Lvl 6: Apply concussion on landed hits Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Breaker Fist HakudaActive Cost8 SP Unlock requirementsHakuda 200 Parent/pathingDrop Kick Choice locks & restrictions— |
Effect: Rupture the ground, then cause it to burst — transfers up to 25% of your posture to your opponent if landed. Upgrade note: Lvl 4: The second strike of Breaker Fist hits ragdolled/crumpled opponents Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Shoulder Throw HakudaPassiveNo Level Cost6 SP Unlock requirementsHakuda 240 Parent/pathingBreaker Fist Choice locks & restrictions— |
Effect: Pressing Counter while near a opponent who is posture broken will cause you to flip them over your shoulder, ragdolling them. This also replaces your default Red Counter. (30s CD) Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Hakuda Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBreaker Fist Choice locks & restrictions— |
Effect: Increase Hakuda Scaling. Evaluation: Pure Hakuda scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Fighter's Tempo HakudaActive Cost7 SP Unlock requirementsHakuda 240 Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: Strike a pose, reducing your posture and making all of your melee attacks reduce your posture. Upgrade note: Lvl 4: Fighter's Tempo becomes uncancellable Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Sweep Kick HakudaActive Cost9 SP Unlock requirementsHakuda 260 Parent/pathingHakuda Node Choice locks & restrictions— |
Effect: Sweep kick which stuns the target in place. Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Tempest Combo HakudaActiveZ-Step Incompat Cost10 SP Unlock requirementsHakuda 300 Parent/pathingSweep Kick Choice locks & restrictionsZ-Step incompatible |
Effect: Enter a state of ferocity and unleash a barrage of strong left and rights. Once hit, the enemy cannot escape. Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Spirit Breaker HakudaPassive Cost6 SP Unlock requirementsHakuda 340 Parent/pathingTempest Combo Choice locks & restrictions— |
Effect: Pressing Counter while facing a wallbanged enemy will grab them and slam them into the ground. Upgrade note: Lvl 4: Apply concussion to enemies Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Spirit Breaking Cannon HakudaActiveUltimate Cost12 SP Unlock requirementsHakuda 400 Parent/pathingSpirit Breaker Choice locks & restrictionsUltimate |
Effect: Grab your opponent then drag them through the floor, if you meet a wall, perform a 2nd attack combo, failing to meet a wall allows an alternate combo route. Unblockable. Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Hakuda Node HakudaPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingTempest Combo Choice locks & restrictions— |
Effect: Increase Hakuda Scaling. Evaluation: Pure Hakuda scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Ground Slam HakudaActiveSpecial Cost10 SP Unlock requirementsHakuda 375 Parent/pathingHakuda Node Choice locks & restrictionsSpecial |
Effect: An aerial slam attack. Gain bonus damage based on landing height, ignores crumple. Upgrade note: Lvl 4: Your max height multiplier is changed from 1.2x → 1.3x Evaluation: Situational active skill for Hakuda routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
Sense SkillsUtility sensing upgrades that improve how much information you get from nearby entities. 4 skills listed. |
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| Sensory 1 SenseActiveNo Level Cost200 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: Decrease the minimum range needed to sense someone Evaluation: Situational active skill for Sense routing. Consider it when the effect fills a real gap in your current kit. |
| Sensory 2 SenseActiveNo Level Cost1 SP + 100 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: View the reiatsu grade of the entities that you sense Evaluation: Situational active skill for Sense routing. Consider it when the effect fills a real gap in your current kit. |
| Sensory 3 SenseActiveNo Level Cost300 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: View the factions of the entities that you sense Evaluation: Situational active skill for Sense routing. Consider it when the effect fills a real gap in your current kit. |
| Sensory 4 SenseActiveNo Level Cost1 SP Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: View an approximate powerlevel of the entities that you sense Evaluation: Situational active skill for Sense routing. Consider it when the effect fills a real gap in your current kit. |
Strength SkillsWeapon-forward pressure, posture damage, hyperarmor-style tools, and heavy melee payoffs. 34 skills listed. |
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| Heavy Kick StrengthActive Cost6 SP Unlock requirementsStrength 24 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Kick the target away, inflicting decent posture damage. Upgrade note: Lvl 3: Apply concussion prone to enemies Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. |
| Thrust StrengthActive Cost8 SP Unlock requirementsStrength 40 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Lunge forwards dealing light posture damage, the speed you travel increases with time. Upgrade note: Lvl 6: Thrust is rotatable during startup Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. |
| ↳ Tenran StrengthActive Cost8 SP Unlock requirementsStrength 85, Kido 35 Parent/pathingThrust Choice locks & restrictions— |
Effect: Send out a whirlwind from the tip of your sword. Upgrade note: Lvl 3: Tenran sucks people in when blocked Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Melee-Kido Specialist StrengthPassiveNo Level Cost3 SP Unlock requirementsStrength 90, Kido 40 Parent/pathingTenran Choice locks & restrictions— |
Effect: Landing a basic attack shortly before a kido move buffs its damage. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. |
| ↳ Kido Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingTenran Choice locks & restrictions— |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Kinetic Force StrengthActive Cost5 SP Unlock requirementsStrength 140, Kido 50 Parent/pathingKido Node Choice locks & restrictions— |
Effect: Strike a pose, in which you gather reiatsu, and activate kido-enhancement for your next basic attack Upgrade note: Lvl 3: Gain extra reiatsu on completed cast·Lvl 4: Gain enhanced reiatsu regeneration for 2.5 seconds after completed cast·Lvl 5: Recasting Kinetic Force very quickly after a completed pose will slice out 2 energy slashes Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingKinetic Force Choice locks & restrictions— |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Blood Tax StrengthActiveUltimateZ-Step Incompat Cost11 SP Unlock requirementsStrength 275, Kido 100 Parent/pathingKido Node Choice locks & restrictionsZ-Step incompatible; Ultimate |
Effect: Strengthen a powerful slash with impressive range using your own blood, does not require full ultimate bar. If cast with full ultimate bar, perform a 2nd equally devastating slash. Upgrade note: Lvl 5: Landing the move on an enemy with low health will auto execute them Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Strength Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingThrust Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Cyclone StrengthActive Cost7 SP Unlock requirementsStrength 88 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: A single AOE slash Upgrade note: Lvl 3: Hitting someone with the edge of the slash will deal more damage and cause bleed·Lvl 4: You can dash during the startup of Evaluation: Area-pressure tool that gains value in messy fights, clustered targets, and predictable movement paths. |
| ↳ Vault Slash StrengthActive Cost8 SP Unlock requirementsStrength 156 Parent/pathingCyclone Choice locks & restrictions— |
Effect: Roll into an overhead slash Upgrade note: Lvl 6: You can now feint the slash·Lvl 7: Vault slash gives dodge frames at the start of the move Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Fell Crescent StrengthActive Cost8 SP Unlock requirementsStrength 160, Speed 20 Parent/pathingVault Slash Choice locks & restrictions— |
Effect: Leap backwards and attack your previous position. Upgrade note: Lvl 3: Riposte frames on startup·Lvl 8: Execute low health enemies Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Speed Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFell Crescent Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Speed Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFell Crescent Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ One Mind StrengthActive Cost10 SP Unlock requirementsStrength 265, Speed 95 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: A onslaught of relentless slashes, with a powerful strike at the end. Upgrade note: Lvl 3: Gain riposte frames in One Mind Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Strength Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingVault Slash Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Overwhelming Strength StrengthPassiveNo Level Cost3 SP Unlock requirementsStrength 195 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Guardbreaking an opponent will wound them. While wounded, their posture damage taken is increased significantly. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Overhead Strike StrengthActive Cost8 SP Unlock requirementsStrength 196 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: An overhead strike with poor damage, but extremely high posture damage. Upgrade note: Lvl 3: Overhead Strike restores posture regardless of it being blocked or parried·Lvl 5: Gain hyperarmor for the first .75s of startup·Lvl 6: Overhead Strike inflicts bleed·Lvl 7: Overhead Strike deals 2x posture damage to enemies under 30% health Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Trained Body StrengthPassiveNo Level Cost4 SP Unlock requirementsStrength 230 Parent/pathingOverhead Strike Choice locks & restrictions— |
Effect: Actions that cancel posture regen will reduce the cancellation time. Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Blade Catch StrengthPassiveNo Level Cost3 SP Unlock requirementsStrength 270 Parent/pathingTrained Body Choice locks & restrictions— |
Effect: Your 'unblockable counter' is more posture-effective. Additionally, disrupt the aura of those weaker than you, or those at low HP. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Wall Specialist StrengthPassive Cost6 SP Unlock requirementsStrength 315 Parent/pathingBlade Catch Choice locks & restrictions— |
Effect: Pressing Counter while facing a wallbanged enemy will grab them and slam them into the ground. Upgrade note: Lvl 4: Apply concussion to enemies Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Piercing Draw StrengthActive Cost9 SP Unlock requirementsStrength 310 Parent/pathingBlade Catch Choice locks & restrictions— |
Effect: Use your strength to cause a ripple effect via shockwaves erupting from the ground when you strike it. Can hit ragdolled and crumpled opponents. Upgrade note: Lvl 3: Your super armor from Piercing Draw lingers making it very difficult to whiff-punish·Lvl 6: You can rushdown from hit ragdolled opponents Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Trained Body Mastery StrengthPassiveNo Level Cost6 SP Unlock requirementsStrength 350 Parent/pathingPiercing Draw Choice locks & restrictions— |
Effect: Deflecting projectiles now reflects them towards the caster. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Strength Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingPiercing Draw Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Brute Force StrengthActive Cost9 SP Unlock requirementsStrength 375 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Guard your body with your blade, reducing all incoming damage by 90%, then reflect all damage back in a spinning hurl. Upgrade note: Lvl 3: Returned damage bypasses riposte frames·Lvl 8: Slice off low HP opponents heads if you absorb any damage at all Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Strength Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingOverhead Strike Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Heavy Hitter StrengthPassiveNo Level Cost3 SP Unlock requirementsStrength 235 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Hitting someone's block reduces your posture slightly. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Poise StrengthPassiveNo Level Cost3 SP Unlock requirementsStrength 268 Parent/pathingHeavy Hitter Choice locks & restrictions— |
Effect: Increase penetration through armor and armor-like techniques. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Skyscraper StrengthActive Cost9 SP Unlock requirementsStrength 280 Parent/pathingPoise Choice locks & restrictions— |
Effect: Strong attack that grants hyperarmor, has a lengthy wind-up. Upgrade note: Lvl 4: Gain riposte frames on startup·Lvl 5: Follow-up attack used by using shunpo after landing the move·Lvl 6: Follow-up becomes amped on-hit if opponent is below 40% Evaluation: Situational active skill for Strength routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Impale StrengthActiveSpecial Cost11 SP Unlock requirementsStrength 324 Parent/pathingSkyscraper Choice locks & restrictionsSpecial |
Effect: Impale an opponent and slam them back down to the ground, inflicting bleed. Upgrade note: Lvl 6: Impale can automatically execute low HP opponents Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Strength Node StrengthPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingImpale Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Berserker StrengthPassiveNo Level Cost6 SP Unlock requirementsStrength 345 Parent/pathingSkyscraper Choice locks & restrictions— |
Effect: Enter a state of rage caused by anguish when entering low HP. Increases melee damage dealt by 15%–30% based on missing HP. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Bloodlust StrengthPassiveNo Level Cost2 SP Unlock requirementsStrength 360 Parent/pathingBerserker Choice locks & restrictions— |
Effect: Posture executing an enemy can trigger Berserker. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Guillotine Drop StrengthActiveSpecial Cost11 SP Unlock requirementsStrength 380 Parent/pathingBerserker Choice locks & restrictionsSpecial |
Effect: Jump high in the air towards your opponent before attacking them with an impactful slam. Evaluation: Situational active skill for Strength routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
Quincy SkillsQuincy-only bow, Blut, medallion, and archery skills built around Kido investment and ranged pressure. 36 skills listed. |
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| Conjure Weapon QuincyQuincyPassiveNo LevelZ-Step Incompat Cost4 SP Unlock requirementsKido 12 Parent/pathingStarter node Choice locks & restrictionsZ-Step incompatible; Race: Quincy |
Effect: Conjure a basic spirit bow by pressing E. (Passive —) Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. |
| Heilig Pfeil QuincyQuincyActive Cost7 SP Unlock requirementsKido 60 Parent/pathingStarter node Choice locks & restrictionsRace: Quincy |
Effect: Conjure an arrow and throw it. Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. |
| Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStarter node Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Blut Arterie QuincyQuincyActiveZ-Step Incompat Cost5 SP Unlock requirementsKido 60 Parent/pathingKido Node Choice locks & restrictionsZ-Step incompatible; Race: Quincy |
Effect: The offensive form of Blut which grants the user inhuman attack power. Allows artery fortifying at a basic level, and increasing damage & posture damage slightly Upgrade note: Lvl 4: No longer passively saps Blut Bar during usage and increases weapon dmg by 4%·Lvl 5: Increases weapon dmg by 6%·Lvl 6: Increases weapon dmg by 8%·Lvl 7: Increases weapon dmg by 11%·Lvl 8: Increases weapon dmg by 15% Evaluation: Situational active skill for Quincy routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBlut Arterie Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Mondlicht QuincyQuincyActive Cost9 SP Unlock requirementsKido 220 Parent/pathingKido Node Choice locks & restrictionsRequires weapon; Race: Quincy |
Effect: Deliver a lethal moonlight strike. Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Blut Vene QuincyQuincyActiveZ-Step Incompat Cost5 SP Unlock requirementsKido 90 Parent/pathingKido Node Choice locks & restrictionsZ-Step incompatible; Race: Quincy |
Effect: The defensive form of Blut, which grants the user inhuman durability Upgrade note: Lvl 3: No longer passively saps Blut Bar during usage. Veins pulsate on your limbs. Evaluation: Situational active skill for Quincy routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Reishi Gather QuincyQuincyPassiveNo Level Cost4 SP Unlock requirementsKido 100 Parent/pathingBlut Vene Choice locks & restrictionsRace: Quincy |
Effect: Gather reiatsu from the atmosphere, increasing reiatsu regeneration rate by 7.5%. Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. |
| ↳ Medallion Specialist QuincyQuincyPassiveNo Level Cost1 SP Unlock requirementsKido 60 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: You have began specialization into your quincy medallion, allowing access to more advanced quincy spells, and you can switch between your bow at a faster rate Evaluation: Important pathing pickup that unlocks a mechanic or later branch options rather than acting as a direct damage button. |
| ↳ Reishi Flash QuincyQuincyActiveZ-Step Incompat Cost7 SP Unlock requirementsKido 100 Parent/pathingMedallion Specialist Choice locks & restrictionsZ-Step incompatible; Race: Quincy |
Effect: Throw up an energy ball that blinds surrounding opponents Upgrade note: Lvl 4: The first flare now burns your opponents retinas, causing excruciating pain, and stunning for a second Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. |
| ↳ Heilig Pfeil - Speed Variant QuincyQuincyPassiveNo LevelChoice Lock Cost2 SP Unlock requirementsKido 110 Parent/pathingReishi Flash Choice locks & restrictionsChoice lock: Heilig Pfeil - Power Variant, Heilig Pfeil - Multi-shot Variant; Race: Quincy |
Effect: Heilig Pfeil now fires a faster, weaker arrow. Only one variant can be picked. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. |
| ↳ Heilig Pfeil - Power Variant QuincyQuincyPassiveNo LevelChoice Lock Cost2 SP Unlock requirementsKido 110 Parent/pathingReishi Flash Choice locks & restrictionsChoice lock: Heilig Pfeil - Speed Variant, Heilig Pfeil - Multi-shot Variant; Race: Quincy |
Effect: Heilig Pfeil's arrow is much bigger and deals more damage, however is slower. Only one variant can be picked. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. |
| ↳ Heilig Pfeil - Multi-shot Variant QuincyQuincyPassiveNo LevelChoice Lock Cost2 SP Unlock requirementsKido 110 Parent/pathingReishi Flash Choice locks & restrictionsChoice lock: Heilig Pfeil - Speed Variant, Heilig Pfeil - Power Variant; Race: Quincy |
Effect: Heilig Pfeil now fires three weaker arrows at a slower rate. Only one variant can be picked. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingReishi Flash Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Beurteilung QuincyQuincyActive Cost8 SP Unlock requirementsKido 140 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Summon a massive spirit greatsword above your opponents head and then cast judgement on them, hits ragdolled opponents Upgrade note: Lvl 6: Inflict bleed on enemies Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Reishigriff QuincyQuincyActive Cost8 SP Unlock requirementsKido 195 Parent/pathingBeurteilung Choice locks & restrictionsRace: Quincy |
Effect: Thieve your opponents reiryoku with a deadly chokehold. Restores blut charge on hit Upgrade note: Lvl 3: Your chokehold steals a bit of reiatsu Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Feurige Säulen QuincyQuincyActiveSpecial Cost11 SP Unlock requirementsKido 330 Parent/pathingReishigriff Choice locks & restrictionsSpecial; Race: Quincy |
Effect: Summon forward pillars of holy fire. Upgrade note: Lvl 3: Feurige Säulen can hit ragdolled opponents Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBeurteilung Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Schlagen QuincyQuincyActive Cost11 SP Unlock requirementsKido 220 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Summon a raging thunderstorm, and then strike lightning on the blast zone. Upgrade note: Lvl 5: Standing in the strikes blast zone heals you for 3% max HP Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Klingensturm QuincyQuincyActiveUltimate Cost13 SP Unlock requirementsKido 400 Parent/pathingSchlagen Choice locks & restrictionsUltimate; Race: Quincy |
Effect: Summon various spirit weapons once used by your deceased comrades to rain down warfare on your target. Ultimate Skill. Evaluation: Situational active skill for Quincy routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Advanced Archery QuincyQuincyPassiveNo Level Cost1 SP Unlock requirementsKido 60 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: You are more in tune with your bow, allowing you to conjure a stronger bow and allowing access to the archery path. Allows mouse aim with your bow. Evaluation: Important pathing pickup that unlocks a mechanic or later branch options rather than acting as a direct damage button. |
| ↳ Luftpfeile QuincyQuincyActive Cost7 SP Unlock requirementsKido 96 Parent/pathingAdvanced Archery Choice locks & restrictionsRace: Quincy |
Effect: Rush at your opponent then leap into the air and unleash a volley of arrows. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingLuftpfeile Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Archer's Stratagem QuincyQuincyPassive Cost3 SP Unlock requirementsKido 120 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: You can now feint your bow fire, restore half of the cost on feint, empower your next arrow after a feint. Upgrade note: Lvl 2: Restore full cost of the arrow on feint·Lvl 3: Gain 3x swap speed to your spirit weapon after a feint Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. |
| ↳ Stille Silber QuincyQuincyActive Cost8 SP Unlock requirementsKido 124 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Fire a single homing arrow. Upgrade note: Lvl 3: Disables reiatsu regeneration·Lvl 5: Disables transformations Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStille Silber Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Bow Conjuration Upgrade QuincyQuincyPassiveNo Level Cost4 SP Unlock requirementsKido 156 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Your Spirit Bow is more powerful, reflected in a brand new appearance Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Impaling Arrows QuincyQuincyPassiveNo LevelChoice Lock Cost4 SP Unlock requirementsKido 160 Parent/pathingBow Conjuration Upgrade Choice locks & restrictionsChoice lock: Holy Arrows; Race: Quincy |
Effect: Your spirit bow's arrow now impale targets when charged for a bit Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Zangenpfeil QuincyQuincyActive Cost8 SP Unlock requirementsKido 190 Parent/pathingImpaling Arrows Choice locks & restrictionsRace: Quincy |
Effect: Fire an arrow capable of pinning opponents to it, and shredding through their internals. Enemies will experience bleeding both internal and external when struck. Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Holy Arrows QuincyQuincyPassiveNo LevelChoice Lock Cost4 SP Unlock requirementsKido 160 Parent/pathingBow Conjuration Upgrade Choice locks & restrictionsChoice lock: Impaling Arrows; Race: Quincy |
Effect: Your spirit bow's arrow now smite opponents with holy light once they are pierced. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Blitz Feuer QuincyQuincyActive Cost8 SP Unlock requirementsKido 190 Parent/pathingHoly Arrows Choice locks & restrictionsRace: Quincy |
Effect: Fire an arrow that calls upon the holy king's magic. Ricochets off walls, creates lightning explosions on ricochet or impact. Upgrade note: Lvl 3: Your arrow no longer despawns on hit, and can ricochet off living targets as well. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStille Silber Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Leichter Sturm QuincyQuincyActive Cost9 SP Unlock requirementsKido 190 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Release a storm of arrows from your bow. Upgrade note: Lvl 5: Turnable for twice as long Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node QuincyQuincyPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingLeichter Sturm Choice locks & restrictionsRace: Quincy |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Fallzwang QuincyQuincyActive Cost9 SP Unlock requirementsKido 300 Parent/pathingKido Node Choice locks & restrictionsRace: Quincy |
Effect: Summon a bow that will fire an arrow to send airborne opponents back to the ground. (Target must be airborne) Upgrade note: Lvl 6: Your arrow judges true, it must be parried to be avoided. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Heilig Verbegun QuincyQuincyActiveSpecial Cost12 SP Unlock requirementsKido 350 Parent/pathingKido Node Choice locks & restrictionsSpecial; Race: Quincy |
Effect: Conjure an arrow and throw it Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
Shinigami SkillsShinigami-only Kido skills, binding spells, lightning/fire options, barriers, and late-tree spell payoffs. 34 skills listed. |
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| Byakurai ShinigamiShinigamiActive Cost6 SP Unlock requirementsKido 28 Parent/pathingStarter node Choice locks & restrictionsRace: Shinigami |
Effect: Blue kido beam. Upgrade note: Lvl 4: Applies an after-shock that deals a small % of the ability's damage when landed Stats: Reiatsu cost 24; cost/level -1.1; cooldown 27.5s; cooldown/level -0.4s Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| Sai ShinigamiShinigamiActiveZ-Step Incompat Cost7 SP Unlock requirementsKido 56 Parent/pathingStarter node Choice locks & restrictionsZ-Step incompatible; Race: Shinigami |
Effect: Lock an opponent's hands together preventing them from attacking. Ineffective against stronger opponents. Upgrade note: Lvl 7: Your Sai now ignores block Stats: Reiatsu cost 30; cost/level -1.4; cooldown 40s; cooldown/level -0.6s Evaluation: Situational active skill for Shinigami routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingSai Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Tsuzuri Raiden ShinigamiShinigamiActive Cost7 SP Unlock requirementsKido 76 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: Increase stun and damage. Upgrade note: Lvl 4: Having Tsuzuri Raiden buffs all forms of lightning damage·Lvl 6: Parrying attacks with Tsuzuri Raiden active will restore more 12.5% posture Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Fushibi ShinigamiShinigamiActive Cost8 SP Unlock requirementsKido 116 Parent/pathingTsuzuri Raiden Choice locks & restrictionsRace: Shinigami |
Effect: Stun the enemy with a net of kido before it explodes Upgrade note: Lvl 3: Fushibi disables the dash/flashstep of those caught in the web initially for a brief duration Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFushibi Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Sokatsui ShinigamiShinigamiActive Cost8 SP Unlock requirementsKido 156 Parent/pathingFushibi Choice locks & restrictionsRace: Shinigami |
Effect: Conjure a blinding continuous energy beam in front of you. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Reiatsu Enhancement ShinigamiShinigamiPassiveNo Level Cost3 SP Unlock requirementsKido 180 Parent/pathingSokatsui Choice locks & restrictionsRace: Shinigami |
Effect: Parrying a kido-type attack will absorb its energy into your blade empowering your next melee attack. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingReiatsu Enhancement Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Haien ShinigamiShinigamiActive Cost9 SP Unlock requirementsKido 225 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: A blast of purple energy which incinerates a target upon contact. Requires Weapon Equipped. Upgrade note: Lvl 5: Purple flames linger after the attack hits·Lvl 6: Your purple flame no longer damages you Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingHaien Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Gaki Rekkō ShinigamiShinigamiActive Cost10 SP Unlock requirementsKido 275 Parent/pathingKido Node Choice locks & restrictionsRequires weapon; Race: Shinigami |
Effect: Fast green lasers that deal solid damage and posture damage. Requires Weapon Equipped. Upgrade note: Lvl 2: Projectiles will autotrack to enemies slightly outside the move's range Evaluation: Situational active skill for Shinigami routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Heaven Culling-Sear ShinigamiShinigamiActiveUltimate Cost12 SP Unlock requirementsKido 360 Parent/pathingGaki Rekkō Choice locks & restrictionsUltimate; Race: Shinigami |
Effect: Summon heavenly beams to smite your opponents. Extremely high DMG, but very slow startup and very high reiatsu cost Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As an Ultimate, it should be treated as a major branch payoff. |
| ↳ Shinten Raiho ShinigamiShinigamiActive Cost8 SP Unlock requirementsKido 190 Parent/pathingSokatsui Choice locks & restrictionsRace: Shinigami |
Effect: Create a lightning field in front of you. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingShinten Raiho Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Raikoho ShinigamiShinigamiActive Cost8 SP Unlock requirementsKido 225 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: A chargeable lightning projectile which implodes upon impact, sucking entities in. Upgrade note: Lvl 3: Rushdown potential off knockback·Lvl 5: After-shock that allows for follow up Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingRaikoho Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Electrical Energy ShinigamiShinigamiPassiveNo Level Cost6 SP Unlock requirementsKido 245 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: Moves that deal electric damage are now more potent. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Zangerin ShinigamiShinigamiActive Cost9 SP Unlock requirementsKido 290 Parent/pathingRaikoho Choice locks & restrictionsRace: Shinigami |
Effect: Counter with a lightning slash projectile. Upgrade note: Lvl 3: Zangerin can be used without countering by having Tsuzuri Raiden active Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingSai Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Sho ShinigamiShinigamiActive Cost6 SP Unlock requirementsKido 84 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: Knockback opponents, even when they are knocked. Upgrade note: Lvl 3: Sho prevents enemies from getting up from a knocked state while active·Lvl 4: Sho can wallbang enemies·Lvl 6: Seals reiatsu while active Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Bind Resist ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirementsKido 90 Parent/pathingSai Choice locks & restrictionsRace: Shinigami |
Effect: Reduce the duration of kido-based binding techniques used on you, additionally provides small dmg reduction against any kido-based attacks. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBind Resist Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Rikujokoro ShinigamiShinigamiActive Cost9 SP Unlock requirementsKido 140 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: Summon 6 beams of light to pierce an opponent and temporarily restrict their movement. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Geki ShinigamiShinigamiPassiveNo Level Cost6 SP Unlock requirementsKido 185 Parent/pathingRikujokoro Choice locks & restrictionsRace: Shinigami |
Effect: Upon guardbreak, bind the enemy in red energy. Extends guardbreak time a moderate duration. (60s CD) Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingRikujokoro Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Reactive Barrier ShinigamiShinigamiPassiveNo Level Cost5 SP Unlock requirementsKido 240 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: If you take 40+ damage in quick succession raise a kido barrier for 2 seconds reducing 100% of the next attacks damage Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Hainawa ShinigamiShinigamiActive Cost10 SP Unlock requirementsKido 280 Parent/pathingReactive Barrier Choice locks & restrictionsRace: Shinigami |
Effect: Lightning tendrils which steal reiatsu from your opponent. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Goryū Tenmetsu ShinigamiShinigamiActiveSpecial Cost12 SP Unlock requirementsKido 350 Parent/pathingHainawa Choice locks & restrictionsSpecial; Race: Shinigami |
Effect: Summon dragons behind you that you can send one-by-one to your mouse position. Evaluation: Situational active skill for Shinigami routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Prism Seal (Disabled) ShinigamiShinigamiActiveSpecial Cost11 SP Unlock requirementsKido 370 Parent/pathingHainawa Choice locks & restrictionsSpecial; Race: Shinigami |
Effect: Place 3 points to create a triangular-shaped barrier. Enemies inside the barrier will take damage over its duration. Evaluation: Situational active skill for Shinigami routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Trap Spell ShinigamiShinigamiActive Cost10 SP Unlock requirementsKido 350 Parent/pathingReactive Barrier Choice locks & restrictionsRace: Shinigami |
Effect: Create a motion detecting trap. Evaluation: Situational active skill for Shinigami routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Sekienton ShinigamiShinigamiActive Cost7 SP Unlock requirementsKido 120 Parent/pathingBind Resist Choice locks & restrictionsRace: Shinigami |
Effect: Red smoke which stuns and deals minor damage. Hitting an opponent with the edge of the move, or hitting a crumpled opponent, will send them flying into the air. Upgrade note: Lvl 6: You can rushdown after sending an opponent into the air Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Kido Node ShinigamiShinigamiPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingSekienton Choice locks & restrictionsRace: Shinigami |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Horin ShinigamiShinigamiActive Cost9 SP Unlock requirementsKido 220 Parent/pathingKido Node Choice locks & restrictionsRace: Shinigami |
Effect: A kido rope that pulls in a targetted enemy. Works on ragdolled opponents. Upgrade note: Lvl 8: Horin goes through block Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
Hollow / Arrancar SkillsHollow and Arrancar race skills centered around Bala, Cero variants, Hierro, regeneration, and high-Kido pressure routes. 27 skills listed. |
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| Bala HollowHollowActiveZ-Step Incompat Cost5 SP Unlock requirementsKido 35 Parent/pathingStarter node Choice locks & restrictionsZ-Step incompatible; Race: Hollow |
Effect: A weaker blast-like counterpart to Cero. Upgrade note: Lvl 7: Bala tracks to nearest opponent Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| Cero HollowHollowActive Cost8 SP Unlock requirementsKido 50 Parent/pathingStarter node Choice locks & restrictionsRace: Hollow |
Effect: Concentrate your reiatsu into a charged beam that eviscerates anyone hit. Executes low health opponents. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. |
| ↳ Cero: Speed Variant HollowHollowPassiveNo LevelChoice Lock Cost4 SP Unlock requirementsKido 95 Parent/pathingCero Choice locks & restrictionsChoice lock: Cero: Power Variant, Cero: Ultra Power Variant, Cero: Rapid Fire; Race: Hollow |
Effect: Reduces startup speed of cero massively, and slightly reduces its damage. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. |
| Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStarter node Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Cero: Power Variant HollowHollowPassiveNo LevelChoice Lock Cost4 SP Unlock requirementsKido 95 Parent/pathingKido Node Choice locks & restrictionsChoice lock: Cero: Speed Variant, Cero: Rapid Fire; Race: Hollow |
Effect: Increases Cero damage and startup time. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. |
| ↳ Cero: Ultra Power Variant HollowHollowPassiveNo LevelChoice Lock Cost5 SP Unlock requirementsKido 225 Parent/pathingCero: Power Variant Choice locks & restrictionsChoice lock: Cero: Speed Variant, Cero: Rapid Fire; Race: Hollow |
Effect: Increases cero damage and size MASSIVELY. Increases startup time and cooldown. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Hierro HollowHollowPassive Cost5 SP Unlock requirementsKido 82 Parent/pathingKido Node Choice locks & restrictionsRace: Hollow |
Effect: An automatic defensive technique that makes the user's skin harder than steel. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. |
| ↳ Bala Blaster HollowHollowActive Cost8 SP Unlock requirementsKido 110 Parent/pathingHierro Choice locks & restrictionsRace: Hollow |
Effect: Charge a Bala-like attack to create an explosion in front of you. Evaluation: Situational active skill for Hollow / Arrancar routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Bala Ripcord HollowHollowActive Cost7 SP Unlock requirementsKido 182 Parent/pathingBala Blaster Choice locks & restrictionsRace: Hollow |
Effect: Fire a bala infused with reiatsu tethers, if landed onto an opponent directly, yank them towards you using the tethers. Upgrade note: Lvl 6: Bala ripcord goes through block Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBala Blaster Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Death Saucers HollowHollowActive Cost10 SP Unlock requirementsKido 240 Parent/pathingKido Node Choice locks & restrictionsRace: Hollow |
Effect: Condense your Bala into 2 sharp, tracking saucers and send them flying. Upgrade note: Lvl 7: Landing the move on an enemy with low health will slice them in half Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingDeath Saucers Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Finger Cero HollowHollowActive Cost7 SP Unlock requirementsKido 128 Parent/pathingHierro Choice locks & restrictionsRace: Hollow |
Effect: A faster laser-like version of Cero that comes from your finger. Upgrade note: Lvl 3: You can rushdown off Finger Cero Evaluation: Situational active skill for Hollow / Arrancar routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Unpredictable Cero HollowHollowPassiveNo Level Cost4 SP Unlock requirementsKido 160 Parent/pathingFinger Cero Choice locks & restrictionsRace: Hollow |
Effect: Press Counter while charging cero to delay it by 0.75 seconds, at the cost of lowering damage. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Cero: Rapid Fire HollowHollowPassiveNo LevelChoice Lock Cost5 SP Unlock requirementsKido 220 Parent/pathingUnpredictable Cero Choice locks & restrictionsChoice lock: Cero: Power Variant, Cero: Speed Variant; Race: Hollow |
Effect: Your cero can now be fired in bursts of 3. However, the damage is reduced appropriately. Evaluation: Build-defining passive choice. Pick it only if this specific trade-off matches your route, because it blocks competing options. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFinger Cero Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Hollow Cutter HollowHollowActive Cost9 SP Unlock requirementsKido 152 Parent/pathingKido Node Choice locks & restrictionsRace: Hollow |
Effect: Concentrated reishi projectile slash. Upgrade note: Lvl 3: Gain Cero-Enhancement on your blade when landing Hollow Cutter. Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Cero Armor HollowHollowPassiveNo Level Cost3 SP Unlock requirementsKido 164 Parent/pathingHollow Cutter Choice locks & restrictionsRace: Hollow |
Effect: Using cero while hierro is active allows you to absorb an extra hit before your cero is cancelled. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingCero Armor Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Cero Destripador HollowHollowActive Cost9 SP Unlock requirementsKido 310 Parent/pathingKido Node Choice locks & restrictionsRace: Hollow |
Effect: Fire sky-splitting lasers from your eyes. Upgrade note: Lvl 5: Landing your laser will cause you to leap into the air and land an extra hit Evaluation: Situational active skill for Hollow / Arrancar routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ High Speed Regeneration HollowHollowPassive Cost7 SP Unlock requirementsKido 380 Parent/pathingCero Destripador Choice locks & restrictionsRace: Hollow |
Effect: If you take a burst of damage in quick succession, discard a injured limb for a new one healing yourself a portion of damage taken based on skill level. Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Bala Swarm HollowHollowActive Cost8 SP Unlock requirementsKido 220 Parent/pathingCero Armor Choice locks & restrictionsRace: Hollow |
Effect: Fire a rapid volley of Bala shots. Evaluation: Situational active skill for Hollow / Arrancar routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node HollowHollowPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingBala Swarm Choice locks & restrictionsRace: Hollow |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Chaotic Barrier HollowHollowPassiveNo Level Cost5 SP Unlock requirementsKido 290 Parent/pathingBala Swarm Choice locks & restrictionsRace: Hollow |
Effect: If you take 30+ damage in quick succession raise a kido barrier for 2 seconds reducing 100% of the next attacks damage Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Cero Absorption HollowHollowPassiveNo Level Cost4 SP Unlock requirementsKido 172 Parent/pathingCero Armor Choice locks & restrictionsRace: Hollow |
Effect: Right-clicking before your cero fires will cancel it and absorb its energy into your weapon granting you enhanced damage for 3 swings Evaluation: Offensive passive that improves pressure once your core combo or stat investment is already online. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Zero Clutch HollowHollowActive Cost8 SP Unlock requirementsKido 260 Parent/pathingCero Absorption Choice locks & restrictionsRace: Hollow |
Effect: Grab your opponent by the neck, choke them, then finish with a finger cero to the dome Upgrade note: Lvl 6: Zero clutch autoexecutes at low hp Evaluation: Commitment-heavy control tool. Best after stun, ragdoll, guardbreak, or a confirmed opening rather than as a raw engage. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Psycho Crash HollowHollowActiveZ-Step Incompat Cost8 SP Unlock requirementsKido 325 Parent/pathingCero Absorption Choice locks & restrictionsZ-Step incompatible; Race: Hollow |
Effect: Perform an overhead punch, if landed, infuse your sword with cero energy, then slam down an energy burst, ignores ragdoll iframes. Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
Misc SkillsUniversal utility mechanics such as aerial launches, rushdown options, drop cancels, aura, pressure, and clash counters. 11 skills listed. |
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| Aerial Fighter MiscActiveNo Level Cost75 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: Hold run while using your critical attack to launch an opponent into the air. Evaluation: Situational active skill for Misc routing. Consider it when the effect fills a real gap in your current kit. |
| Rushdown MiscActiveNo Level Cost75 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: Flashstep after applying heavy knockback to someone, or knock someone into the air to teleport to them Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| Drop Cancel MiscActiveNo Level Cost100 Cash Unlock requirements— Parent/pathingStarter node Choice locks & restrictions— |
Effect: Flashstep right before landing to cancel the stun. Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Spiritual Potential MiscActiveNo Level Cost250 Cash Unlock requirements— Parent/pathingDrop Cancel Choice locks & restrictions— |
Effect: Gain the ability to fill up your aura bar when fighting players. Once filled, you can unleash your spiritual pressure and gain a short-term buff. Evaluation: Situational active skill for Misc routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Spiritual Pressure MiscActiveNo Level Cost450 Cash Unlock requirements— Parent/pathingSpiritual Potential Choice locks & restrictions— |
Effect: Flex your spiritual power (keybind in settings), affecting weaker opponents to varying degrees. Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Manual Rushdown MiscActiveNo Level Cost125 Cash Unlock requirements— Parent/pathingDrop Cancel Choice locks & restrictions— |
Effect: Hold shift and flashstep to manually use rushdown on a target with added startup. Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. |
| ↳ Overhead Counter MiscActiveNo LevelChoice Lock Cost300 Cash Unlock requirementsHakuda 40 Parent/pathingManual Rushdown Choice locks & restrictionsChoice lock: Advanced Counter 1 |
Effect: Counter weapon-based overheaded swings on deflect, increasing the enemies posture significantly. Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| ↳ One Way Ticket to Hell MiscActiveNo Level Cost4 SP Unlock requirementsHakuda 125 Parent/pathingOverhead Counter Choice locks & restrictions— |
Effect: Winning a clash when the opponent is low on health and high on posture will cause you to impale them with your fist. Evaluation: Situational active skill for Misc routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Slippery Fighter MiscActiveNo Level Cost250 Cash Unlock requirements— Parent/pathingManual Rushdown Choice locks & restrictions— |
Effect: Press Counter after winning a clash to launch your opponent into the air. Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| ↳ Advanced Counter 1 MiscActiveNo LevelChoice Lock Cost300 Cash Unlock requirementsStrength 40 Parent/pathingManual Rushdown Choice locks & restrictionsChoice lock: Overhead Counter |
Effect: Counter specific melee attacks with your foot, increasing the enemies posture significantly. Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| ↳ Clash Proficiency MiscActiveNo Level Cost4 SP Unlock requirementsStrength 80 Parent/pathingAdvanced Counter 1 Choice locks & restrictions— |
Effect: Winning a clash when the opponent has low health and medium posture initiates an execution. Evaluation: Situational active skill for Misc routing. Consider it when the effect fills a real gap in your current kit. |
Speed SkillsShunpo, afterimage, teleport, mobility, and fast weapon-pressure skills for aggressive tempo builds. 40 skills listed. |
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| Aerial Ace SpeedActive Cost2 SP + 75 Cash Unlock requirementsSpeed 10 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Counter mid-air opponents with a fast shunpo attack. Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| Clone Strike SpeedActive Cost7 SP Unlock requirementsSpeed 44 Parent/pathingStarter node Choice locks & restrictions— |
Effect: Knockback an opponent into an afterimage slash. Upgrade note: Lvl 3: Clone Strike can hit ragdolled enemies Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. |
| ↳ Speed Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingClone Strike Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Flash Surprise SpeedActive Cost8 SP Unlock requirementsSpeed 92 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Teleport behind your opponent for a slash attack. Upgrade note: Lvl 3: Gain riposte frames after the initial startup·Lvl 6: Knockback on hit and block Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. |
| ↳ Kumo Kiri SpeedActive Cost7 SP Unlock requirementsSpeed 100, Kido 32 Parent/pathingFlash Surprise Choice locks & restrictions— |
Effect: Enter a stance where you counter ANY incoming attacks, then perform a kick if landed flash step infront of them and do a massive slash Upgrade note: Lvl 7: Countering a ranged attack will skip the kick portion, teleport you infront of them and slash Evaluation: Reaction tool for players who can read pressure; stronger as a punish than as a random neutral button. |
| ↳ Kido Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingKumo Kiri Choice locks & restrictions— |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Rapid Recovery SpeedPassiveNo Level Cost2 SP Unlock requirementsSpeed 140, Kido 40 Parent/pathingKido Node Choice locks & restrictions— |
Effect: Your reiatsu regeneration speed slightly scales with the speed stat. Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Dragon Cleaver SpeedActiveSpecial Cost11 SP Unlock requirementsSpeed 210, Kido 50 Parent/pathingRapid Recovery Choice locks & restrictionsSpecial |
Effect: Commit to 2 wide area slashes, before kicking the opponent away. Upgrade note: Lvl 7: The attack becomes supercharged, draining reiatsu on connected hit Evaluation: Area-pressure tool that gains value in messy fights, clustered targets, and predictable movement paths. It is a mid-to-late investment, so weigh it against cheaper utility before committing. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Fireworks SpeedActive Cost8 SP Unlock requirementsSpeed 205, Kido 60 Parent/pathingRapid Recovery Choice locks & restrictions— |
Effect: Ignite flammable dust for a blinding attack. Upgrade note: Lvl 4: Fireworks cancels enemy ragdolls Evaluation: Control-focused move that is most valuable when it sets up a follow-up, reset, or tempo swing. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Kido Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFireworks Choice locks & restrictions— |
Effect: Increase Kido scaling. Evaluation: Pure Kido scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Flying Cyclone SpeedActive Cost7 SP Unlock requirementsSpeed 220, Kido 85 Parent/pathingFireworks Choice locks & restrictions— |
Effect: A whirlwind projectile which shreds through enemies in its wake. Upgrade note: Lvl 3: You can rushdown to hit enemies·Lvl 4: Refreshes rushdown cooldown Evaluation: Ranged pressure option that helps force movement, punish spacing mistakes, or add a non-melee threat to your kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Vortex Edge SpeedActive Cost7 SP Unlock requirementsSpeed 148 Parent/pathingFlash Surprise Choice locks & restrictions— |
Effect: Retreat before flashing forwards with a slash of your weapon. Upgrade note: Lvl 5: Pressing parry during startup will cause you to strike from above Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Speed Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingVortex Edge Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ False Cutter SpeedActive Cost8 SP Unlock requirementsSpeed 208 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Focus your blade forward, leading into a sliding thrust. Upgrade note: Lvl 3: Pressing "Counter" before the thrust will do a high ranged slash, which deals less damage but leads into rushdown faster Evaluation: Situational active skill for Speed routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Launcher SpeedActive Cost8 SP Unlock requirementsSpeed 250 Parent/pathingFalse Cutter Choice locks & restrictions— |
Effect: Launch an enemy into the air. Evaluation: Situational active skill for Speed routing. Consider it when the effect fills a real gap in your current kit. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Reiatsu Conservation SpeedPassiveNo Level Cost3 SP Unlock requirementsSpeed 290 Parent/pathingLauncher Choice locks & restrictions— |
Effect: Hitting someone directly after a flash step restores 75% of the shunpo bar spent. Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Flash Execute SpeedActive Cost9 SP Unlock requirementsSpeed 310 Parent/pathingLauncher Choice locks & restrictions— |
Effect: Auto-execute opponents who have low HP. Upgrade note: Lvl 5: Using on a guardbroken opponent has a much higher kill threshold·Lvl 7: Flash Execute is useable on knocked people Evaluation: Finisher-style skill. It matters most when you can reliably create kill windows instead of needing more neutral tools. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Light Feet SpeedPassiveNo Level Cost3 SP Unlock requirementsSpeed 360 Parent/pathingFlash Execute Choice locks & restrictions— |
Effect: Enter a state in which you dodge attacks instead of parrying for 12s after perfect parrying 3 times in quick succession, with no neutral parries. Dodges have 35% increased posture loss vs parries. Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Afterimage Clones SpeedPassiveNo Level Cost6 SP Unlock requirementsSpeed 255 Parent/pathingFalse Cutter Choice locks & restrictions— |
Effect: While stunned, use Shunpo to create afterimages around you that let you escape stun. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Speed Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingAfterimage Clones Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Compound Rush SpeedActive Cost8 SP Unlock requirementsSpeed 295 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Lunge towards an opponent. If the hit lands, kick off them and fall backwards. Upgrade note: Lvl 4: Press Counter after hitting an enemy to do a 2-part attack Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Blade Flow SpeedActiveSpecial Cost11 SP Unlock requirementsSpeed 355 Parent/pathingCompound Rush Choice locks & restrictionsSpecial |
Effect: While you were progging Hakuda, I studied the blade. While you were going full-strength, I mastered speed. While you were abusing kido I cultivated inner strength. Now outskirts is on fire, and you come to me for help? Upgrade note: Lvl 6: Inflict bleed Evaluation: Situational active skill for Speed routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
| ↳ Feint Mastery SpeedPassiveNo Level Cost9 SP Unlock requirementsSpeed 380 Parent/pathingBlade Flow Choice locks & restrictions— |
Effect: You can cancel basic attacks by flash stepping. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Speed Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFeint Mastery Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Phantom Trifecta ⚠ Unobtainable SpeedPassiveNo LevelUnobtainable Cost10 SP Unlock requirementsSpeed 420 Parent/pathingFeint Mastery Choice locks & restrictionsUnobtainable |
Effect: Landing 3 consecutive attacks on a single opponent causes an afterimage to strike them. [Speed 420 required — currently unobtainable in-game] Evaluation: Currently marked as unobtainable, so treat it as reference information rather than a practical build target. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Flash Skewer SpeedActive Cost9 SP Unlock requirementsSpeed 365 Parent/pathingCompound Rush Choice locks & restrictions— |
Effect: Disappear briefly before reappearing to surprise your opponent with a lethal strike. Upgrade note: Lvl 2: Your skewer bypasses riposte frames Evaluation: Direct combat skill that fits naturally into melee pressure, but its value depends on confirming hits and managing openings. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Flash Trick SpeedPassiveNo Level Cost3 SP Unlock requirementsSpeed 380 Parent/pathingFlash Skewer Choice locks & restrictions— |
Effect: Dashing before flash stepping creates a clone. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Speed Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingFlash Skewer Choice locks & restrictions— |
Effect: Increase Speed scaling. Evaluation: Pure Speed scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ High-Speed Movement ⚠ Unobtainable SpeedActiveUnobtainable Cost6 SP Unlock requirementsSpeed 420 Parent/pathingSpeed Node Choice locks & restrictionsUnobtainable |
Effect: Shunpo to your mouse position — windup scales with teleport distance. [Speed 420 required — currently unobtainable in-game] Evaluation: Currently marked as unobtainable, so treat it as reference information rather than a practical build target. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. |
| ↳ Hyperspeed SpeedPassiveNo Level Cost3 SP Unlock requirementsSpeed 108 Parent/pathingSpeed Node Choice locks & restrictions— |
Effect: Your dash's invincibility frames cooldown is reduced. Evaluation: Useful passive if it supports your chosen route, but its value depends heavily on whether it unlocks stronger follow-up nodes. |
| ↳ Afterimage Slash SpeedActive Cost8 SP Unlock requirementsSpeed 124, Strength 10 Parent/pathingHyperspeed Choice locks & restrictions— |
Effect: Leave a clone in your place to attack. Upgrade note: Lvl 3: Your afterimage's strike is no longer able to be advanced countered Evaluation: Situational active skill for Speed routing. Consider it when the effect fills a real gap in your current kit. |
| ↳ Strength Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingAfterimage Slash Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Judgement Cut SpeedActive Cost8 SP Unlock requirementsSpeed 165, Strength 30 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Flash forward in a straight line before attacking, tracks onto moving enemies. Upgrade note: Lvl 7: Landing this move on low HP opponents will dismember their arm Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Strength Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingJudgement Cut Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Swift Fakeout SpeedPassiveNo Level Cost3 SP Unlock requirementsSpeed 210, Strength 40 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Cancelling your Shunpo quickly with a dash will make it take you further, and apply damage reduction for the duration of your dash Evaluation: Defensive/technical passive that rewards good timing and helps stabilize trades, pressure, or bad situations. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Strength Node SpeedPassiveNo Level Cost2 SP Unlock requirements— Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Increase Strength scaling. Evaluation: Pure Strength scaling/pathing node. Take it when it opens the next skill you want or when that stat is central to your build. |
| ↳ Agile Body SpeedPassiveNo Level Cost4 SP Unlock requirementsSpeed 260, Strength 65 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: If you are about to be parry-executed mid battle, avoid the execution and regenerate posture. Evaluation: Strong quality-of-life passive for longer fights, helping with uptime and resource recovery instead of raw burst. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Double Strike SpeedActive Cost9 SP Unlock requirementsSpeed 290, Strength 70 Parent/pathingAgile Body Choice locks & restrictions— |
Effect: Advance forwards, awaiting enemy contact. Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Whirlwind Cutter SpeedActive Cost10 SP Unlock requirementsSpeed 220, Strength 50 Parent/pathingStrength Node Choice locks & restrictions— |
Effect: Perform three soaring strikes; the third strike teleports you to the nearest opponent. Upgrade note: Lvl 3: Gain riposte frames after the first slash·Lvl 4: The second slash is true, provided you landed the first one Evaluation: Mobility/combo tool that improves engage, chase, or repositioning, especially for players who like aggressive tempo. It is a mid-to-late investment, so weigh it against cheaper utility before committing. |
| ↳ Final Breath SpeedActiveSpecial Cost12 SP Unlock requirementsSpeed 330, Strength 70 Parent/pathingWhirlwind Cutter Choice locks & restrictionsSpecial |
Effect: Ashes to ashes. Upgrade note: Lvl 3: Auto execute low health opponents in your wake·Lvl 5: Refresh a random cooldown of a speed-strength skill when landed, fully rebuild ultimate bar as well. Evaluation: Situational active skill for Speed routing. Consider it when the effect fills a real gap in your current kit. Since it sits deep in the tree, only path here if the earlier nodes already fit your build. As a Special, it is more of a defining payoff than a small utility pickup. |
That wraps up our VV Ultimatum Skill Tree Tier List. Hopefully, this gives you a clearer idea of what each Skill Tree offers, which ones are worth prioritizing, and how they fit into different races, builds, and playstyles. For more help with progression, builds, tier lists, and other useful guides, make sure to check out our full VV Ultimatum guides hub.