Beyond Nen Abilities Tier List – Best Affinity, Techniques & Skills

Gon made rock-paper-scissors look easy. Then I had to build a whole character around it. Check out my Beyond Nen Abilities Tier List.

This Beyond Nen tier list ranks the best Nen abilities, affinities, and techniques in the Hunter x Hunter Roblox game. I’ll break down which Hatsu are worth rolling for, which affinities give you the strongest foundation, and which techniques to use when you need more damage, better defense, or a way to catch someone hiding in Zetsu.

Recommended Videos

Beyond Nen Ability Tier List

S
Godspeed game image

Godspeed

TRANSMUTATIONMYTHICAL
Jajanken game image

Jajanken

ENHANCEMENTMYTHICAL
Big Bang Impact game image

Big Bang Impact

ENHANCEMENTLEGENDARY
A
Arrow game image

Arrow

EMISSIONLEGENDARY
Toolbox game image

Toolbox

CONJURATIONUNCOMMON
Ripper Cyclotron game image

Ripper Cyclotron

ENHANCEMENTRARE
Rising Sun game image

Rising Sun

TRANSMUTATIONEXTRAORDINARY
Crazy Slots game image

Crazy Slots

CONJURATIONEXTRAORDINARY
B
Paper Manipulation game image

Paper Manipulation

MANIPULATIONLEGENDARY
Aura Corruption game image

Aura Corruption

SPECIALIZATIONUNKNOWN RARITY
Super Attack game image

Super Attack

ENHANCEMENTUNCOMMON
Boost game image

Boost

SPECIALIZATIONRARE
Enchanting Music game image

Enchanting Music

MANIPULATIONRARE
C
Earth Sludge game image

Earth Sludge

TRANSMUTATIONCOMMON
Fan Beam game image

Fan Beam

EMISSIONCOMMON

Godspeed, Jajanken, and Big Bang Impact are my S-tier picks for three different reasons. Godspeed is great for sticking to an opponent, Jajanken can turn one opening into a huge burst of damage, and Big Bang Impact keeps the pressure on without waiting for a transformation. Just below them, Arrow is my pick for fighting at range, while Toolbox is a good keep if you want more ways to handle a matchup.

Beyond Nen ability tier list
AbilityEvaluation
Godspeed
S tier Mythical Transmutation

Lightning Palm opens combos and Thunder Bolt closes them. Speed of Lightning lasts 30 seconds and lets a successful dodge put you behind your opponent.

  • Palm and Bolt both break guard, so you can pressure a blocker while your mode is on cooldown.
  • Save the transformation for a fight you can finish. Raging Whirlwind and the Whirlwind counter bypass block and can’t be parried, but you don’t get to spam either.
Jajanken
S tier Mythical Enhancement

Rock and Paper finish combos, Scissors extends them, and Pure Rage gives you a stronger set of moves for 30 seconds.

  • Scissors is the piece that makes the base kit work. It breaks guard and keeps the combo going so you can cash out with Rock.
  • Pure Rage gives you huge burst, but a five-minute cooldown makes timing the mode more important than hitting it as soon as it lights up.
Big Bang Impact
S tier Legendary Enhancement

Impact Train and Ground Shatter can open or end combos. Skull Breaker extends them, and Fist of Destruction adds damage over several ticks.

  • Every move threatens a guard break, and Skull Breaker can’t be parried. It’s a strong pick when someone keeps trying to defend their way out of your turn.
  • The full combo kit is available without a transformation. That makes it an easy keep for repeat fights and farming.
Arrow
A tier Legendary Emission

Ice Arrow starts combos, Poison Arrow extends them, and Lightning and Flame Arrow break guard. Healing Arrow restores 35 HP over time.

  • Ice into Poison gives you a clear route to set up Flame, so the ranged kit has a plan beyond trading shots.
  • Healing Arrow helps in longer fights, but it restores HP gradually. Use it when you have space instead of counting on it to bail you out mid-combo.
Toolbox
A tier Uncommon Conjuration

Wrench Assault and Ruthless Saw extend combos, Strong Hammer can start or extend one, and Screw Thrust finishes the string.

  • Wrench Assault breaks guard and can’t be parried, which gives this Uncommon roll a real answer to defensive players.
  • Hammer and Wrench are both useful for keeping a string alive. I’d keep Toolbox if I wanted consistent pressure without rolling my moveset every fight.
Ripper Cyclotron
A tier Rare Enhancement

Ripper Strike and Ripper Demolition can be charged for more damage. Ripper Pummeling breaks guard and extends combos.

  • Use your openings to charge Strike or Demolition. Both can be blocked or parried, so extra charge is wasted if you give the opponent time to react.
  • Pummeling can’t be parried and hits hard, but its 32-second cooldown gives opponents a window to push back.
Rising Sun
A tier Extraordinary Transmutation

Pain Packer unlocks the rest of the kit at 50% HP. Damage increases as your health drops, and Sun Judgement hits especially hard.

  • Rising Sun and Sun Judgement give you the damage to turn around a fight after a bad start.
  • Getting to half health is the price of entry. I’d take it for comeback potential and pick something more consistent for routine farming.
Crazy Slots
A tier Extraordinary Conjuration

Roulette hands you a scythe, gun, or wand with its own moves. The wand can heal, the gun has a charged shot, and Grim Reaper is shared across all three.

  • There’s a useful play in each roll. Crash Fairy can start or extend a combo, while the gun’s charged shot gives you a strong way to finish one.
  • The catch is planning around a kit you don’t fully control. Kite would tell you to stop complaining about the roll, but it still costs Crazy Slots some consistency.
Paper Manipulation
B tier Legendary Manipulation

Paper Lance can open or end combos, Paper Storm extends them, and Paper Spike gives you another guard-breaking finisher.

  • Lance and Storm give you a full combo route, so you have something to work with even before you bring in extra Nen skills.
  • The damage is modest next to the stronger combo kits, and all four moves can be parried. You’ll get more mileage out of mixing up your timing than cycling the same string.
Aura Corruption
B tier Unknown Rarity Specialization

Parasite Mask starts combos. Aura Rot and Black Funeral can break guard, and Aura Rot also heals you for 30 HP.

  • Aura Rot gives you a reason to keep it for drawn-out fights, especially when you can land the guard break and heal in the same exchange.
  • The heal has a 50-second cooldown, and the rest of the kit doesn’t offer the same sustained pressure as the higher tiers.
Super Attack
B tier Uncommon Enhancement

Gut Punch opens or extends combos, while Super Punch and Super Smash finish them. All three moves break guard.

  • The short cooldowns make it easy to keep your rotation going. Start with Gut Punch and use whichever finisher is ready.
  • It’s a solid early keep, though the hits are lighter and every move can be parried. Bigger Enhancement kits give you more ways to close out a fight.
Boost
B tier Rare Specialization

Boost increases damage from basic attacks, Nen moves, and weapon skills. The move itself doesn’t deal damage.

  • I’d keep Boost on a build that already has reliable damage from weapons or learned skills. It makes the rotation you already use hit harder.
  • It leaves you to find your own opener, extender, and guard break, so the ability slot does less for a character still putting its kit together.
Enchanting Music
B tier Rare Manipulation

Sleep stuns for 3.5 seconds. Rhythm Shock extends combos, while Rhythm Burst finishes them.

  • Landing Sleep buys enough time to set up a stronger move from the rest of your build. That’s the main reason I’d keep Music for PvP.
  • Sleep can be blocked or parried, and the follow-up damage is light. If you can’t capitalize on the stun, there isn’t much payoff.
Earth Sludge
C tier Common Transmutation

Earth Fists buffs Weapon and Strength by 10% for a minute. Sludge Field extends combos, and Sludge Splash breaks guard.

  • The long buff is useful when most of your damage comes from fists or weapons. You can get value out of it without building your whole rotation around Sludge.
  • The two offensive moves don’t give you much burst. I’d use it while gearing up and swap once I can get a fuller kit.
Fan Beam
C tier Common Emission

Fan Blast breaks guard, and Glory of Heaven breaks posture and stuns to extend a combo.

  • Glory of Heaven gives you a window for a follow-up from your weapon or skill tree. That makes Fan Beam usable as a starter roll.
  • With just two moves and limited damage, you’ll lean on the rest of your build for most of the fight. Arrow gives Emission a much fuller rotation.

RELATED: Beyond Nen Trello, Wiki & Discord Links

Beyond Nen Affinity Tier List

S
Enhancement game image

Enhancement

MELEE
Transmutation game image

Transmutation

BURST
A
Emission game image

Emission

RANGE
Conjuration game image

Conjuration

UTILITY
B
Manipulation game image

Manipulation

CROWD CONTROL
Specialization game image

Specialization

HYBRID BUILDS

Enhancement is the affinity I’d recommend to most players. The defense buff helps you trade up close, and you’ve got two excellent Hatsu to aim for in Jajanken and Big Bang Impact. Transmutation is right up there with it thanks to its power buff, Godspeed, and access to a good chunk of the Enhancement and Conjuration trees. I’d go Emission for ranged pressure or Conjuration if I wanted more utility. Manipulation and Specialization are better picks once you know what you want your build to do.

Beyond Nen affinity tier list
AffinityEvaluation
Enhancement
S tier Melee

Gives you a defense buff, full access to Enhancement, and up to eight skills each from Transmutation and Emission.

  • Chaos Fist breaks guard and extends your combo, and the defense buff makes it easier to trade at close range. That’s a solid core before you even roll a Hatsu.
  • Jajanken is the pick for burst, while Big Bang Impact keeps the pressure up without a transformation. You’ve got two strong rolls for the same build.
Transmutation
S tier Burst

Gives you a power buff, full access to Transmutation, and up to eight skills each from Enhancement and Conjuration.

  • Godspeed is the chase roll, but Mud Stomp already gives you a guard break while you’re working toward it.
  • The extra room in Enhancement and Conjuration lets you build around melee combos or add utility. You can get plenty out of this affinity before you roll its best Hatsu.
Emission
A tier Range

Gives you a stamina buff, full access to Emission, and up to eight skills each from Enhancement and Manipulation.

  • Nen Blast and Powerball both break guard and can’t be parried. Blast Jump helps you reset the spacing when someone closes in.
  • Arrow is the Hatsu I’d keep here. Fan Beam is a weaker reason to commit to the affinity, but the skill tree already gives you plenty of ranged pressure.
Conjuration
A tier Utility

Gives you a speed buff, full access to Conjuration, and up to eight Transmutation skills.

  • The speed buff helps you pick your fights, and Rope Binding goes through block and can’t be parried. That’s a handy answer to someone who’d rather sit behind their guard.
  • Toolbox is the more predictable Hatsu pick. Crazy Slots can give you some strong options if you’re willing to play around the weapon you draw.
Manipulation
B tier Crowd Control

Builds around control, with full access to Manipulation and up to eight Emission skills.

  • Mind Scramble stuns and extends combos, while Maddening Gaze applies fear through block. I’d pair those openings with a reliable damage skill from Emission.
  • Paper Manipulation and Enchanting Music fit a control build, but I’d take Enhancement or Transmutation if I wanted more damage out of my Hatsu roll.
Specialization
B tier Hybrid Builds

Can learn skills from all six trees, including up to eight each from Manipulation and Conjuration. It gives you no innate buff.

  • This is the affinity I’d pick for a specific mix of skills. You can pair Manipulation’s control with Conjuration utility and still dip into the other trees.
  • Boost and Aura Corruption are harder to build around than the top Hatsu picks. Without a passive buff, the extra skill access has to pull its weight.

RELATED: Beyond Nen Codes

Beyond Nen Technique Tier List

S
Ten Technique game image

Ten Technique

ALL-ROUNDER
Ryu Technique game image

Ryu Technique

STANCE SWITCH
A
Shu Technique game image

Shu Technique

WEAPON DAMAGE
Ken Technique game image

Ken Technique

DEFENSE
B
Ko Technique game image

Ko Technique

BURST
Zetsu Technique game image

Zetsu Technique

STEALTH
Gyo Technique game image

Gyo Technique

DETECTION

Ten is what I’d run going into a fight blind. You get Strength, Stamina, and Durability without giving anything up. Ryu has more room to adapt if you know when to press the attack or play defense. Shu is an easy pick for a weapon build, and Ken is there when you need to survive another trade. As for Ko, save it for an opening you’re sure you can punish. Giving up 80% Durability is a rough way to find out you guessed wrong.

Beyond Nen technique tier list
TechniqueEvaluation
Ten
S tier All-rounder

+15% Strength, +16% Stamina, and +10% Durability.

  • Ten is my default for a fight I can’t predict. You can push for damage and still take a hit if the other player turns the exchange around.
  • Ken makes more sense if you’re struggling to stay alive. For general play, I’d keep Ten’s extra Strength and Stamina.
Ryu
S tier Stance Switch

Strength stance: +35% Strength, +22% Stamina, −15% Durability.
Defense stance: +35% Durability, −15% Strength, −22% Stamina.

  • I’d use Strength when I’m dictating the pace. It gives you a bigger damage push than Ten without taking nearly as much Durability away as Ko.
  • Defense is for weathering pressure. If you’re still trying to win trades or keep up a chase, the Strength and Stamina penalties make Ten the safer call.
Shu
A tier Weapon Damage

+40% weapon damage.

  • Shu can feel like an S-tier pick when your weapon does most of the work. A 40% boost is plenty of reason to build around your weapon strings.
  • For a build that leans on Nen skills or Hatsu, I’d take Ten’s spread of stats. Shu’s bonus is specifically for weapon damage.
Ken
A tier Defense

+5% Strength, +11% Stamina, and +20% Durability.

  • Ken gives you twice Ten’s Durability bonus and still adds a little Strength and Stamina. It’s the pick I’d reach for if I keep losing close trades.
  • Ryu’s defense stance can go tankier, but Ken lets you keep pushing back without giving up Strength or Stamina.
Ko
B tier Burst

+50% Strength and −80% Durability.

  • Save Ko for a punish you’re confident will land. The payoff is big, but a bad read can hand the other player an even better opening.
  • For trading blows, I’d take Ryu’s Strength stance. You give up some burst, but you can afford to get hit back.
Zetsu
B tier Stealth

Makes you invisible to players who aren’t using Gyo.

  • Zetsu is good for slipping past someone or taking a different angle before you engage. The advantage is in picking how the fight starts.
  • Gyo can reveal you and En can still track you. Once the other player knows where you are, I’d rather have Ten or Ken for the actual exchange.
Gyo
B tier Detection

Reveals players using Zetsu and lets you see items covered in Nen.

  • If someone keeps disappearing in Zetsu, Gyo is the direct answer. It also has a use outside fights when you’re looking for Nen-covered items.
  • I’d bring it out when I need to spot something. In a straight fight against someone I can already see, a stat boost does more for me.

RELATED: Beyond Nen Tier List – Best Race & Lineage

And there you have it, my ultimate Beyond Nen Abilities and Techniques Tier List! As I always like to emphasize, these rankings are based on a combination of my own hands-on experience with the game and the collective knowledge of the community. Of course, what works wonders for me might not necessarily suit your playstyle, and vice versa. And that's perfectly fine! After all, there's no single right way to play the game.

Thank you so much for sticking with me all the way to the end! You're a true hero for making it through this monstrous wall of text, and I salute you for it. And if you're somehow still in the mood for more reading, I've got great news: we've got an absolute mountain of content waiting for you in our Roblox guides and tier list sections. So go check them out, trust me, it'll be worth your time!


Follow us on Twitter and Facebook to get updates on your favorite games!

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

Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.