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.
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 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 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 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 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 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 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. | |
| Hakuda Basics HakudaPassiveNo Level | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Sensory 1 SenseActiveNo Level | 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 | 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 | 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 | 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. | |
| Heavy Kick StrengthActive | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Conjure Weapon QuincyQuincyPassiveNo LevelZ-Step Incompat | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Byakurai ShinigamiShinigamiActive | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Bala HollowHollowActiveZ-Step Incompat | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Aerial Fighter MiscActiveNo Level | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. | |
| Aerial Ace SpeedActive | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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.