VV Ultimatum Skill Tree Tier List – Best Skills

Find out what the best Skill Tree is in VV Ultimatum.

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.

  • Best overall pressure tree. Hakuda gives you the most complete melee package, with direct fist access, Hakuda scaling nodes, rush-in tools, throws, punishes, and multiple ways to keep fights close.
  • Excellent for aggressive players. Skills like Surge Fist, Burst Rush, Jaguar Rush, Suplex, Dragon Lash, and Death Fist all support a playstyle that wants to stay on top of the target instead of poking from range.
  • Strong combo and posture value. The tree has enough launchers, grabs, finishers, and pressure tools to make it valuable in real fights, especially when paired with Speed mobility or Strength posture damage.
  • Expensive, but worth building around. At 328 SP, this is the heaviest full investment on the list, so you should not blindly max it unless your build is actually centered on unarmed combat.
  • Take the core Hakuda unlocks and scaling if you are playing fists, then branch into the bigger finishers later. For non-Hakuda builds, only dip into utility or pathing if it supports your actual combo route.
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.

  • Universally useful. Speed is valuable for almost every build because movement, engage timing, recovery, and spacing matter whether you are playing melee, weapon, bow, Cero, or Kido.
  • Great fight control. Skills like Aerial Ace, Clone Strike, Flash Surprise, Rapid Recovery, Hyperspeed, Afterimage Slash, Afterimage Clones, and Light Feet help you decide when trades actually happen.
  • Pairs well with every damage tree. Hakuda uses it to stay glued to targets, Strength uses it to land slower posture tools, and race trees use it to create distance before beams, arrows, traps, or binds.
  • Not a full damage plan by itself. Speed makes your build smoother and harder to punish, but it still needs a proper damage core from Hakuda, Strength, Quincy, Hollow, or Shinigami.
  • High-priority splash tree. Even if you are not maxing it, early mobility and recovery tools are usually more useful than greedily rushing only damage skills.
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.

  • Best race tree for ranged pressure. Quincy gets a clear identity right away through Conjure Weapon, Heilig Pfeil, bow upgrades, arrow variants, and multiple projectile options.
  • Strong offensive and defensive stance value. Blut Arterie and Blut Vene give the tree a useful split between damage and survivability, which makes Quincy less one-dimensional than a pure projectile branch.
  • Good choice-based customization. Heilig Pfeil variants, bow upgrades, Impaling Arrows, Holy Arrows, Leichter Sturm, Zangenpfeil, and Fallzwang let you shape the tree around faster pressure, heavier hits, homing, pinning, or anti-air control.
  • Needs spacing discipline. Quincy is at its best when you control distance and force enemies to approach badly. If you constantly get dragged into close trades without Speed or defensive support, the tree loses a lot of value.
  • Prioritize bow function, Blut utility, and the arrow variant that actually fits your playstyle instead of buying every side option early.
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.

  • Best tree for heavy physical trades. Strength gives you tools like Heavy Kick, Thrust, Cyclone, Fell Crescent, Overhead Strike, Piercing Draw, Brute Force, Heavy Hitter, and Impale.
  • Very good posture and punish value. The tree naturally rewards players who understand guard pressure, knockback, wall pressure, and when to commit to a heavier swing instead of just mashing light attacks.
  • Works best with weapon-focused builds. Strength is more attractive if your build already wants weapon damage, posture pressure, or slower but more meaningful hits. It is less flexible than Speed and less all-in than Hakuda.
  • Can feel punishable without mobility. Some of its better tools are more committal, so pairing Strength with Speed options makes it much easier to start pressure safely and avoid getting kited.
  • Strong secondary or main tree for weapon users. Build into it when you already know your weapon route, then add Speed or defensive tools to cover its slower moments.
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.

  • Most utility-heavy race tree. Shinigami skills cover damage, binding, stun, pull effects, traps, barriers, Kido absorption, electric damage boosts, and reiatsu-stealing tools.
  • Excellent control options. Sai, Fushibi, Sho, Horin, Rikujokoro, Geki, Hainawa, Trap Spell, and Prism Seal-style tools make the tree feel more tactical than a simple beam-spam route.
  • Strong Kido scaling identity. The repeated Kido nodes and higher-requirement skills like Haien, Gaki Rekkō, Heaven Culling-Sear, Raikoho, Goryū Tenmetsu, and Trap Spell clearly reward committed Kido investment.
  • Requires better setup than Quincy or Hollow. Many of its best tools shine when you understand spacing, timing, and follow-ups. If you just want immediate damage, the tree can feel less straightforward.
  • Prioritize the binds, reliable beams, and defensive/reactive tools that fit your build before chasing every expensive late skill.
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.

  • Strong identity, narrower use case. Hollow is clearly built around Cero, Bala, Hierro, and reactive survival tools, so it feels powerful when you play around charged beams and burst windows.
  • Good damage customization. Cero Speed Variant, Power Variant, Ultra Power Variant, Rapid Fire, Finger Cero, Cero Destripador, Bala Swarm, and Zero Clutch give Hollow players several ways to tune burst, speed, size, and pressure.
  • Useful defensive layer. Hierro, Cero Armor, Chaotic Barrier, Cero Absorption, and High Speed Regeneration give the tree more durability than it first appears to have, especially when you are taking burst damage.
  • More predictable than higher-tier trees. Several Hollow tools are tied to Cero-style startup, variants, and beam pressure. Strong players can play around that if you do not mix timings, cancel options, or mobility.
  • Less universally flexible than Quincy or Shinigami. Take the Cero/Bala variant that matches your playstyle, then add Speed or close-range tools so you are not only relying on charged attacks.

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 InfoEffect & Evaluation

Hakuda Skills

Hand-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
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 Skills

Utility sensing upgrades that improve how much information you get from nearby entities. 4 skills listed.

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 Skills

Weapon-forward pressure, posture damage, hyperarmor-style tools, and heavy melee payoffs. 34 skills listed.

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 Skills

Quincy-only bow, Blut, medallion, and archery skills built around Kido investment and ranged pressure. 36 skills listed.

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 Skills

Shinigami-only Kido skills, binding spells, lightning/fire options, barriers, and late-tree spell payoffs. 34 skills listed.

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 Skills

Hollow and Arrancar race skills centered around Bala, Cero variants, Hierro, regeneration, and high-Kido pressure routes. 27 skills listed.

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 Skills

Universal utility mechanics such as aerial launches, rushdown options, drop cancels, aura, pressure, and clash counters. 11 skills listed.

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 Skills

Shunpo, afterimage, teleport, mobility, and fast weapon-pressure skills for aggressive tempo builds. 40 skills listed.

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.

RELATED: VV Ultimatum Weapon Tier List – Best Weapons

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.


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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