Heavenwill Gauntlets + Skygrasp Rope Dart
Bank Heaven's Will pips, then cash out one earth-shattering charged crit punch.
Where Winds Meet builds, combat systems, PvP, GvG and progression, explained around what you actually need to do next.
These use official release imagery and shots of our own tools. The caption stays below the picture so nothing important is covered.
Skip the encyclopedia feeling. Pick the problem you have right now and Shifu's Hall takes you to the right place.
Choose by weapons, playstyle and mode instead of guessing from a tier list.
Run your numbers through the Damage Calculator and see exactly what to upgrade next.
Tier list, 1v1 rankings and the dead stats to scrap on sight.
Tuning, Relay, Attunements, Modulating Stones and the T100 endgame cap.
Every build here sits at S on the tier list. Pick the one whose job matches the fight you keep losing.
Bank Heaven's Will pips, then cash out one earth-shattering charged crit punch.
Highest 1v1 burst in the game. One rotation can end a fight at equal gear, but you are extremely fragile.
Top-three raid damage with range harassment that keeps you out of the melee scrum.
The highest raw DPS on Global right now. Demands a perfect rotation and low ping.
Guild versus Guild is its own game: roles, commander calls, lane pressure and Outpost timing decide it long before individual damage does.
Drag and drop your 30 players onto the real battlefield map, mark roles and lanes, then export the plan for your guild.
Patch notes are more useful when they tell you which guides and builds are affected.
The Bamboocut Draught pair shares Binge Points, enters Inebriate at 100, and unlocks its full Deepdaze payoff at 200.
Try the new weapon path freely from level 3. The limited practice event runs through September 15.
Segmented Puppets joins Sword Trial and Snowfall's Reckoning joins Hero's Realm, with ranking rewards active.
A seven-day Transdust Ruins treasure run begins September 9 and awards the animated Little Xiaobao accessory on Day 7.
The long-form guides stay deep. These shortcuts are for players standing in game who need one answer fast.
Builds, Inner Ways, Mystic Skills, gear sets, glossary terms and materials in one search.
Where to get gear, materials, Mystic Skills and progression items, plus alternatives.
Diagnose low damage across gear, stats, Inner Ways, tuning and rotation errors.
Global Version 2.1 ยท Hidden Mountain Chapter 2 ยท August 20, 2026
Clouded Revelation is the second major Hidden Mountain step. Version 2.0 brought players into Hidden Mountain. Version 2.1 pushes farther upward and connects the region through repaired mechanisms, new routes, a server-built Cloudstair, new exploration areas and new PvE encounters.
The path is tied to rebuilding the Cloudstair. This is a server-wide construction goal, so one player cannot finish the full unlock alone.
A moving mechanical maze beneath Divinecraft Pavilion. Walls, pillars and routes can shift while you are navigating or fighting.
Inkpincer Scorpion tests guard-breaking and frontal pressure. Cloudclutch Serpent tests tracking, movement and repositioning.
An engineering workshop valley filled with mining, smelting, water-powered machinery and the Cave of Wonders.
Heaven's Threshold is the major destination of this update. The important part is understanding that its initial access is connected to a community-wide construction effort. Wanderers across the server rebuild the Cloudstair that leads upward.
Evershift Labyrinth is a sealed Mohist trial ground beneath Divinecraft Pavilion. It is not a normal hallway dungeon. The environment itself is part of the mechanic.
Walls can rise or fall, pillars can move, and routes can rotate. A path that was open a moment ago may no longer be the correct route.
The maze is built around interlocking mortise-and-tenon mechanisms. Look for repeated movement patterns instead of sprinting at the first visible exit.
Combat does not pause the environment. Keep track of moving structures while dealing with enemies so you do not finish a fight facing a completely different route.
If the exit disappears, stop and read the new layout. The puzzle is about adapting to the current configuration, not forcing the previous path.
Heavy armor and a protected front make this fight about patience. Do not dump a full rotation into its guard. Wait for the defense to open, then punish with your real burst window instead of feeding damage into the safest part of the boss.
This boss tests tracking and camera control more than raw rotation memory. Keep up with its new position first. Save your strongest burst for a moment where the serpent is actually staying in range instead of finishing long strings into empty space.
Both 2.1 bosses punish players who commit too early. One asks you to break the defense first. The other asks you to secure position first. In both fights, timing and awareness matter more than blind uptime.
Mirkvale is a working engineering valley on Mohist Hill. It is filled with smelting, grinding, mining, waterwheels, pipes and mechanical infrastructure, so the area is meant to feel like a place where Mohist technology is actively built and maintained.
Special Skill DMG Boost and Charged Skill DMG Boost were merged into Frequent Projectile DMG Boost. It applies to both Unfading Flower and Spring Away.
A new Vernal Umbrella attunement can now appear for players who want to lean into basic attacks and varied combo damage instead of the projectile-focused route.
Eligible Tier 96+ attuned gear is automatically updated to Frequent Projectile DMG Boost. Tier 91 inheritance also carries the old Vernal rolls forward as the merged affix.
Guardian Palm Rank 3 casting stutter was fixed, and Ghostly Steps - Umbra had its perfect-dodge afterimage behavior restored.
SHIFUโS HALL ยท BY VALWEEZIE
Create ยท Download ยท Share ยท Submit for Approval
Weapons and a player name are required. Rotation, Mystic Skills, Inner Ways and notes are optional, so quick builds do not turn into homework.
The community library opens once submissions are live. Until then, download your build and share the file.
Only approved submissions appear here. Filter by weapon, mode or creator, then download the build exactly as it was submitted.
Enter the private admin key configured in Cloudflare. The key is kept only in this browser session and is sent with review requests.
SHIFUโS HALL ยท BY VALWEEZIE
A calm walk through how the game fits together
You do not need to understand every menu on day one. Follow this order and let the game introduce systems as the story unlocks them.
Where Winds Meet has a lot of systems: gear, Mastery, martial arts, breakthroughs, leveling. On day one it can feel like a wall.
Here is the good news: they are all connected. Once you see how each one works, the decisions stop being scary and start being obvious. Read this page top to bottom, then go play. Everything here is written plain, one friend to another. When you want to go deeper, the rest of this guide will be waiting.
Gear sets come in two separate kinds, and you wear one of each at the same time. Weapon sets go in your weapon slots. Armor sets go in your armor slots. They are not competing choices, they stack.
A set bonus turns on at 4 pieces of the same set (some also give a smaller 2-piece bonus). Because weapon and armor sets live in different slots, you can run a full 4-piece of each.
Matching set names is not a thing. There is no such item as a "Swallowcall armor set." The pairing that confuses everyone, Swallowcall weapons with Calmwaters armor, is exactly right. You choose each set for what it does for your build, not to make the names match.
Hunting for one set name to wear head to toe. Pick your weapon set and your armor set separately, each for its own job.
The current UI uses a thumbs-up to flag stats that work with your equipped Martial Arts. It helps a new player avoid obviously dead stats, but it does not mean the item is automatically best-in-slot.
Mastery is your gear score, the game's "am I ready" number. Content gates on it: the Realm of Heroes wants roughly 11,000, and under the line you deal reduced damage or cannot enter at all.
Higher Mastery is not always more damage. Say you compare Sword A and Sword B. Sword A shows a higher Mastery number, but its stats do not match your build, while Sword B's stats do. Equipping Sword A can actually lower your damage. Stats for your build beat raw Mastery.
In Tuning, substats marked ๐ Recommended (Recommended) are the ones matched to your equipped martial arts, and they raise Mastery more than off-build stats. That is the tell: Mastery is really measuring how well your whole build fits together, not raw power.
Gear upgrades and Tuning, Inner Ways, Martial Arts levels, Mystic skills, talents, the Arsenal, and Oddities. So if your number dips after a gear swap, check your damage. If the new piece has the right stats for your build, you are ahead even when Mastery reads a touch lower.
This is the fear that stops new players from spending materials, and it is based on a misunderstanding.
When you enhance a piece of gear, you are upgrading the slot, not that one item. Drop a new piece into the same slot later and the upgrade level carries straight over. The game never says this out loud, so people hoard materials, afraid of wasting them on gear they will replace.
Invest freely. You are not throwing anything away, the progress stays in the slot.
The game's term for this is Martial Arts leveling, not "weapon mastery." Each martial art levels on its own, and it is your real damage core. Strengthening it raises your damage even while your character level is still low.
Do not spread materials thin across every weapon. Pour them into your main pairing first, then branch out once that one is strong.
The open-world gathering professions (mining, logging, herb picking, hunting) and Outpost Challenges feed this system, which is exactly why the game keeps nudging you toward them. You also get materials from dailies, weeklies, bosses, events, and shops.
Unlocks the overall progression ceiling and is controlled by Solo Mode / Breakthrough gates.
Each weapon style levels separately. Keep the two Martial Arts you actually play close to your current progression.
How you gain character levels, and why hitting a cap is not the wall it looks like.
XP comes from nearly everything you do. The fastest source is the main story, then co-op PvE, then world bosses (8,000+ XP each) and chests (around 500). Your level hard-caps at intervals, the first around level 15, then roughly every 10 after that.
The game uses one word for two different things, which is where a lot of the confusion starts. Here they are, side by side.
A simple login order, so you never sit at the menu wondering what to do first. Work down the list, stop whenever you are out of time.
| Order | Do this |
|---|---|
| 1 | Spend your daily energy (the stamina-style resource that refills over time and is lost if it overflows the cap). |
| 2 | Dailies. |
| 3 | Weeklies. |
| 4 | Martial-arts materials. |
| 5 | Breakthrough materials. |
| 6 | Gear upgrades. |
| 7 | Story. |
The point is to burn the resources that cap or expire first, then spend the rest of your time on progress that does not go anywhere.
That is the whole foundation. When you want to go further, here is where to head next.
SHIFUโS HALL ยท BY VALWEEZIE
What to do next, what is blocking you, and which content actually moves your account forward
Do not try to max every system at once. Progress in layers: story unlocks systems, Character Level opens the next tier, Martial Arts makes your weapons stronger, and gear/Inner Ways/Mystics refine the build.
Use the story to unlock regions, menus and core systems instead of stopping to perfect gear immediately.
Keep your two main Martial Arts progressing instead of spreading materials across everything.
If the EXP bar stops, check the Solo Mode level condition before farming more EXP.
Use waiting time for gear, Inner Ways, Mystic Skills, Oddities and activity rewards.
Open Mode Switch โ Solo Mode Level and read the next requirement. More Character EXP cannot bypass a closed Solo Mode gate.
Version 2.0 opened Hidden Mountain. Version 2.1 continues that progression with Clouded Revelation and pushes the route toward Heaven's Threshold. If an older guide only tells you to reach Hidden Mountain, it is now missing the next major step.
Follow the main story into the Mohist region, learn its mechanism-focused exploration and continue the Divinecraft-related progression.
Repair routes and mechanisms as the story moves upward. Celestial Seize is especially useful because the region is highly vertical.
The route to Heaven's Threshold is tied to a server-wide construction effort. Your contribution helps, but the opening is not controlled by one character alone.
Once the Cloudstair construction is complete, the restored route leads into the new high-altitude story and exploration area.
SHIFUโS HALL ยท BY VALWEEZIE
Boss mechanics ยท Qi windows ยท Group content ยท Hidden Mountain 2.1
Mastery tells you whether the account is developed enough to attempt content. Boss success also depends on reading attacks, preserving Qi, creating Exhaustion, and spending your burst at the correct time.
SHIFU'S HALL ยท BY VALWEEZIE
Upgrade items ยท Gear ยท Tuning ยท Modulating ยท Resource tracking 2.1
Do not memorize every material in the game. The fastest farming workflow is to identify the exact missing item, use the live Obtain / source information, and choose the activity that solves more than one problem.
The 2.0 gear progression update introduced Modulating Stones. Spare Legendary Gear can be salvaged into these stones, and the Modulating workflow now has better auto-add and overflow handling.
SHIFU'S HALL ยท BY VALWEEZIE
Oddities ยท Hybrid Builds ยท Glossary
All 11 builds
30v30 ยท Roles ยท Calls ยท Formations
Collectibles ยท Permanent Stat Bonuses ยท Melodies of Peace
Oddities are collectible items scattered throughout the world. Turning them in to the Oddity Vendors in each zone unlocks nodes in the Melodies of Peace skill tree, which gives permanent stat increases that last the entire life of your character. They never expire and stack with all gear, Inner Ways, and buffs.
Collecting all Oddities in a zone also unlocks a zone-specific passive buff that persists through death, respawn, and patch updates.
| Stat | Per Node | Notes |
|---|---|---|
| Max Endurance | +1 | More dodge and sprint stamina, so every build benefits. Thundercry and Twinblades gain most, because both are stamina-hungry playstyles. |
| Max Vitality | +1 | More Mystic Skill uses available per fight. More Dragon's Breath, more Serene Breeze activations. |
| Max Physical Attack | +27 | Permanent flat attack increase. Never wasted on any DPS build. |
| Physical Defense | +10 | Permanent flat defense reduction from all incoming damage sources. |
| Max HP | +60 | Permanent HP. Critical for the Thundercry tank, where HP feeds Max Physical Attack on charged hits (2.0 reworked the charged-hit talent to grant Physical Attack, not Crit Rate). |
Oddity collections are tied to several zones, each with its own vendor. You must complete the zone's Exploration Quest before you can exchange Oddities with that vendor.
Once every Melodies of Peace node in Qinghe, Kaifeng, and Hexi is complete, any leftover region Oddities can be recycled into Copper Coins (1.7).
Qi ยท Exhaustion ยท Deflect ยท Precision ยท Critical ยท Affinity ยท Abrasion
Combat has four layers. This page covers the first and deepest one: what actually happens when a hit lands. The other three build on it.
You are here. Qi, Exhaustion, Deflect, Precision, Critical, Affinity and Abrasion.
The five combat attributes, and passives chosen by the trigger your build really uses.
Read gear rolls correctly, use the ๐ recommendation marker, then tune for your weapon and mode.
Burst, control, defense, movement and exploration utility on top of your weapon kit.
Your goal is not only to empty HP. You are also fighting over Qi. Breaking an enemy's Qi creates an Exhausted punish window, and protecting your own Qi keeps you out of the same danger.
Use your weapon's normal loop, buffs, DoTs and setup skills without draining your own defensive resources for no reason.
Deflections, specific Martial Arts, certain DoTs and Qi-damage effects push the target toward Exhaustion.
When Qi reaches zero, the target becomes Exhausted. This is the moment many builds cash in charged skills, burst buffs and high-value Mystic Skills.
When the punish window ends, rebuild your resources and repeat. In PvP, chasing beyond your cooldowns often gives the opponent the same window on you.
A successful Deflection avoids the hit and damages enemy Qi. Version 2.0 also improved consecutive Deflection against rapid multi-hit attacks in Arena.
Use movement when the attack is awkward to Deflect, when you need to leave an AoE, or when a safer angle is worth more than standing your ground.
The old version of this page incorrectly tied Precision to hitting the enemy's front arc. That is not how the current stat is described.
Precision Rate is its own stat. Current English references describe Precision hits as the branch that can produce Critical results; Affinity can also occur on this branch.
A non-Precision result is not simply a miss. It follows a different damage branch where Abrasion can occur, and Affinity can still be relevant.
They are two different damage lanes. Neither is automatically the โbetterโ stat for every build.
Critical Rate controls how often the Critical result happens. Critical DMG Bonus controls how hard that result pays off.
Affinity Rate controls how often the Affinity result occurs. Affinity DMG Bonus is a separate payoff stat.
The old page described Abrasion as a stacking defense reduction. That was inaccurate. Current English combat references place Abrasion on the non-Precision damage branch, where its result is calculated from the lower/minimum side of your attack range.
Version 2.0 standardized Qi damage for DoT effects, changed where universal Exhaustion vulnerability and Qi Imbalance bonuses sit in the multiplier system, and updated Base vs. Effective Physical Attack display after food/buff calculations.
Bleed/High Bleed gained baseline Qi damage while several other DoTs had their Qi damage reduced to align application methods.
Universal Exhausted vulnerability and Qi Imbalance bonuses were moved to a different multiplier zone to reduce dilution for builds using broad damage boosts.
Rapid tapping against multi-hit attacks now registers consecutive Deflections more reliably.
The game now distinguishes Base Physical Attack and Effective Physical Attack more clearly when temporary attribute buffs are involved.
Are you dying, losing Qi, missing burst, healing poorly or simply looking at a low Mastery number?
For survival: HP, Defense, resistances and Qi. For Critical: Agility, Critical Rate and Critical DMG Bonus. For Affinity: Momentum, Affinity Rate, Max Attack and Affinity DMG Bonus.
A ๐ recommendation icon means the stat fits the currently equipped Martial Arts; it is guidance, not proof that the item is perfect for your exact mode or build state.
Version 2.1 adds two mechanical world bosses and the Evershift Labyrinth. The common theme is simple: read the mechanism before committing your damage.
Scorpion means guard and frontal pressure. Serpent means movement and target tracking. Labyrinth means spatial awareness while fighting.
Use filler attacks and movement while learning the opening. Save the expensive part of your rotation for a window where the target is vulnerable and actually in range.
If the serpent relocates or the maze rebuilds itself, stop forcing the old plan. Reposition, read the new state, then restart the damage loop.
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Gear Sets ยท ๐ Recommended Stats ยท Attune Paths ยท Roll Stones ยท Relay ยท Retuning
The old RCMD text is gone. The thumbs-up tells you a stat matches the currently equipped Martial Arts; it is guidance, not automatic best-in-slot.
Modulating Stones can reset eligible Tier 100 Epic/Legendary gear back to initial attributes so it can be tuned again. The reset has limits and a cooldown and does not refund spent materials.
Modulating Stone can also raise a Relayed Gear affix toward its maximum value in guaranteed steps.
When an affix reaches its maximum through Modulating, the game keeps an At Cap prompt above the progress bar so you can see what still needs development.
On Tier 96+ gear, the old Special Skill and Charged Skill damage affixes now become Frequent Projectile DMG Boost, covering both Unfading Flower and Spring Away.
This is the main tuning change in Version 2.1. If you use Vernal Umbrella, old screenshots and older build posts can show affix names that no longer match Tier 96+ gear.
| Before 2.1 | Version 2.1 | What It Affects |
|---|---|---|
| Vernal Umbrella: Special Skill DMG Boost | Vernal Umbrella: Frequent Projectile DMG Boost | Unfading Flower |
| Vernal Umbrella: Charged Skill DMG Boost | Vernal Umbrella: Frequent Projectile DMG Boost | Spring Away |
| Separate old damage rolls | One shared projectile-focused affix | Both major projectile tools can benefit from the same affix type. |
| Not available | Light/Heavy Attack & Varied Combo DMG Boost | New alternative affix for basic attacks and varied combo damage. |
If your Tier 96+ Vernal gear already had one of the affected old affixes, the game updates it to Frequent Projectile DMG Boost. You do not need a special manual conversion step.
When Tier 91 gear inherits Attunement, the old Special Skill and Charged Skill Vernal rolls carry over as Frequent Projectile DMG Boost.
The adjustment applies to the Tier 96 and higher Silkbind Jade Attunement library. Tier 96 can display two Frequent Projectile DMG Boost affixes at the same time.
You no longer need to think of Spring Away and Unfading Flower as requiring separate Tier 96+ Vernal damage affix names.
Wearing 4 pieces from the same set activates the set bonus. Always aim for 4/4 on your primary set before mixing.
๐ Recommended (Recommended) stats are highlighted in the tuning interface. These scale best with your weapon path. Always prioritize ๐ Recommended stats when rerolling.
| Slot Side | Stat Type | DPS Priority |
|---|---|---|
| Left Slots | Offense: Attack, Crit, Penetration | Fill first with ๐ Recommended offense stats. All left attunes should be Penetration for PvE. |
| Right Slots | Utility: HP, Defense, Resistance | For PvP: all right attunes should be PvP stats. Chest (top) is highest priority, helmet second. |
28% damage reduction when staggered only applies in non-balanced Arena modes, which includes GvG. When you get CC'd in a 30v30 fight and the entire enemy team swings on you, this single attune is the difference between surviving the lockdown or dying in it. Worth more than any other right-slot roll on your gear.
The current gear ceiling is T100, raised by Patch 2.0 (July 23, 2026), which adds Tier 96 gear and Tier 100 Epic and Legendary gear on top of the prior T91 cap. The character cap rises to the Lv 100 seasonal endpoint. For reference, the previous season's ceiling was T91, set by Flows of Dreams (Patch 1.6, April 30, 2026) at the Lv 95 character cap, on top of the earlier T86 Arsenal tier. Lv 46-50 enhancement uses Howling Ore: Vanguard. Mystic Skills gained a T6 Breakthrough tier in that patch. The Qinchuan region and Snowplum Requiem world boss arrived alongside the multiplayer trials Serpent's Fang and Bloodstained Sands: Supreme.
Patch 1.6 also added exploration-only mystic skills Idle Wind and Stone Pier (no combat use), and restructured Arena into 4 regional battlegroups + new Group Strategy and Training Terrace modes.
Relay converts a T86 Arsenal piece into a T91 piece while preserving its stats, attunement, and gear set. Relayed pieces cap at 95% perfection. That 5% gatekeep separates them from natively rolled T91s. Relay costs retuning and arena attunement materials; relayed pieces can be developed further by feeding native T91 pieces into them.
| Strategy | Approach | When To Use |
|---|---|---|
| Option 1: Relay Best-In-Slot | Relay your finished T86 BiS piece directly. Stats and attunement carry over; you accept the 95% cap as the price of skipping the T91 RNG grind. | You already own a strong T86 piece and want a T91-tier item now without re-rolling. |
| Option 2: Attunement Fishing | Roll T86 until you hit the desired arena attunement. Relay that piece, then transfer its attunement onto a native T91 with better stats. Bypasses the 1-in-12 weapon RNG, 1-in-8 charm/pendant RNG, and 1-in-6 armor RNG. | You want a true 100% T91 piece without attunement-RNG punishment. |
Native T91 gear (non-relayed) unlocks Retuning Correction, a reroll of the retuned attribute that excludes the current result, so the same value never repeats. 5-day cooldown per piece. No cap on total uses.
Patch 2.0 adds the Modulating Stone, the first way to undo tuning. Using one on a piece resets its tuned attributes while keeping the item's initial attributes intact, so you can re-roll a bad tune instead of living with it or rebuilding the piece from scratch.
The tuning reset above is only one of three jobs a Modulating Stone does. The other two get missed constantly: it pulls recycled gear back out of the bin, and it develops Relayed pieces on demand. The in-game tooltip spells all three out, and it is the source for every number in this section.
| Source | How |
|---|---|
| Recycle Tier 96 Legendary gear | Recycle a fully tuned Tier 96 Legendary piece, or spend one as tuning material. Bows and Jade Rings do not qualify, and lower tiers give nothing. |
| Skyward Bond, Guild First Clear | Listed in the tooltip's How to Obtain panel alongside recycling. |
| GvE floors unconfirmed | Reported as a source, but it does not appear in the in-game How to Obtain list. Treat as TBC until it is seen in game. |
| Relay junk, then recycle | Spare Lv91 gear worth nothing on its own can be relayed up to Tier 96 first, then recycled for a stone. A clean sink for dead Lv91 drops. |
The mistake that costs you a good roll
T91 offensive gear consolidates the four prior penetration attributes (Physical Pen, Bellstrike Pen, Bamboocut Pen, Stonesplit Pen) into a single Formless Penetration stat that shifts based on your equipped weapon path. The stat reads as the correct path-specific Pen for whichever weapon is currently active.
Ask which PvP attunements to roll and the answer gets tangled fast, because three different systems all get called attunements. They are separate, they work in different modes, and most of the confusion melts the moment you stop treating them as one thing. Here is the untangle.
This table is the whole confusion in one glance:
| System | 1v1 Arena | GvG | PvE (open world) |
|---|---|---|---|
| Attune-slot stats | Yes | Yes | Yes |
| Attunement Path skills (Arena path) | Yes | Yes | No (regular path is the PvE one) |
| Arena Talents | Yes | No | No |
In-game tooltip: the Arena Attune Effect applies in 1v1, 2v2, 5v5 Arena, Guild Battle (GvG), and Guild Showdown, and is inactive elsewhere. That is why the Attunement Path (Arena) row above reads Yes for GvG.
In PvP, the fight you lose is the one where you get locked down and deleted before you can act. Surviving that window beats squeezing out more damage. So no matter your build, defense comes first.
After that, stack defense on your right slots: Max HP, the resistances that match what you are actually facing, and Defense. Offense wins the duels you were already winning; defense wins the ones that would have killed you.
Every talent below works only in 1v1 Arena. Zero effect in GvG or PvE, so read this as a 1v1 reference. Values are listed per tier (T1 through T5). Priority picks for PvP survival are flagged.
| Talent | Effect (T1 / T2 / T3 / T4 / T5) |
|---|---|
| Physical Resistance | +4 / 8 / 12 / 16 / 20 |
| Guarding Qi Core ยท Priority | Become immune to fatal damage once per battle, then recover 20% HP and gain 1s of full immunity |
| Low Qi Protection | Qi Recovery rises to 2/sec when Qi is below 30% |
| Silkbind Penetration | +4 / 8 / 12 / 16 / 20 |
| Stonesplit Penetration | +4 / 8 / 12 / 16 / 20 |
| Bamboocut Penetration | +4 / 8 / 12 / 16 / 20 |
| Bellstrike Penetration | +4 / 8 / 12 / 16 / 20 |
| Physical Penetration | +4 / 8 / 12 / 16 / 20 |
| Max HP ยท Priority | +1,000 / 2,000 / 3,000 / 4,000 / 5,000 |
| Silkbind Resistance | +4 / 8 / 12 / 16 / 20 |
| Stonesplit Resistance | +4 / 8 / 12 / 16 / 20 |
| Bamboocut Resistance | +4 / 8 / 12 / 16 / 20 |
| Precision Rate | +3 / 6 / 9 / 12 / 15% |
| Bellstrike Resistance | +4 / 8 / 12 / 16 / 20 |
| Execution Enhancement | Execution Skill damage rises to 25% |
| Precision Resistance | +3 / 6 / 9 / 12 / 15% |
| Light/Heavy Attack Enhancement | +5 / 10 / 15 / 20 / 25% |
| Affinity Resistance | +1.5 / 3 / 4.5 / 6 / 7.5% |
| Low HP Protection ยท Priority | Reduce damage taken by 30% when HP is below 25% |
| Critical Resistance | +3 / 6 / 9 / 12 / 15% |
| Critical Rate | +3 / 6 / 9 / 12 / 15% |
| Affinity Rate | +1.5 / 3 / 4.5 / 6 / 7.5% |
| Abrasion Conversion Rate | +20 / 40 / 60 / 80 / 100% |
| Conversion Enhancement | +10% damage for 5s after casting a Dual-Weapon Skill |
The Attunement Path is its own mechanic. You choose the Path (regular for PvE effects, Arena for PvP-only effects), but you do not choose the exact skill the game rolls for you. The effects are tier-locked and need rare unlock items to advance, and the two paths' skills are not interchangeable.
So committing the Arena path on a piece of gear means accepting it goes dead in PvE. That is why serious PvP players keep separate PvP and PvE gear and attunement sets rather than re-rolling the same piece back and forth.
Attunement Path (Arena) skills track your weapon's signature skills, so the best PvP attunement skill is build-specific: a sword build wants its sword-skill attune, a fan build wants its fan-skill attune, and so on down the roster.
Per-build PvP attunement-skill picks are being added to the individual build pages. Until those land, the universal priorities above (the 28% stagger chest attune, then defensive Max HP, resistances, and Defense) plus the path and talent guidance here apply to every build.
Section 09 untangled the three systems. This is how the top players prioritize their rolls once they know what is what: caps first, then the stat lines and attunement affixes that actually move the needle.
At the final attunement node you choose General or Arena, and the effect rolls randomly inside that path. You commit the path, not the exact skill. Early tiers lock whatever you rolled. Tier 91 lets you re-attune toward what you want, with separate guarantee counters for General and Arena, so progress on one path does not bleed into the other.
Before you stack raw damage, respect the hard caps the game enforces on base stats. Rolling past a cap is wasted budget.
Once your caps are handled, roll these in roughly this order:
| Stat line | Why |
|---|---|
| Max Physical Attack | The most important stat after caps. Aim for at least one per piece, two when it can roll as an initial stat. Affinity hits use your Max Physical Attack, which is why it leads. |
| Power | Each point gives 1.36 Max Physical Attack and 0.225 Min Physical Attack. Strong, just under Max Physical Attack per point. |
| Momentum | Each point gives 0.90 Max Physical Attack and 0.038% Affinity Rate. Feeds both your damage and your Affinity cap. |
| Art of [Weapon] DMG Boost | The best multiplicative damage line. Very rare, rolls on the weapon. |
| Boost Vs. Player Units | Percent to all damage, PvP only. Rolls only on Greaves and Bracers, stacks, rare. |
| All Martial Arts Enhancement | Like Boost Vs. Player Units but works in PvE and PvP. Rolls only on Disc and Pendant, stacks, rare. |
| Critical / Affinity / Precision Rate | Critical Rate (cap 80%), Affinity Rate (cap 40%), and only a little Precision Rate (cap 100%). |
| Max [Attribute] Attack | For your build's attribute, plus a Min Attribute Attack from another class for a small consistent gain. |
General-path affixes work in every mode. The universal keeps:
Arena-path affixes have no short names; the game shows the full effect. They fall into trigger groups, and the right one keys off your kit:
Same attunement system as Arena, but the priorities shift for large-scale coordinated play:
| Slot | Sets |
|---|---|
| Weapon | Hawkwing (Affinity Rate and Affinity-hit Physical Attack) or Jadeware (higher ceiling, needs buff uptime) |
| Armor | Calmwaters (Perfect Dodge sustain, easy general PvP) or Whirlsnow (anti-burst-wipe GvG set) |
| Bow | Pursuing Shadow (Affinity) or Startling String (Critical) |
Five combat attributes ยท four Inner Ways ยท build triggers over rarity
The current Global combat attributes are Body, Power, Defense, Agility and Momentum. The previous version of this guide incorrectly used Spirit as a base combat attribute.
The direct survival attribute. Useful when the problem is simply not having enough health to survive pressure.
Supports Physical Attack generally rather than specializing in the Critical or Affinity lanes.
Supports Physical Defense and also contributes to survivability through Max HP.
Supports Critical Rate and Minimum Physical Attack.
Supports Affinity Rate and Maximum Physical Attack.
Agility supports the minimum side of the Physical Attack range. A stronger floor makes low rolls less weak.
Momentum supports the maximum side. Affinity is tied to this lane, so the headline Max Attack number is only one part of the picture.
Power raises Physical Attack more generally. The live stat sheet gives you the actual result; avoid old fixed "X attribute points = Y%" charts unless they name the current patch and exact row being measured.
The old page used a five-slot rule and hard-coded Morale Chant into a specific slot. That no longer matches the current Global setup. You equip up to four Inner Ways.
Some Inner Ways only deliver their real value when you use the Martial Art, charged skill, resource or path they reference.
Use universal damage, survival, resource or utility options when they solve something your weapon-specific passives do not.
Charged attacks? Bleed? Perfect Dodge? Healing? Umbrella catches? Rodent setup? Build around what you actually press.
Check whether the passive needs a specific Martial Art, status, target state or mode.
An Inner Way can change significantly across breakthrough tiers. Compare the version you own, not only the max-tier tooltip.
Change one Inner Way at a time and test the same boss, dummy or PvP situation so you can tell what actually improved.
SHIFUโS HALL ยท BY VALWEEZIE
Tier Definitions ยท S/A/B Rankings ยท PvP ยท Dead Stats
| Tier | Definition |
|---|---|
| S | Excels in 2+ modes (PvE/PvP/GvG). Strong scaling. No hard counters. |
| A | Fully viable everywhere. One notable weakness: hard counter, slower scaling, or skill gap. |
| B | Strong in one or two modes. Noticeably weaker in at least one area. |
New in 2.1 ยท Ranking in progress
Scrap any of these the moment you find them on a piece of gear. They contribute zero value and actively waste a stat slot for your build.
| Build | Scrap These Immediately |
|---|---|
| Nameless Sword + Nameless Spear | Stonesplit Attack, Bamboocut Attack, high Critical Rate |
| Strategic Sword + Heavenquaker | Stonesplit Attack, Bamboocut Attack, high Critical Rate |
| Snowparting + Phalanxbane | Bellstrike Attack, Bamboocut Attack, Momentum / Affinity Rate |
| Twinblades + Rope Dart | Bellstrike Attack, Stonesplit Attack, Momentum / Affinity Rate |
| Thundercry + Stormbreaker | Bellstrike Attack, Bamboocut Attack, Affinity Rate |
| Everspring + Rope Dart | Stonesplit Attack, Bamboocut Attack, high Critical Rate |
| Soulshade + Panacea Fan | Any DPS path attack stats, Momentum, Power |
| Vernal Umbrella + Inkwell Fan | Bellstrike Attack, Stonesplit Attack, Bamboocut Attack |
| Inkwell Fan + Soulshade | Stonesplit Attack, Bamboocut Attack, Spirit (DPS-support only) |
| Gauntlets + Rope Dart | Bellstrike Attack, Stonesplit Attack, Spirit |
| Skystrike Gauntlets + Riven Twinblades | Bellstrike Attack, Stonesplit Attack, Spirit |
| Stat | What It Does | Builds That Use It | Key Note |
|---|---|---|---|
| Momentum | Affinity Rate + Max Physical Attack | Nameless Sword, Strategic Sword, Everspring | Double benefit, and the best primary stat for Affinity builds |
| Agility | Critical Rate + Min Physical Attack | Snowparting, Twinblades, Thundercry | Double benefit, and the best primary stat for Crit builds |
| Power | Max + Min Physical Attack | Inkwell Fan + Soulshade (unique Affinity Rate bonus) | Strategic Sword players invest here, because no other weapon gets the Affinity bonus from Power |
| Body | Max HP + Physical Defense | Thundercry tank | Thundercry's charged-hit talent scales Max Physical Attack from Max HP (2.0 changed it from Crit Rate), so Body is damage for tanks and not just survivability |
| Spirit | Healing Output only | Soulshade + Panacea Fan (dedicated healer only) | Zero value on every DPS and Tank build. Never build Spirit unless you are Build 7. |
| Affinity Rate | Chance to deal orange bonus hit (Max Atk +20%) | Strategic Sword, Everspring, Nameless Sword | Fires on ALL hits, which makes it the most consistent damage stat in the game. Do not stack with Crit Rate. |
| Critical Rate | Chance to deal yellow hit (+35%) | Snowparting, Twinblades, Thundercry | Precision hits ONLY. Never stack both Crit Rate and Affinity Rate on the same build. |
| Precision Rate | Chance for a clean front-arc hit | All builds | Hard cap at 100%. Affinity builds scrub excess off gear. Crit builds cap this first then stop. |
| Max Physical Attack | Ceiling of your damage range | All DPS builds | Affinity damage is always calculated from Max Attack, so raising this raises every orange hit number. |
| Physical Penetration | Reduces enemy armor on every hit | All PvE builds | Stack on left attune slots in PvE. More valuable than raw attack against high-defense bosses. |
| External Attack | Boosts ranged and projectile damage | Everspring, Vernal Umbrella, Rope Dart builds | Useless on melee builds. Very effective on umbrella and fan builds. Treat it like path attack for them. |
| Bellstrike Attack | Elemental damage, Bellstrike path only | Strategic Sword, Nameless builds | Dead stat on every non-Bellstrike build. Scrap it immediately. |
| Stonesplit Attack | Elemental damage, Stonesplit path only | Snowparting, Thundercry | Dead on Bellstrike or Bamboocut builds. |
| Bamboocut Attack | Elemental damage, Bamboocut path only | Infernal Twinblades + Rope Dart, Gauntlets + Rope Dart, Skystrike Gauntlets + Riven Twinblades | Dead on every other build. Scrap immediately if you see it. |
| Physical DMG Bonus | % bonus added to all physical damage | All DPS builds | Hardest stat to find on gear. Any amount is significant. Chase it aggressively in late-game tuning. |
These are the current parse rankings on the Level 100 Boss. They are the most reliable early signal of where the meta is heading.
| Rank | Build Type | DPS (Parse) | Global Status |
|---|---|---|---|
| 1 | Bamboocut-Kite | 78.6k | Released on Global (2.0) ยท Build 10 |
| 2 | Bamboocut-Dust | 76.5k | Not yet released on Global |
| 3 | Bellstrike-Umbra (Nameless variant) | 70.0k | Available now (Build 1 type) |
| 4 | Silkbind-Jade (Fanbrella / Vernal+Inkwell) | 68.9k | Currently #1 on Global (Build 8) |
| Build | Primary Stat | Best In |
|---|---|---|
| Nameless Sword + Nameless Spear | Momentum | All-rounder PvE / PvP / GvG |
| Strategic Sword + Heavenquaker | Momentum / Affinity Rate | PvP burst, PvE single-target DPS |
| Snowparting + Phalanxbane | Agility | PvP, solo PvE parry-counter |
| Infernal Twinblades + Rope Dart | Agility | PvP, fast PvE burst |
| Thundercry + Stormbreaker | Body (HP) | Group PvE tanking, GvG front line |
| Everspring + Rope Dart | Momentum | PvE raid DPS (top 3), GvG backline |
| Soulshade + Panacea Fan | Spirit | Group PvE healer, GvG support |
| Vernal Umbrella + Inkwell Fan | External Attack | Ranged sustained PvE DPS |
| Inkwell Fan + Soulshade | Power + Affinity Rate | All PvE, DPS with passive healing |
| Gauntlets + Rope Dart | Agility | PvP |
| Skystrike Gauntlets + Riven Twinblades | Agility | PvE / PvP testing |
30v30 ยท Roles ยท Composition ยท Commander ยท Buffs
Read this page in order
Use this as the short version first, then scroll into the detailed training sections below.
Break at least one enemy tower to weaken the Goose. Small guilds usually focus middle first.
Collapse as a team and use Hair Pulling only when your damage players are actually in position.
Once the Goose dies, the carrier needs a full escort. Kills do not matter if the Tree does not move.
Fun Coins from side-lane neutral mobs power Commander buffs. Ignore coins and your mid-lane loses value.
GvG is 30v30 guild warfare. Your guild fights another guild on a map with towers, a Goose, and a Fortune Tree. Saturdays and Sundays, 8:30 PM local time. Up to 4 rewarded matches per week. You can play more, but only the first 4 count for rewards.
Three steps, and you must complete them in sequence:
If the match ends without a delivery, the game checks in this order:
Two separate buff slots, Food and Medicine, run at the same time with no conflict. Pop both before the match timer starts. They survive death and last the full 30 minutes.
Each NPC teaches specific Guild War bonuses. Invest in the wrong order and you waste weeks of resources.
Unlock your weapon's EX skill after Wu Liangjie and Ye Bujing are done. These are the ones that actually change fights in 30v30.
| Skill | NPC | Why It Matters |
|---|---|---|
| Thundercry Blade EX | Guo Hengqiu | Better Qi Shield uptime and CC on charged attacks. Mandatory. Unlock it for every tank on the roster. |
| Panacea Fan EX | Huang Xu | Stronger Resurrection. One revive mid-teamfight can flip the round. Max this before anything else in the healer kit. 1.7 limit: the same defeated teammate cannot be re-revived within 60 seconds, so you cannot chain-revive a single focus target. |
| Everspring Umbrella EX | Ling Shuang | Area Healing Reduction, now 45% (up from 36%) and 65% at Lv.3 (up from 50%). Suppresses enemy healing in clustered fights, strong into stacked healer comps. |
| Nameless Spear EX | Yi Zhibei | Bigger Qiankun's Lock stagger. In mid-lane clusters, landing this opens the door for the whole team to follow up. |
| Soulshade Umbrella EX | Huang Xu | More passive team healing per skill use. Best for Build 9 players. It adds healing in the background with no rotation change. |
The complete 1.7 EX change list, for reference. The curated table above covers the ones that matter most in 30v30; this documents every change.
| Weapon EX | 1.7 Change |
|---|---|
| Nameless Sword EX | Ally Qi restore 40 to 60 (Lv.3). |
| Strategic Sword EX | Sword Horizon expanded; now detonates a 5-stack Bleeding for high Bleeding damage. |
| Heavenquaker Spear EX | Now stores 2 uses; hit corrected from knock-up to Airborne. |
| Stormbreaker Spear EX | Self DMG Reduction 60% to 75%. |
| Vernal Umbrella EX | Each Build Momentum stack grants +10% Ballistic Skill DMG, up to 5 stacks. |
| Mortal Rope Dart EX | Rodent attacks Immobilize for 8s. |
| Soulshade Umbrella EX | Ally Endurance restored per second 15 to 20. |
| Everspring Umbrella EX | Area Healing Reduction 36% to 45%; Lv.3 50% to 65%. |
| Unfettered Rope Dart EX | Hit range 7m to 12m radius. |
| Snowparting Blade EX | Grants an HP Shield to up to 5 allies; a broken shield triggers a Heng Blade Anxi Soldier counterattack. |
| Phalanxbane Blade EX | Mo Blade downward strike damage up and now Airborne; interval 0.8s to 1.2s; Lv.1 triggers 16 to 10; Lv.3 Endurance drain 20 to 30. |
| Nameless Spear EX | Unchanged in 1.7. |
| Role | What They Do | Weapon |
|---|---|---|
| Tank | Absorb hits, shield the backline, CC the enemy frontline. Stay mid lane at all times. | Thundercry Blade |
| Healer | Keep tanks and DPS alive. Resurrection reverses lost fights. Never go solo. Protect your healers. | Panacea Fan |
| Core DPS | AoE pressure in mid lane. Qiankun's Lock stagger-locks enemy clusters. Chi waves hit towers AND players. | Nameless Sword |
| Flanker | Side lanes: farm mobs for Fun Coins, hunt enemy healers, pull Fortune Tree carriers. Never mid lane. | Infernal Twinblades |
| Commander | Does not fight. Manages Fun Coins, activates buffs at the right moment, places barricades at chokepoints. | Any weapon |
| Tower Avatar | Commander assigns one player per tower to become the Tower Avatar. That player gains special defense skills and far more durability while defending it. | Tank weapons |
The Commander's distinct job is the buff economy: spending Fun Coins on the right buff at the right moment. This is the most underused role in GvG. Most guilds run without a real Commander and lose because of it.
| Buff | What It Does | When to Use |
|---|---|---|
| Frontline Zeal | Permanent stacking damage boost to towers and Goose + Fortune Tree speed. Gets more expensive each use. | Use it steadily throughout the match and never hoard it. Starts cheap, compounds over time. |
| Hair Pulling | +100% damage to the Goose for 10 seconds. | The moment everyone is on the Goose. Call it out, and everyone dumps EX skills in this window. |
| Sprint + Relentless Advance | Sprint = +100% tree carrier speed for 10s. Relentless Advance = tree ignores interception for 5s. | Use both together to push the tree out of the enemy base where movement is easier. |
| Last Stand | -30% respawn time for the whole team for 1 minute. | When your team is getting wiped repeatedly in the final phase. |
| City Protection | Your towers and Goose take zero damage for 20 seconds. | When the enemy is pushing your base hard and you need time to reset defense. |
| Reduce Enemy Healing | Cuts enemy healing output during active fighting. | Cast immediately at the start of every mid-lane team fight. |
At the 20-minute mark the match pauses. One of your 4 assigned Halftime Performers enters a 1v1 duel against the enemy's performer. The winning team picks one of three rewards:
These are the only calls your whole guild needs to know. Everyone must respond immediately. No questions during a call.
Coordination in GvG runs on two loops that feed each other: the call loop that moves thirty people as one, and the buff loop the Commander spends to tilt fights. Neither wins alone. Learn how the machinery runs and the rest of this guide stops being a list of tips and starts being a rhythm you can feel.
A call is a single word with a fixed meaning, spoken by one voice. The six above are the whole vocabulary, nothing more to memorize. One person calls, everyone answers in the same half-second, and the call holds until the next one lands. The power is not in any single word; it is in the discipline around it. No debate, no questions, no second caller talking over the first. A guild that argues mid-call has already lost the window the call was made to catch.
The Commander's job is the buff economy: Fun Coins in, team buffs out. Coins come from the side lanes and the minibosses; the Commander banks them and spends from the buff menu the moment a fight is worth it. Some buffs are a switch you flip for a few seconds, like Hair Pulling on the Goose; others stack and compound, like Frontline Zeal, which costs more every time it fires. Knowing which is which, and how full the coin bank is, is the whole job.
Put the two loops together and a match has a pulse. Coins trickle in while the lanes farm, pressure builds toward a fight, a call names the moment, the Commander spends into it, and thirty players move on the same beat. Then it resets and the bank refills. When a guild has this rhythm, buffs land on called fights instead of bleeding away on quiet ones, and the team always seems to hit first. That timing, not any single skill, is what coordination actually means.
GvG rewards AoE pressure, CC chains and team survival, not single-target burst that needs setup time.
| Weapon / Build | GvG Verdict | Why |
|---|---|---|
| Thundercry + Stormbreaker | S: Mandatory | Qi Shield + Roar protects the whole backline. Four tanks stacked in mid lane is nearly unkillable for the first 60 seconds. |
| Soulshade + Panacea Fan | S: Mandatory | Resurrection reverses a losing teamfight. Only build with this ability. |
| Nameless Sword + Spear | A: Core DPS | Qiankun's Lock stagger-locks clusters. Chi waves hit towers AND players simultaneously. No hard counters in mass PvP. |
| Everspring + Rope Dart | A: Backline | Rope Dart still pulls enemy carriers out of formation, one of the highest-value actions in a GvG round. Its 1.7 EX now also stacks area Healing Reduction (45%, 65% at Lv.3), adding anti-heal pressure in clustered fights. |
| Inkwell Fan + Soulshade | A: Flex | Background team healing without giving up damage. Inkwell windwall blocks enemy tree carrier paths. |
| Twinblades + Rope Dart | B: Flanker only | Deadly against isolated carriers. Immediately punished by any CC chain in a crowd. Side lanes only. |
| Snowparting + Phalanxbane | B: Support | Parry windows almost never exist in 30v30 chaos, so its DPS identity stays suppressed. But the 1.7 EX adds genuine team value: Snowparting EX shields up to 5 allies with a counterattack on break, and Phalanxbane EX now launches Airborne. Run it as a frontline support, not a carry. |
The common thread: any build that needs a long setup on one target, relies on the enemy standing still, or has no AoE will underperform in 30v30 chaos.
| Weapon | The Problem | What to Do Instead |
|---|---|---|
| Strategic Sword | Needs 5 Bleed stacks on one target before the burst fires. In 30v30 targets move, die to others, or CC you mid-stack before you ever reach 5. | Swap to Nameless Spear for GvG. It keeps the same Bellstrike path stats and its AoE CC actually fires in a crowd. |
| Snowparting Blade | The whole build revolves around parry windows. Parry windows almost never exist in 30v30 chaos where 10+ enemies are hitting you from every direction. | Soldiers still help after you get CC'd but expect the build to underperform. Better as a side-lane flanker than mid-lane DPS. |
| Heavenquaker Spear (solo) | High single-target burst but no real AoE. Great for controlled 1v1 scenarios, which is exactly what GvG is not. | Only bring this if your guild specifically needs more raw burst on the Goose. Pair it with AoE teammates to compensate. |
| Any pure single-target setup | GvG punishes builds that need setup time. If your burst requires 3+ seconds of uninterrupted setup, someone in 30v30 will cancel it. | Prioritize builds with instant AoE, such as Nameless Sword, Thundercry and Everspring. Save your burst builds for PvP and boss fights. |
Any Weapon Combination ยท Stat Rules ยท Inner Way Slots
Pick ONE weapon as your primary damage dealer and build all stats around it. The second weapon is your utility tool for CC, heals, shields or AoE. Never split gear stats between two paths.
Both weapons can benefit from the same path-focused gearing. This is the cleanest kind of pairing.
Choose one primary damage weapon. The off-path secondary should earn its slot through healing, control, mobility or another utility job.
These are the best secondary weapons and what they give you. Your primary handles damage. The secondary fills the gap your primary cannot cover.
| Secondary Weapon | What It Adds |
|---|---|
| Nameless Sword | CC + Qi Shield on demand. Best all-round secondary in the game. Works with any primary. |
| Phalanxbane Blade | Summon soldiers with the burst, then swap away. Soldiers keep attacking passively, even after you are CC'd. |
| Thundercry Blade | Qi Shield + CC. Survivability secondary for builds that need to absorb burst. |
| Stormbreaker Spear | Roar reduces damage taken by all nearby allies. Team support secondary for GvG frontline. |
| Soulshade Umbrella | Passive team healing fires on every skill use, including your primary weapon skills. Zero rotation cost. |
| Panacea Fan | True Resurrection. The only reason to run a fan as a secondary. If your group needs a rezzer, this is it. |
| Mortal Rope Dart | Rodent Rampage bursts on swap. Swap back immediately. High burst window, no sustained value. |
| Everspring Umbrella | Throw for Bleed stacks while your primary handles melee. Passive AoE pressure from range. |
30v30 ยท Drag & Drop ยท Export Strategy JSON
Offensive ยท General ยท Movement ยท Vitality ยท 2.0 changes
Damage, crowd control, defense and support tools. These are the skills that occupy your Mystic HUD slots and commonly consume Vitality in combat.
Skills such as Star Shift, Divine Counter, Touch of Death and Wind Sense use their own controls rather than occupying the Offensive Mystic bar.
Lightness, wall-running, dash, diving and related movement tools. Their progression is tied heavily to exploration rather than a damage rotation.
Vitality, Insight and Qi are separate. A Mystic skill being unavailable does not automatically mean you are out of Qi.
You can eventually equip eight Offensive Mystic Skills, arranged as two rows of four. The first slot is automatic; additional slots are unlocked through the Basic Talent tree.
| Slot | Minimum straight-line Talent total |
|---|---|
| 1 | Automatic |
| 2 | 4 Talent Points |
| 3 | 6 Talent Points |
| 4 | 9 Talent Points |
| 5 | 11 Talent Points |
| 6 | 13 Talent Points |
| 7 | 16 Talent Points |
| 8 | 19 Talent Points |
Offensive and support-style Mystic Skills can consume Vitality. General and Movement Mystic Skills do not use that same resource.
High-impact AoE, control and defensive skills often cost more Vitality. Attacking enemies helps restore it.
Melodies of Peace nodes gained by turning in Oddities include Max Vitality upgrades, which is why exploration improves combat utility.
Keep a reliable answer for being controlled or staggered if the content demands it.
Pick a skill your build can afford and that fits the target type rather than equipping four expensive nukes you cannot cast.
Use a pull, knockback, mobility or control skill that solves an actual problem in your weapon kit.
Keeping puzzle/traversal tools on the second row makes open-world play easier without sacrificing the main combat row.
Version 2.1 did not redesign the Mystic system, but it fixed two skill behaviors and made Celestial Seize more relevant to Hidden Mountain traversal.
The Rank 3 casting animation could stutter. That issue was fixed, so do not treat the old stutter as part of the intended timing.
The missing afterimage effects for the skill and its Jackdaw Shadows effect on a perfect dodge were fixed.
Version 2.1 integrates Mystic Skills more closely with building mechanisms and streamlines Celestial Seize for Hidden Mountain's steep vertical routes.
Use Mystic slots to solve control, safety, burst, positioning and exploration problems. These fixes do not mean every build should suddenly equip the affected skills.
The July/August 2.0 patch line added Dark Scorch to Dragon's Breath, created a stronger Drunken Poet interaction with the caster's own Dark Scorch, improved Guardian Palm tracking/pull, added Break Defense behavior to Talon Strike and Yaksha Rush against defending/deflecting Tenacity targets, and clarified Serene Breeze's brief protection as Super Armor.
Can replace Combustion with a personal Dark Scorch debuff; multiple players' Dark Scorch effects can coexist independently.
Alcoholic Breath can trigger a stronger explosion when it hits a target carrying your own Dark Scorch.
Can force defending/deflecting Tenacity targets into Hit Stagger under the updated conditions.
The brief protection now aligns with the skill description as Super Armor rather than the older Tenacity/Control Immunity wording.
Consumes Insight to assist a Deflection just before an attack lands. Useful while learning defensive timing.
A core answer to control pressure; exact PvP behavior has changed across patches, so read the live tooltip for the current tier.
Useful in both progression and world interactions, and acts as a practical route key for several unlocks.
Highlights items or people of interest and remains one of the most useful non-damage tools in the kit.
You have 8 Offensive Mystic slots across two rows. A reliable combat loadout should solve different problems instead of filling every slot with raw damage.
Serene Breeze is the common answer when the content can lock you down. Defensive tools such as Golden Body can fill the same emergency role depending on build.
Bring at least one real damage button such as Dragon's Breath or Flaming Meteor when the encounter gives you a punish window.
Lion's Roar is useful in PvP/group pressure while Ghost Bind is a practical PvE mob-control option.
Golden Body gives you a safety option when your weapon rotation cannot solve the incoming pressure by itself.
The remaining slots are flexible. The individual build pages should decide the exact Mystic loadout because a healer, tank, ranged DPS and 1v1 burst build do not solve the same problems.
Use this catalog to recognize Mystic Skills by their in-game icon. The detailed sections above explain the system; individual build pages tell you which ones to actually equip.
SHIFUโS HALL ยท BY VALWEEZIE
Terms ยท Mechanics ยท Systems ยท Plain English
| Term | Definition |
|---|---|
| Qi | Your primary resource bar. Used for charged attacks, shield generation, and sustaining damage reduction. Replenishes during combat by attacking. Several gear bonuses (Formbend) activate when above 85% Qi, so manage it actively rather than passively. |
| Qi Shield | A temporary damage-absorbing barrier generated by certain weapons and abilities. Thundercry's Predator's Shield and Nameless Sword's Daunting Strike both produce one. Formbend extends the duration by 2 seconds and grants 20% damage reduction while active. |
| Dew | Secondary resource specific to the Panacea Fan. Required for the Fan's core abilities including Resurrection. Limited in content with revive caps. Managing when to spend Dew versus saving it for Resurrection is the most critical decision the Build 7 healer makes. |
| Vitality | Resource consumed when casting Mystic Skills. Regenerates by landing hits on enemies. Cannot be spammed, which forces strategic use of skills. Reach a Boundary Stone to restore Vitality fully outside of combat. |
| Endurance | Stamina used for dodging and blocking. Depletes with each dodge or block. Soaring Spin reduces an enemy's Endurance recovery by 50% for 8 seconds, leaving them unable to dodge reliably. Calmwaters gear set restores Endurance on perfect dodge. |
| Term | Definition |
|---|---|
| Affinity | Your weapon's elemental damage type. Triggers when you hit enemies with that element. Affinity Rate increases how often it procs. Gear that boosts Affinity damage only applies if you're actively triggering Affinity hits. |
| Path | The elemental category of a weapon: Bellstrike, Bamboocut, Stonesplit or Silkbind. If both your weapons share the same path, all elemental attack gear stats benefit both simultaneously. Different paths = secondary weapon gets zero damage contribution from gear. This is the most important rule in build construction. |
| Bleed | Damage-over-time status effect. Applied by Strategic Sword and Everspring Umbrella. Stacks up to 5 times. At 5 stacks the Heavenquaker's Sundering Crash deals significantly increased damage to the target. That is the entire premise of Build 2. |
| Abrasion | Defense-reduction debuff applied to enemies. Stacks reduce enemy defense percentage. Applied by charged attacks and specific Mystic Skills. Stack Abrasion on a boss before using your burst window. The damage increase is substantial. |
| Exhausted | Enemy state when their Qi/stamina is depleted. Exhausted enemies take significantly more damage and are vulnerable to extended combos. Certain abilities specifically deal bonus damage to Exhausted targets (Swallowcall set, Hawking set). Breaking an enemy's guard triggers the Exhausted state. |
| CC | Crowd Control. Any ability that restricts enemy movement or action, such as stagger, stun, knockdown, immobilize or silence. Serene Breeze is the only skill that breaks CC on yourself. Being CC'd without Serene Breeze available is the primary way glass cannon builds (Build 4) die. |
| Crit Rate | Chance to land a critical hit. Base Crit DMG is 150%, so all crits deal at least 1.5ร normal damage. Softcaps at 60% in PvP (diminishing returns above that). Linear in PvE, so stack it freely. Healers also want Crit Rate because critical heals are amplified by Ivorybloom set. |
| Crit DMG | The damage multiplier applied when a critical hit lands. Default is 150%. Amplified by the Rainwhisper gear set and the Agility attribute. Increasing Crit DMG makes each guaranteed crit (such as Flamelash) significantly more powerful. |
| Penetration | Reduces the percentage of enemy defense ignored by your attacks. Physical Penetration is a late-priority stat once core damage stats are maxed. It adds reliable damage against high-defense targets in endgame content. |
| Fortitude | A state that prevents stagger and interruption from incoming hits. Dragon's Breath grants Fortitude during its cast, which means enemies cannot cancel your damage window. Flaming Meteor's Super Armor works similarly. Critical for consistent DPS during boss fights. |
| Term | Definition |
|---|---|
| Flamelash | Twinblades-specific charge mechanic. Stacks build up during rapid light attacks. When Flamelash is fully charged, the next attack triggers a guaranteed critical hit. The entire S-Tier rating of Build 4 depends on converting Flamelash into a burst rotation reliably. |
| Tengdao | Snowparting Blade-specific stack mechanic. Successful parries and Deflect counters build Tengdao stacks. Once stacked, the follow-up attacks deal significantly increased damage. The core skill loop of Build 3 is parry, build stacks, burst. |
| Predator's Shield | Thundercry's signature charged attack ability. Generates a Qi Shield on the user. The Rainwhisper set's Crit bonus jumps from 10% to 25% while this shield is active, which makes shield uptime a direct damage multiplier for the Thundercry/Rainwhisper combination. |
| Daunting Strike | Nameless Sword ability that generates a Qi Shield on demand. Extended by the Formbend set from 3 seconds to 5 seconds. Keeps the Formbend damage reduction bonus active longer. |
| Martial Art Skills | Active weapon abilities tied to your equipped weapons. These are distinct from Mystic Skills. They fire through weapon-specific inputs (heavy attacks, charged attacks, skill buttons) and scale with weapon path stats. These are your primary damage rotation tools. |
| Term | Definition |
|---|---|
| ๐ Recommended Stats | "Recommended" stats, highlighted in gold in the tuning interface. These scale specifically with your weapon path. Always prioritize ๐ Recommended stats when rerolling gear. A non-๐ Recommended stat on a gear piece is wasted potential at endgame. |
| Weapon Set | Gear sets equipped in weapon and accessory slots (e.g. Jadewear, Rainwhisper, Ivorybloom, Stars Align). Each provides a 2pc and 4pc bonus. You run one weapon set at 4 pieces for the full bonus. |
| Armor Set | Gear sets equipped in armor slots: helmet, body, bracers, greaves (e.g. Formbend, Calmwaters, Moonflare, Whirlsnow). Run one armor set at 4 pieces simultaneously with one weapon set for a combined 4+4 dual bonus. |
| Attune | Secondary stat system applied to gear pieces. Left attune slots hold offense stats (Attack, Crit, Penetration). Right attune slots hold utility stats (HP, Defense, Resistance). DPS builds fill left slots with ๐ Recommended offense stats first. |
| Roll Stones | Currency used to reroll gear stats in the tuning interface. Do not spend before Tier 60. After Tier 60, reroll aggressively toward your build's key ๐ Recommended stats. |
| Inner Ways | Passive abilities equipped in 5 slots that enhance your playstyle. Slots 1-3 must match your primary weapon's path. Slot 4 is always Morale Chant. Slot 5 is situational. Pick a defensive or sustain option per build. |
| Oddities | Collectible items found throughout each zone. Claiming their nodes in the Melodies of Peace skill tree gives permanent stat increases. Collecting all Oddities in a zone unlocks a permanent zone buff. Prioritize in your first week. |
Weapon Build ยท Bellstrike Path
A safe, flexible kit that never falls behind in any mode. DPS ยท Best All-Rounder
Reviewed for Version 2.1. Core Bellstrike recommendations remain current.
Nameless Sword is your primary: fast light attacks, ranged Sword Energy on charged attacks, Daunting Strike for a Qi Shield on demand. Nameless Spear handles CC and burst with Qiankun's Lock, a wide AoE that stagger-locks groups and now inflicts Qi Imbalance on bosses. Both share the Bellstrike path so every gear stat works for both.
T6 Advantage: At T6, Nameless tops real-fight DPS charts despite weaker paper numbers. Reason: ranged damage applies instantly. Long-animation builds lose damage to boss jumps and phase transitions. Dummy DPS comparisons favor Strategic Sword, but in actual raid content Nameless wins because you simply don't miss.
2.0: Nameless Sword's Sword Energy no longer loses damage against multiple non-player units, so add-clear and AoE application are now full-strength.
Safest all-rounder in the game. Never the best in one mode, never weak in any. At T6 gear, Nameless beats most builds in real fights through ease of application and AoE.
PvE
Consistent clear speed. Ranged AoE handles add phases and lands even when the boss moves.
PvP
No hard counters. Sword Energy keeps ranged builds honest, spear CC locks down melee. Reliable but not dominant.
GvG
Qiankun's Lock stagger-locks clusters and now Qi Imbalances bosses. Versatile for mid lane or flanking.
Ease
Beginner Friendly Smooth rotation, no strict timing windows. Ranged damage lands no matter where the boss moves.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
Hawkwing
4pc: When any damage triggers Affinity, gain Hawking: +2% Physical Attack for 5s, stacking up to 5 times (10% max). Nameless Sword's light-attack chain and Sword Energy waves trigger Affinity on almost every hit, so Hawking ramps to max stacks within seconds and holds the entire fight. Every Qiankun's Lock and follow-up lands with full +10% Physical Attack baked in. Pure uptime, no setup.
Formbend
4pc: Your HP shields last 2 seconds longer. While above 85% Qi or while a Qi shield is active, take 20% less HP damage. Daunting Strike generates a Qi shield on demand. Formbend extends the window and turns it into real damage mitigation instead of a brief buff. Direct synergy, always active.
Hawkwing 4pc (weapons + accessories) ยท Formbend 4pc (armor)
In PvP
Inner Ways
Alternates
Mountain's Might: late-game Spear boost
Mystic Arts
Ghost Bind (AoE CC for dungeon mob clusters)
Free Morph (combo extender after Qiankun's Lock)
Wolflike Frenzy (bleed-path burst amp)
Flaming Meteor (AoE burst on grouped adds)
Rotation
Bellstrike-Umbra at T6. It sits third on the damage charts, and the Quick Reference page uses this rotation when it projects the build forward to T6 weapons. The loadout matches the standard Inner Ways above. Execution is the only difference.
Phase 1: Pre-Burst Setup (Sword Stance)
Stack Hawking + Open Burst Window
Light attack chain (LMB ร3) โ Charged Sword Energy (hold LMB, release) ร2 โ Daunting Strike (E) for the Qi Shield Goal: 5 stacks of Hawking, Qi Shield up, Formbend's 20% damage reduction online before you commit.
Phase 2: Spear Swap (CC + Burst Trigger)
Qiankun's Lock
Weapon swap โ Qiankun's Lock (Q) for a wide AoE stagger โ If single target: follow with Spear charged heavy (RMB hold) Hawking is now stacked at +10% Physical Attack from Phase 1, your Qi Shield is still active (Formbend's 20% reduction still applies), and the target is locked in stagger frames. This is your damage window.
Phase 3: Ranged Burst (Sword Re-Swap)
Sword Energy Spam During Stagger
Swap back โ Charged Sword Energy ร3 from range โ Light attack chain to refresh Hawking โ Daunting Strike (E) again on cooldown The ranged Sword Energy is the T6 difference-maker: it lands on bosses through movement, jump animations, and phase shifts where melee builds lose their damage uptime.
Phase 4: Loop / Cleanup
Maintain Uptime
Repeat Phase 1-3 with Qiankun's Lock on cooldown. Refresh Hawking before it falls below 3 stacks. Use Daunting Strike defensively when Formbend's reduction window expires.
Why this rotation matters at T6: Hawking holds at 5 stacks the entire fight, ranged Sword Energy applies during boss movement when other Bellstrike builds idle, and the spear's CC keeps creating fresh burst windows on cooldown. That is how Bellstrike-Umbra holds third place. Uptime wins it, not peak burst.
Common mistakes
Inner Ways
Trapped Beast (alt): low-HP shield proc; swap in against burst builds or CC-chain pressure.
Mystic Arts
Serene Breeze (mandatory CC break)
Leaping Toad (mobility + knockdown, applies poison and works on players)
Free Morph (combo extender after Qiankun's Lock)
Soaring Spin (healing debuff + knockdown)
Rotation
Opponent-dependent. Skilled parriers force reset loops. Do not force the combo.
Phase 1: Engage
Latch and Shield
Daunting Strike to latch and apply shield. If blocked or parried, Shadow Step back and reset.
Phase 2: CC Setup
Freeze the Target
Qiankun's Lock freezes the target. They must burn Serene Breeze or eat full damage.
Phase 3: Burst
Legion Crusher โ Vagrant Sword / Storm Dance
Two Legion Crusher โ swap to Nameless Sword โ fully charged Vagrant Sword (multi-wave with Qi Shield active), or channel Storm Dance on a stunned target.
Phase 4: Extend
Combo Chain
Free Morph to extend the combo. Soaring Spin to close distance and apply the healing debuff.
Phase 5: Reset
Survive and Re-Engage
Serene Breeze on incoming CC. Shadow Step if low HP. Re-approach when the shield comes back up.
Common mistakes
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Bellstrike Path
Stack Bleed to five, then detonate with Sundering Crash for the burst window. DPS ยท Bleed Burst
Reviewed for Version 2.1. Bleed setup and detonation guidance remain current.
Strategic Sword applies stacking Bleed on every hit. Stack bleed to max fast, then dump Sundering Crash from the Heavenquaker Spear for bonus damage on bleeding targets.
2.0: Bleeding and High Bleeding now deal baseline Qi damage (amplified vs Soul-Shaken targets), and Wolfchaser's Art Tier 6 is simplified: Sober Sorrow inflicts Soul-Shaken on hitting any unit (prerequisite removed), and Wine Gu needs 3 hits instead of 5, with the combo refreshing its duration.
Top global DPS post-T6. S-tier PvE on dummy parses and real boss fights. A-tier PvP due to weaker performance against high-mobility builds.
PvE
Highest single-target boss DPS of any Bellstrike build. Bleed DoT keeps dealing damage through dodges and phase transitions.
PvP
Ranked #2 in 1v1. Stack-and-burst shreds isolated targets. Loses to gap-closers that break the setup.
GvG
Single-target setup does not work in 30v30. Movement and CC chains cancel your stacks mid-rotation.
Ease
Advanced Stack management and timing required. Boss mechanics cancel long animations, killing your burst window mid-combo.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
Hawkwing
4pc: When any damage triggers Affinity, gain Hawking: +2% Physical Attack for 5s, stacking up to 5 times (10% max). Strategic Sword stacks Bleed through constant Affinity hits, and every Bleed proc charges a Hawking stack. By the time Sundering Crash detonates, you're hitting with 10% more Physical Attack on top of the burst.
Eaglerise
4pc: Each DoT or heal grants a stack of Eaglerise: -1.2% damage taken for 10s, up to 5 stacks (6% max). At max stacks, Eagle Guard reduces the next incoming damage by 90% (normal) or 45% (bosses). 30s cooldown. Bleed is a DoT, so every stack you apply also charges Eaglerise. You hit max stacks during setup and have Eagle Guard active for your burst window, protecting you from retaliation on your biggest hit.
Hawkwing 4pc (weapons + accessories) ยท Eaglerise 4pc (armor) ยท in PvP, swap Eaglerise for Calmwaters
In PvP
Inner Ways
Bitter Seasons (alt): extra bleed application; run when boss fights reward pure DoT pressure over raw burst.
Mystic Arts
Ghost Bind (AoE CC for mob packs in dungeons)
Leaping Toad (knockdown + poison DoT, strong PvE utility)
Wolflike Frenzy (single-target burst for boss phases)
Dragon's Breath
Drunken Poet (burn combo: apply Burn, then amplify with Drunken Poet for explosive damage)
Rotation
Stack-and-detonate. The entire build is built around one window: get to 5 Bleed stacks as fast as possible, then dump Sundering Crash for the bonus-damage payoff. Everything else exists to protect that window.
Phase 1: Bleed Stacking (Strategic Sword)
Apply 5 Stacks Fast
Light attack chain (LMB ร4) โ Sword Horizon (E) โ Light chain ร4 โ Insightful Strike (F) when off cooldown Every hit applies Bleed. Fivefold Bleed Inner Way means stacks build extra fast. Target: 5 Bleed stacks within ~6 seconds. Hawking is also building during this phase from Affinity procs on every Bleed application.
Phase 2: Heavenquaker Swap
Sundering Crash Burst Window
Weapon swap โ Sundering Crash (Q, hold to Stage 2 minimum, Stage 3 if uptime allows) โ release on bleeding target Stage 3 Sundering Crash on a 5-stack bleed target with 5 Hawking stacks is the entire build's payoff. Eagle Guard is active here from Eaglerise, so your retaliation window is protected.
Phase 3: Spear Cleanup + Reset
Maintain Pressure While Bleed Refreshes
Heavenquaker light chain โ Charged heavy (RMB hold) for AoE coverage โ Swap back to Strategic Sword as Bleed timer drops below 2 stacks Don't sit on the spear waiting for Sundering Crash cooldown. Spear charged heavy adds passive damage while you reset.
Phase 4: Loop
Re-Stack and Re-Detonate
Repeat Phase 1-3. Sundering Crash cooldown is your rotation's heartbeat. Time everything off when it is available. Refresh Bleed before all stacks fall off (you lose the entire setup if it drops to zero).
PvE optimization: open with Bitter Seasons swapped into Slot 5. The extra damage modifier beats defensive picks, because bosses cannot CC you the way players can. Adjust your Slot 5 choice accordingly.
Common mistakes
Inner Ways
Alternates
Evasive Charge: perfect-dodge meta combo with S4
Mystic Arts
Serene Breeze (mandatory CC break)
Cloud Steps (closes the gap and counters mounted or ranged play)
Drunken Poet (opening buff that loops with Dragon's Breath for sustained burn)
Meridian Touch (ranged poke and execute that chips Qi and punishes fleeing)
Alt S4 picks: Trapped Beast (defensive shield at low HP), Bitter Seasons (pure DoT pressure), or Adaptive Steel (damage reduction).
Rotation
Strike, disengage, reposition. Bleed-to-burst is vulnerable to gap-closers and dodge-reward builds, so the full rotation rarely lands in a single engagement. Prioritize Inner Track Slash and High Bleed procs during buff windows.
Phase 1: Pre-Engage & Engage
Buff, Close, Apply
Drunken Poet (damage amp buff, pre-combat) โ Cloud Steps to close distance (not sprint, which preserves Endurance) โ Inner Track Slash to apply Bleed.
Phase 2: Bleed Application
Stack While Pressuring Qi
Inner Track Slash โ Crisscrossing Swords. Builds Bleed stacks while chipping Qi on the target.
Phase 3: Bleed Consume
Burst or Bait
At 5 Bleed stacks: Inner Balance Strike III for burst damage. Animation-cancel with Qiankun's Lock to avoid the recovery window, or continue pressuring if uncontested.
Phase 4: Weapon Swap
Spear CC & Conditional Finisher
Swap to spear โ Qiankun's Lock CC โ Storm Dance ONLY if you hold an Endurance advantage. Storm Dance's long animation is a death sentence if the target still has dodge reserves.
Phase 5: Defensive Reset
Survive, Reposition, Re-Engage
Serene Breeze on incoming CC. Shadow Step under pressure while waiting for cooldowns to refresh. Reset spacing before your next engage.
Common mistakes
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Stonesplit-Strength Path
Parry to stack, summon soldiers, then burst. DPS ยท Tengdao Burst
Reviewed for Version 2.1. Tengdao parry and summon guidance remain current.
A deflect-counter build: parry with Snowparting to stack damage while Phalanxbaneโs soldiers keep pressuring after you swap away. Spawn soldiers first, then run Snowparting for your main combo.
1 ยท Summon
Drop Phalanxbane soldiers first
2 ยท Parry & Stack
Snowparting deflects build damage
3 ยท Burst
Run your main combo
2.0: Steadfast Devotion's Tier 3 guaranteed-crit requirement rises to 75% effective crit, and its Tier 6 Burning Heart instantly grants 3 stacks of Charge Enhancement against Exhausted enemies (buff extended to 18s).
Unique parry-counter mechanic with high payoff at the ceiling. Soldiers keep pressuring even when youโre CCโd, which no other build matches.
PvE
Soldiers keep hitting while you parry. Strong on bosses with predictable patterns.
PvP
Ranked #4 in 1v1. Counters slow heavy-attack builds. Loses to fast multi-hit weapons that deny parry windows.
GvG
Soldiers help when CCโd, but 30v30 chaos kills parry timing.
Ease
Advanced Parry timing matters. Missed parries leave you wide open. See Sub-Build A for a simpler option.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Sources disagree on the exact weights, so read the positions as ranking, not fixed percentages.
PvP: Precision leads over Agility when running Throat-Piercing Art (ignores Phys Resistance on stacks).
Shattered Ridge
4pc: Deflect or hit a boss to build Shattered Ridge stacks. A successful deflect instantly grants max stacks. At max stacks you gain +5% HP damage, and your Light and Heavy Varied Combos, Assist Trigger Skills, and Anxi Army assists deal +5% bonus damage. Amps the three things this build does best: deflect counters, Varied Combos, and Anxi Army assists, so good play keeps the buff near-permanent.
Drops from Everdeer ยท Liangzhou world boss
Agile Steps
4pc: On a successful deflection, reduce all damage taken by 20% for 2s, stacking up to 3 times, for up to 60% damage reduction. This build deflects constantly, so the stacks stay up. The defensive pick when content is punishing; for pure DPS, skip it and run Shattered Ridge.
Seasonal Shop (Jade Fish) ยท outpost chests
In PvP
Two ways to play it, same weapons and gear. The whole engine runs on keeping Inner Passion up (the buff from Fleeting Trace), which speeds Heart Ablaze and feeds Blade Momentum. Pick by how much execution you want.
Sub-Build A ยท Snowparting-main
RecommendedEasy, simple rotation, average damage. The recommend-to-most pick. Builds Blade Momentum off Grave Frost and deflect follow-ups, and leans on Snowbreak Spring for the big Snowparting hit.
Inner Ways tap an icon
Mystic Arts
Flute of the Tides essential PvE AoE
Soaring Spin gap close + knockdown
Dragonโs Breath channeled burst
Rotation
Loop
Boss Exhausted
Instant-cast has no cooldown, so spam:
Simple, forgiving, reliable uptime. Average ceiling, but the easiest engine to keep running. Inputs are reference only; keybinds may differ.
Sub-Build B ยท Phalanxbane-main
Higher ceilingHigh damage, higher ceiling. The charged heavy and slam can whiff on a mobile boss, so it wants tighter timing than Sub-Build A. Heart Ablaze is the main payload.
Inner Ways tap an icon
Mystic Arts
Flute of the Tides essential PvE AoE
Soaring Spin gap close + knockdown
Rotation
Opener
Loop
Highest ceiling in PvE. Inputs are reference only; keybinds may differ.
Downside: the charged heavy and slam can miss a mobile boss, and a dropped Inner Passion window costs a full payload.
PvP Loadout
ReactiveReactive build. Bait attacks, deflect, punish. Passive play kills your damage.
Inner Ways
Adaptive Steel (alt): damage ignores target armor. Run it against high-defense opponents who resist burst windows.
Mystic Arts
Serene Breeze mandatory CC break, usable while under attack or CC
Wolflike Frenzy burst damage + Tenacity, pairs with Obsidian Armor
Dragonโs Breath
Drunken Poet sustained offensive momentum once Intoxicated, loops cheaply
Cloud Steps or Soaring Spin flex: Cloud Steps for 1v1, Soaring Spin for group healing debuff
Rotation
Phase 1 ยท Build Blade Momentum
Prime Grave Frost, deflect to trigger
Grave Frost via charged light attacks, then deflect incoming attacks to trigger Snowbreak Spring procs. Your damage engine starts with reactive parries.
Phase 2 ยท Throat-Piercing Setup
Stack within the 15-second window
Light and Heavy Varied Combos build Throat-Piercing stacks (up to 3, 15s each). A longer window means more room to commit to burst.
Phase 3 ยท Burst Commit
Heart Ablaze on safe windows
Swap to Phalanxbane Blade, then Heart Ablaze (charged R) when the enemy is staggered, recovering, or locked. Pair with Dragonโs Breath into Drunken Poet for sustained pressure.
Phase 4 ยท Reactive Play
Deflect, punish, close
Keep deflecting to fuel Snowbreak Spring procs. Generalโs Bane closes the gap if the opponent creates distance.
Phase 5 ยท Disengage
Survive, reset, re-engage
Serene Breeze on CC. Cloud Steps to reset spacing. Fleeting Trace before Generalโs Bane third stage adds Stagger (situational in PvP).
Common mistakes: forcing Heart Ablaze without a safe window (a committed attack opponents punish on free casts); letting Blade Momentum drop to zero (recover with charged lights, not normal strings); not using deflects as a resource generator (this IS the deflect build); running Obsidian Armor without Tenacity skills (the setโs value is conditional); expecting PvE stagger to work on players.
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Bamboocut Path
Stack Flamelash, detonate the crit, swap for the Rope Dart burst. Crit DPS ยท Glass Cannon
Reviewed for Version 2.1. Burst sequence and glass-cannon warnings remain current.
Infernal Twinblades attack at high speed stacking Flamelash charges. When Flamelash is full, your next attack triggers a guaranteed Crit explosion. Mortal Rope Dart activates Rodent Rampage for a rapid crit burst. Swap back to Twinblades immediately.
1 ยท Stack
Light-attack to max Flamelash
2 ยท Detonate
Guaranteed Crit explosion
3 ยท Burst
Rope Dart Rodent Rampage, swap back
2.0: Infernal Twinblades' Perfect Dodge buff-duration bonus rises from 20% to 40%, and Echoes of Oblivion now also lets Light-Attack-triggered effects ignore 10% Physical Defense and 10 Bamboocut Resistance.
Highest 1v1 burst in the game. One rotation can one-shot at equal gear. Extremely fragile, dies instantly to any CC chain when Serene Breeze is on cooldown.
PvE
Fast clear speed. Guaranteed crits make Flamelash rotations devastating. Glass cannon, any mistake punishes hard.
PvP
Ranked #1 in 1v1. One full rotation ends the fight. Counter: any reliable CC while Serene Breeze is down.
GvG
Flanker role only, never in mid lane. Rope Dart pull on isolated Fortune Tree carriers is extremely high value. Immediately punished in group fights.
Ease
Advanced Glass cannon with zero defensive recovery. Precise rotation and positioning required. One CC chain without Serene Breeze = death.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
PvP: Affinity Rate leads over Precision. Fast light-attack cadence scales hit-count damage more than guaranteed crits.
Swallowcall
4pc: Raises minimum Physical Attack. Light attacks deal +15% damage to targets below 40% Qi. Increases to +20% vs exhausted enemies. Twinblades are a light attack machine. Every hit in the Flamelash loop benefits from this bonus. Enemies you CC with Rope Dart lose Qi fast, so you're hitting the Swallowcall threshold almost immediately after engaging.
Calmwaters
4pc: Perfect Dodge: 50% chance to restore 3% HP and 10 Endurance. Triggers once every 60 seconds. Glass cannon builds live and die by their dodge timing. Calmwaters rewards the precise dodges this build demands and returns Endurance, so you can keep dodging and attacking without running dry mid-rotation.
In PvP
Inner Ways
Wolfchaser's Art (alt): amplifies bleed damage; keep on extended boss fights where DoT stacking compounds. Riptide Reflex (alt): raises Minimum Bamboocut Attack and adds Bamboocut Penetration, path-specific; run it for consistent, armor-piercing sustained damage.
Mystic Arts
Dragon's Breath (burn DoT for sustained damage)
Drunken Poet (burn amp that converts Dragon's Breath damage over time into burst)
Leaping Toad (poison + knockdown for mob clears)
Soaring Spin (gap close and knockdown, strong PvE)
Rotation
Maximum Flamelash โ guaranteed Crit explosion โ Rope Dart amplification โ re-stack. Boss-fight cadence: reach max Flamelash stacks cleanly, then commit to the detonation window.
Phase 1: Flamelash Stacking
Build to Max Charge
Light attack chain (LMB ร5) โ Twin Strike (E) โ Light chain ร5 โ Flame Dance (F) Twinblades attack speed is the highest in the game, so Flamelash hits max in 4-5 seconds of uninterrupted swings. Goal: reach max stacks before committing to the burst.
Phase 2: Crit Explosion (The Payoff)
Detonate Flamelash
Next attack at max Flamelash โ guaranteed Crit explosion (the one-shot moment on squishy adds and phase-transition DPS checks) On a stationary boss at equal gear, this single hit clears a meaningful chunk of the HP bar. Mistime it and the explosion fires into a dodge animation or out-of-range.
Phase 3: Rope Dart Burst
Rodent Rampage Follow-Up
Weapon swap โ Rodent Rampage (Q) for a rapid crit burst โ Swap back to Twinblades immediately as soon as the burst window closes Don't linger on Rope Dart. It exists for the burst and the swap-cancel. Twinblades is where your damage and Flamelash stacks live.
Phase 4: Reset and Repeat
Re-Stack Flamelash
Light chain โ rebuild Flamelash โ loop Phase 1-3. Use Calmwaters dodge windows to maintain Endurance during the rebuild phase.
PvE execution rule: reach max Flamelash before committing to the explosion. Bosses do not interrupt your stacking window the way players do, so take your time to reach 5 stacks cleanly, then detonate on a phase-transition or shield-break window.
Common mistakes:Releasing Flamelash early "to be safe" (you trade peak burst for nothing)Staying on Rope Dart past Rodent Rampage (your damage lives on Twinblades)Using charged heavy attacks during the stacking window (slower than light spam, costs Flamelash stacks)
Inner Ways
Vendetta (alt): +50% Might Rat damage; run when committing hard to Rodent Rampage as your burst plan.
Mystic Arts
Serene Breeze (mandatory, it breaks CC chains)
Free Morph (combo extender that chains into Bladebound Thread pulls)
Soaring Spin (knockdown + healing debuff)
Guardian Palm (defensive stabilizer that protects tempo when fights go wrong)
Avoid in PvP: Dragon's Breath + Drunken Poet. Their setup time does not fit this build's PvP tempo. Skip both, even though they are strong in PvE.
Rotation
Assassin tempo. Despite Flamelash's lifesteal, avoid hits instead of tanking. You are a picker, not a bruiser. One committed rotation at max Flamelash can one-shot most builds at equal gear.
Phase 1: Engage / CC Setup
Pull and Extend
Pre-engage: Bladebound Thread charged, Addled Mind ready (3 dashes). Bladebound Thread to pull the enemy into range (full combo = knockdown) โ Free Morph to extend the combo. One good Bladebound Thread locks a kill window.
Phase 2: Rodent Rampage Setup
Rat Summon + Vendetta Apply
Rope Dart Charged Heavy โ Special Skill Enhancement buff for Might Rat โ cast Rodent Rampage. Apply Vendetta via Bladebound Thread follow-up for +50% rat damage.
Phase 3: Twinblade Burst
Flamelash Activation
Swap to Infernal Twinblades (Tab) โ build Flamelash via Addled Mind dashes + Light Attack spam โ activate Flamelash โ 5-combo Light Attack burst.
Phase 4: Extend Burst
Spin-Berserk Weave
If Flamelash is still active: 4ร Light Click โ Q (Spin) โ 4ร Light Click โ Berserk โ LMB spam mixed with Q for cooldown reduction. Weave Spin into Berserk to extend the damage window.
Phase 5: Reset / Defensive
Disengage or Re-Engage
Once Flamelash dissipates: swap back to Rope Dart โ Serene Breeze any incoming CC โ Bladebound Thread to pull yourself back into the fray or to disengage depending on HP.
Common mistakes:Committing Flamelash without Addled Mind dashes ready (lose mobility during Berserk, become a free target)Engaging without Serene Breeze ready (one CC chain ends the fight when you're this fragile)Using charged heavy attacks during the rotation (slows your combo; use Bladebound Thread to pull back in)Staying on Rope Dart past Rodent Rampage (your damage is locked in Twinblade light-attack spam; Rope Dart is setup, not DPS)Trying to use Dragon's Breath / Drunken Poet (long setup times don't fit this build's fast tempo)
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Stonesplit Path
Hold the front line with Qi Shield, then swap to Stormbreaker to engage. Tank ยท 30v30 Front Line
Reviewed for Version 2.1. Front-line tank and group-war guidance remain current.
Thundercry generates a Qi Shield on charged attacks. Stormbreaker Spear's Roar reduces incoming damage for all nearby allies, which is its GvG value. You absorb hits, apply CC, and protect your team's damage dealers. You are not the damage dealer.
Every GvG needs Thundercry tanks. Low personal damage, but team value through Qi Shield and front-line presence is irreplaceable. Most forgiving build to play.
PvE
Low damage output. Only run this in PvE content that needs tanking or group CC.
PvP
Qi Shield survives burst windows but offers no kill pressure. Not designed for 1v1.
GvG
Best-in-slot front liner. Qi Shield + Roar on four stacked tanks protects the entire backline for the opening 60 seconds. Mandatory on every GvG roster.
Ease
Beginner Friendly Most forgiving build in the game. Qi Shield protects against burst, charged attacks are straightforward, and the tank role has natural margin for error.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
2.0 Stonesplit change: on charge settlement, the Max Physical Attack gained from Max HP is no longer a fixed cap. As of 2.0 it scales with your Martial Arts Breakthrough level, so the conversion keeps growing as you push Breakthrough instead of stopping at the old flat ceiling. That still rewards this build's Max HP lead, so stacking HP feeds Stonesplit damage harder the further your Breakthrough goes.
PvE offensive-tank variant: Crit Rate and Mo Blade Damage can lead for aggressive boss play (Adaptive Steel synergy). Defensive/GvG anchoring stays Max HP-first as shown.
Rainwhisper
4pc: +10% Critical DMG and healing. Increases to +25% when an HP shield is active. Thundercry's Predator's Shield creates an HP shield on demand. Rainwhisper turns that shield into a +25% Crit DMG window, so your heaviest charged hits land hardest exactly when you're shielded and trading blows on the front line.
Moonflare
4pc: When attacking while defending: 30% chance to create a shield absorbing 10% Max HP (20s duration). If a shield exists, restores 2% additional HP. Triggers once every 60 seconds. Moonflare feeds back into Rainwhisper. Extra HP shields reactivate Rainwhisper's +25% bonus. Both sets scale off Max HP, which this build stacks heavily anyway. The loop is self-reinforcing.
Rainwhisper 4pc (weapons) ยท Moonflare 4pc (armor) ยท in PvP, swap Moonflare for Flawless Defense
Inner Ways
Light and Shadow Alike (alt: tank loadout) / Breaking Point (alt: speedrun; requires 4โ )
Mystic Arts
Golden Body (shield + CC immunity, stacks with weapon martial arts)
Ghost Bind (AoE CC for mob pulls in group PvE)
Wolflike Frenzy (single-target burst + Tenacity for boss phases)
Blinding Mist (CC crowd for Touch of Death follow-up)
Rotation
This is not a DPS rotation. Your job in 30v30 is to absorb damage, debuff the enemy frontline, and keep your healers alive long enough to win attrition. Damage is incidental. Uptime, shield management and Roar timing are everything.
Phase 1: Pre-Engage Setup
Shield Up Before First Contact
Charged attack (hold LMB, then release) generates Qi Shield โ Position front-of-stack with other Thundercry tanks โ Stormbreaker swap ready You should never enter a teamfight without a shield active. Charge it during the approach.
Phase 2: Engage (Stormbreaker Swap)
Roar Application
Weapon swap โ Roar (Q) applies the team-wide damage reduction debuff to nearby allies โ Stormbreaker light chain to maintain pressure Roar is the build's actual GvG value. A 4-tank Thundercry stack rotating Roars makes the backline nearly unkillable for the first 60 seconds. Coordinate with the other tanks so Roar uptime overlaps.
Phase 3: Sustain (Thundercry Swap-Back)
Re-Shield + CC
Swap back to Thundercry โ Charged attack to refresh Qi Shield โ Sunrush Gale (Inner Way trigger) for AoE CC on enemy melee โ Iron Fortress passive keeps damage reduction up You should be cycling shields constantly. If your shield drops in a teamfight you take double damage from focus fire.
Phase 4: Loop / Reposition
Maintain the Wall
Loop Phase 1-3 with Roar on cooldown. If your healers are out of position, retreat to them. Your value is standing between them and the enemy. Never push past your team to chase a kill.
Coordination win: 4 Thundercry tanks rotating Roars and Qi Shields create overlapping coverage. Solo Thundercry play does almost nothing. This build needs the stack to function.
Common mistakes:Trying to deal damage (you are not the damage dealer, so let the DPS work behind you)Pushing past your team to chase kills (you die alone and the wall collapses)Letting Qi Shield drop before re-charging (you eat focus fire at full damage)
Inner Ways
Trapped Beast (alt): low-HP shield proc; swap in against burst builds or CC-chain pressure.
Mystic Arts
Serene Breeze (mandatory CC break)
Golden Body (shield stacking with martial arts)
Cloud Steps (gap-closer for kiting opponents)
Dragon's Breath
Drunken Poet (Burn DoT converted into immediate burst spike)
Rotation
Force opponents to engage on your terms. Shields, taunt, damage reduction, CC immunity via Fortitude. Do not chase. Anchor the fight.
Phase 1: Setup + Taunt
Storm Roar + Fury Spear Drumbeat
Pre-engage: Stormbreaker Spear in hand, Fighting Spirit tracked, Serene Breeze + Golden Body cooldowns ready. Storm Roar to taunt (20% damage reduction for 16s) + positional control. Fury Spear (charged heavy) builds Drumbeat buff (+15% charged damage for 6s).
Phase 2: Shield Activation
Thundercry Swap, Predator's Shield
Swap to Thundercry Blade. Drumbeat procs Predator's Shield secondary (25% Max HP shield for 8s).
Phase 3: Burst Commit
Sunrush Gale + Level-3 Charged
Sunrush Gale is your PvP win condition. Caught opponents must Serene Breeze or eat full follow-up. Chain with level-3 charged Thundercry attack.
Phase 4: Debuff Application
Thunder Shock Vulnerability
Thunder Shock (Stormbreaker, 2 Fighting Spirit) knocks down and applies Vulnerability (+10% HP and Qi damage taken for 8s).
Phase 5: Sustain / Reset
Burn Spike, Kite, Reset
Dragon's Breath โ Drunken Poet burst spike. Cloud Steps to close if the opponent is kiting. Serene Breeze on CC. Reset Phase 1.
Common mistakes:Trying to DPS-race aggressive builds (you're a bruiser, not a burst build)Pushing past your team in group PvP (frontline anchor gets focused and dies)Letting Predator's Shield drop (the shield is your commit window)Using Thunder Shock without Fury Spear Drumbeat active (misses the +15% charge amp)Running Adaptive Steel in PvP (crit bonus requires landing the charge; opponents dodge it)Ignoring Fighting Spirit management
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Bamboocut-Dust Path
Fast-ramping AoE with one of the highest group-clear outputs in the game. Ranged DPS
Stat priority, Inner Ways, weapon mechanics, and PvE/PvP rotations are now fully covered.
Everspring Umbrella is a throw-and-teleport weapon: toss it to deal ranged damage, then teleport to or from its landing point for positioning on demand. Unfettered Rope Dart is the setup weapon. Soul Sweep applies stacking Soul Loss debuffs, which convert to Soulbreak at 7 stacks. Detonate with Burn and Bury for burst damage, then swap to umbrella for sustained AoE follow-up. Added in the Hexi (v1.4) patch, March 2026.
2.0: Everspring's Dreamwrought Bubbles deal +20% against non-player units, and Phantom Rally's Tier 1 grants Fragrant Song - Delicate stacks on consecutive Perfect Catches (instant-cast Bubbles, up to 4, as ranged filler).
Fast-ramping AoE damage with one of the highest group-clear outputs in the game. Soulbreak detonation hits like a truck at full stacks, and Phantom Umbrella resonance clears mob clusters with minimal effort.
PvE
Outstanding group-clear. Soulbreak detonation hits every nearby enemy; Phantom Umbrella resonance adds layered AoE on top. Boss fights benefit from the Breathhold window during Soulbreak.
PvP
Solid mid-range pressure. Soul Sweep spreads Soul Loss across multiple targets in team fights. Cyclone Waltz pulls enemies together for follow-up. Loses hard to heavy gap-closers.
GvG
Strong backline pressure. Umbrella teleport enables safe repositioning. Cyclone Waltz can pull enemy backliners into bad positions. Less dominant in GvG than pure pull builds.
Ease
Intermediate-Hard Multiple strict timing windows: Soulbreak stack count, Perfect Catch on umbrella return, Burn and Bury detonation. High ceiling rewards practice significantly.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
Bamboocut-Dust is a Crit path. Affinity Rate is a dead stat here. Don't stack it. Both weapons scale off all attributes, so Power leads, then Crit.
PvP: Agility leads over Power for mobility-focused 3v3 play. Umbrella teleports and rope dart kiting benefit more from Agility than raw Power scaling.
Stars Align
4pc: Offense-focused set that boosts overall damage output for DPS builds. Default offense pick for Bamboocut-Dust. Both weapons deal frequent hits, feeding the set's damage bonuses continuously during the Rope Dart charged rotation and umbrella throw chains.
Hawkwing
4pc: Increases Crit Rate; on Crit, stacks a damage amplifier up to 5 times. Excellent early-game and catch-up set. Both weapons hit fast enough to stack the Crit buff reliably. Works as a permanent alternative if Stars Align pieces aren't optimised yet.
Stars Align 4pc for offense (Calmwaters armor in PvP) ยท Hawkwing 4pc as the universal alt
PvP
Inner Ways 4 equipped
Mystic Arts
Leaping Toad (poison + knockdown for mob packs)
Flaming Meteor (AoE burst on grouped adds)
Flute of the Tides (persistent AoE waves during umbrella throw phase)
Dragon's Breath
Drunken Poet (burn combo: apply Burn, then amplify for explosive damage)
Rotation
Stack Soulbreak with the Rope Dart, then detonate and carpet the area with Umbrella throws. The Rope Dart sets up every burst window. Skip it and the Umbrella is just a slow ranged tickler.
Phase 1: Rope Dart Setup
Enter Soulbound, stack Soul Loss
Hold Rope Dart briefly (Charging Stance) for Tenacity buff โ Soul Sweep (Martial Art) enters Soulbound state, where wide sweeping strikes apply Soul Loss stacks to nearby enemies โ Charged Heavy Skill to push stacks toward Soulbreak (7 stacks needed) Towline Sweep powers the Rope Dart side of the loop. After the later balance adjustment, each Piercing Dart sweeping-combo hit applies Soul Loss, with an additional stack while Soulbound; its tier bonuses also support Min Physical Attack and Physical Penetration.
Phase 2: Soulbreak Detonation
Burn and Bury (Special Skill)
Once enemies hit 7 Soul Loss stacks โ Burn and Bury, a finger snap that detonates Soulbreak, dealing burst damage and slowing targets Use Burn and Bury to cash out the Soulbreak window after your Rope Dart setup. Towline Sweep remains the key Inner Way supporting this half of the rotation.
Phase 3: Umbrella Pressure
Everspring AoE follow-up
Weapon swap โ Scarlet Spin (Martial Art) throws the umbrella out, and timing the Perfect Catch on its return gives bonus AoE throws โ Cyclone Waltz (Special) to pull enemies together and reposition โ repeat throw chain Phantom Rally is the core Umbrella Inner Way: Phantom Umbrellas and Perfect Catch trigger Resonance for extra area damage. The later path balance update also made Resonance count as Scarlet Spin Martial Art Skill damage so it benefits from the intended Everspring scaling.
Phase 4: Reset and Loop
Flute of the Tides + Loop
Use Flute of the Tides mystic during umbrella throw phase for persistent AoE waves โ Dragon's Breath + Drunken Poet for burst combo โ Cloud Steps to reposition โ swap back to Rope Dart and repeat from Phase 1 Song of Tang builds during your Martial Art Skill pressure, adding Critical Damage and sustain as you keep rotating between Umbrella and Rope Dart.
The Rope Dart's Breathhold window (during Soulbreak) boosts your damage by roughly 30% against bosses. Towline Sweep's Soulbreak refresh on Burn and Bury means every detonation also resets nearby enemies, so against grouped targets it can chain continuously.
Common mistakes
Inner Ways
Trapped Beast (alt): low-HP shield proc; swap in against burst builds or CC-chain pressure.
Mystic Arts
Serene Breeze (mandatory CC break)
Cloud Steps (engage and reset, counters ranged play)
Soaring Spin (gap-closer + healing debuff)
Flute of the Tides (AoE pressure for 3v3 when enemies cluster)
Rotation
Damage-focused support for 3v3. Play patiently and wait for the team clash before you commit. Both weapons shine via AoE when enemies group up; use Flute of the Tides as pressure when they cluster.
Phase 1: Umbrella Setup (Mid-range Poke)
Establish Phantom Umbrella
Position at mid-range. Throw Scarlet Spin to establish the first Phantom Umbrella. Every throw builds toward the 3-throw Phantom Umbrella proc, and Perfect Catches trigger resonance AoE. Keep Cloud Steps ready.
Phase 2: Engage / Rope Dart Setup
Close the Gap, Stack Soul Loss
Cloud Steps to close distance. Charge Rope Dart for 1.5 seconds to unlock Piercing Dart. Enter Soulbound state via Soul Sweep โ apply Soul Loss stacks while pressuring.
Phase 3: Soulbreak Burst
Burn and Bury Detonation
At 7 Soul Loss stacks, Burn and Bury detonates for +15% damage and a guaranteed Critical. This is your highest burst window; commit when the target has burned or exhausted their CC break.
Phase 4: Umbrella Pursuit
Resonance Pressure + Healing Debuff
Swap back to umbrella. Continue Scarlet Spin with Perfect Catches for resonance damage. Soaring Spin applies the healing debuff if the enemy tries to recover mid-pursuit.
Phase 5: Reset / Disengage
Create Space, Reset
If Burn and Bury didn't finish them: umbrella teleport via Scarlet Spin to create distance. Reset from mid-range. Serene Breeze on incoming CC.
Common mistakes
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Silkbind Path
Sustain the team, then reverse a losing fight with Resurrection. Healer ยท Full Support
Reviewed for Version 2.1. Support, healing, and resurrection guidance remain current.
Soulshade Umbrella's Echoes of a Thousand Plants heals nearby allies on any skill use. The Panacea Fan is the ONLY weapon with true Resurrection. Reviving Rain brings a fallen ally back with partial HP. Your job is keeping the team alive, not dealing damage.
2.0: With the Soulshade Umbrella also equipped, the Panacea Fan's Mystic Skills are guaranteed never to abrade (abrasion converts to normal damage), a quality-of-life gain for healers.
Worthless in solo content, game-changing in a coordinated team. Resurrection is the only ability in the game that reverses a losing teamfight. Always use voice comms.
PvE
Keeps the team alive through hard content. Resurrection removes the wipe threat on difficult boss fights.
PvP
Healer scales surprisingly well in PvP through Mystic Skill spam. Drunken Poet + Dragon's Breath provides real burst damage, and Soulshade flute attacks hit hard. Healing is nerfed but the build is made for mystic spam. Pair with Divine Craft Water consumable for tenacity. Still no closing power vs DPS without burst landing clean.
GvG
Only build with true Resurrection. Getting a downed teammate back mid-teamfight can single-handedly reverse a losing round. Mandatory in organised GvG.
Ease
Intermediate Healing role is straightforward but requires constant situational awareness. Tracking teammate health and Resurrection timing separates good from great healers.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
PvP (organized group healer): Spirit rises between Body and Precision, because healing output is your main team contribution.
Affinity Rate is a dead stat for healers. Do not build it. The offensive stats above feed Mystic Skill burst damage and Soulshade flute attacks. Silkbind Atk and Power also work as secondary offense. Spirit only matters if you're going pure-heal in PvE; for general play, prioritise the chain above.
Ivorybloom
4pc: At max HP: +5% Critical Rate, +5% bonus to Critical heals and Critical damage (15% total). A healer keeping allies alive stays near full HP most of the time. Ivorybloom turns that into stronger critical heals, so your emergency Reviving Rain lands for more when it matters.
Whirlsnow
4pc: When losing >40% HP in one hit OR dropping below 20% HP: next heal within 5s restores +25% Max HP. Triggers once every 60 seconds. The one scenario a healer cannot allow is dying during a key Resurrection window. Whirlsnow is an emergency parachute: if something hits you hard enough to matter, your next heal saves you and you stay in the fight.
Ivorybloom 4pc (weapons) ยท Whirlsnow 4pc (armor) ยท in PvP, swap to Rainwhisper and Eaglerise
Current meta note (player feedback): Ivorybloom can feel redundant in DOT-heavy content where staying at max HP is genuinely difficult. Three working alternatives have been reported: Rainwhisper (2pc grants Precision rate; the HP shield requirement can be met by Golden Body Mystic Skill), Whirlsnow (the breakdown above), and Eaglerise (DoT/heal stacking โ damage reduction window during Resurrection casts). Pick based on which mechanic your group runs into most.
Inner Ways
Steadfast Devotion (alt): pure survivability; swap in when focused constantly or anchoring a prison-break defense.
Mystic Arts
Golden Body (CC immunity and damage reduction that protects key heal casts)
Flute of the Tides (passive AoE pressure while healing)
Meridian Touch (ranged poke on low-HP enemies)
Dragon's Breath
Drunken Poet (damage contribution between heal windows)
Rotation
This is not a damage rotation. Your value is uptime, positioning, and one button: Reviving Rain. Sustained healing flows passively from Soulshade. Your active decisions are when to burst-heal with Panacea and when to revive a downed teammate.
Phase 1: Pre-Combat Positioning
Stack Behind the Tank Wall
Position behind your Thundercry frontline โ Soulshade equipped โ Verify Panacea Fan ready for swap โ Confirm voice comms active You should never be in front of a Thundercry. If you take direct focus you cannot heal, and a dead healer heals nobody. Voice comms are non-negotiable on this build.
Phase 2: Sustained Heal (Soulshade Passive)
Use Any Skill to Trigger Echoes
Soulshade light attacks (LMB) โ Restoring Blossom (E) โ Mending Loom (F) โ Repeat. Every skill use procs Echoes of a Thousand Plants for nearby allies You don't need to "aim" the heals. Just keep using skills near your team and the heal field stays active. Restoring Blossom Inner Way amplifies every Soulshade tick.
Phase 3: Crisis Heal (Panacea Swap)
Burst Heal or Revive
Teammate critical โ Weapon swap โ Panacea active heal (Q) for an instant top-off โ If a teammate goes down: Reviving Rain (R), the only true Resurrection in the game Reviving Rain is the entire reason this build exists in GvG. One revive in a teamfight reverses the round. Save the cast. Do not waste it on someone about to die anyway. Wait for the actual death.
Phase 4: Reset / Reposition
Swap Back, Hold the Line
Swap back to Soulshade โ Resume passive heal cycle โ Reposition with the team if they retreat โ Communicate Reviving Rain cooldown to your callout lead so they know when to push.
In organised GvG a skilled Panacea Fan healer extends teamfights by 30-60 seconds and turns lost rounds into wins through a single well-timed Reviving Rain. Solo queue is a different game. Without comms and tank coverage this build has no protection and feeds.
Common mistakes:Trying to deal damage (you have zero Spirit-adjacent damage, so let the DPS work)Wasting Reviving Rain on someone with full HP getting bursted (let them die first, then revive)Positioning ahead of the tank line (instant focus and instant death, which leaves your team without a healer for the rest of the fight)
Inner Ways
Steadfast Devotion (alt): pure survivability; swap in when focused constantly or anchoring a prison-break defense.
Mystic Arts
Serene Breeze (mandatory CC break)
Cloud Steps (mobility and disengage when focused, because the healer is target priority)
Golden Body (CC immunity + damage reduction while repositioning)
Flute of the Tides (passive AoE pressure while you heal)
PvP uses the same healer loadout as PvE. The kit is coherent enough that no swap is warranted. Steadfast Devotion (S5) is especially valuable in bounty-hunting and prison-break scenarios where you're focused constantly.
Rotation
You're a survival engine, not an attacker. Rely on Mystic Arts for any damage contribution. Healing output is capped by PvP nerfs, so positioning and cooldown tracking matter more than raw heal numbers.
Phase 1: Self-Sustain Setup
Deploy Echoes, Generate Dew
Pre-engage: position behind your team, Soulshade equipped, cooldowns tracked. Open with Echoes of a Thousand Plants (Soulshade). It deploys the floating umbrella that heals the lowest-HP ally and generates Dew. Every fight opens this way.
Phase 2: Team Healing Maintenance
Panacea Heavy Spam
Swap to Panacea Fan. Spam heavy attacks from a safe distance. They auto-target the lowest-HP ally, so you never aim manually. Keep Dew topped up.
Phase 3: Critical Response
Burst Heal, AoE, or Revive
Ally in danger: Morning Drizzle for single-target burst heal. Multiple allies low: Cloudburst Healing for AoE. Ally downed: Light Dust After Morning Rain โ Reviving Rain.
Phase 4: Enemy Control
Extend Stuns, Passive Pressure
Enemy downed by ally: Soulshade charged attack to extend the stun (low damage, but prolongs the team's damage window). Enemy pushing you: Golden Body + retreat + Flute of the Tides as passive DPS while disengaging.
Phase 5: Reset
Survive, Reposition, Maintain Dew
Serene Breeze on incoming CC. Cloud Steps for distance if focused. Keep Dew maintenance constant between crisis calls.
Common mistakes:Trying to deal damage (you have no Spirit-adjacent damage, so let the DPS work)Wasting Reviving Rain on a full-HP ally getting bursted (let them die first, then revive)Positioning ahead of the tank line (instant focus; team loses healer for the rest of the fight)Building the PvE gear set in PvP (Ivorybloom's max-HP condition breaks in chaos, so swap to Rainwhisper)Assuming PvE healing rates apply (PvP healing is nerfed)Not tracking Serene Breeze (one CC chain away from dead)
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Silkbind Path
The highest damage ceiling in the game, for experts who can land slow projectiles. Ranged AoE DPS
Reviewed for Version 2.1. Ranged damage and control guidance remain current.
Vernal Umbrella is a ranged projectile DPS weapon. Its kit centers on Spring Sorrow (Q, an umbrella projectile that applies debuffs), Spring Away (a charged light attack that builds Blossom meter while dealing projectile damage), and Unfading Flower (umbrella floats and rains projectiles on the target).
Inkwell Fan is an airborne-launcher DPS weapon. Its kit centers on Peak's Springless Silence (launcher that sends enemies airborne), Moon Shatter Spring (follow-up airborne damage), Jadewind Shield (defensive buff), and Emerald Barrier (a 15-second Projectile Damage buff that opens the rotation).
Meta watch: Fanbrella (Vernal + Inkwell) is the top DPS build right now. Once T6 weapons unlock it is projected to fall to fourth, behind Bamboocut-Kite, Bamboocut-Dust and Bellstrike-Umbra. Expect the ranking to move again as new tiers land.
2.0: Tier 96 gear merges the Vernal Umbrella's Special and Charged Skill DMG affixes into one Frequent Ballistic DMG Boost (a Tier 91 relay auto-merges them and takes the higher value), and Unfading Flower's refund now also triggers on Exhausted boss units for steady resource return in dungeons.
On Tier 96+ gear, Vernal Umbrella: Special Skill DMG Boost and Vernal Umbrella: Charged Skill DMG Boost are now merged into Vernal Umbrella: Frequent Projectile DMG Boost. The new shared affix applies to both Unfading Flower and Spring Away. Eligible existing Tier 96+ attuned gear converts automatically, and Tier 91 inheritance carries the old rolls forward as the merged affix.
S-tier ranged damage ceiling with a demanding rotation. The build still rewards clean projectile uptime, correct Inkwell setup and low-latency execution, but pre-2.1 dummy numbers should not be treated as current proof after the Vernal attunement change.
PvE
Top-end ranged PvE damage with strong projectile uptime and a high execution ceiling. Fresh 2.1 testing matters more than old dummy parses because Vernal Umbrella attunements changed.
PvP
Complex rotation is easy to disrupt. Ping-sensitive. Punished hard when the rotation is interrupted mid-window.
GvG
Wide Vernal Umbrella projectiles hit clustered enemies in 30v30. Inkwell's airborne launcher disrupts grouped enemies during burst windows. Execution sensitivity limits peak reliability in chaos.
Ease
Expert Only Perfect rotation and low ping required to hit peak numbers. Without mastery this build performs below average. It either dominates or disappoints.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
Ivorybloom
4pc: At max HP: +5% Critical Rate, +5% bonus to Critical heals and Critical damage (15% total). Ivorybloom's max-HP trigger rewards crit rate and crit damage. Build 8 is a pure crit-path scaling build, and the +15% crit window feeds directly into Vernal's ranged projectile damage and Inkwell's airborne-launcher burst. Stays active whenever you play the ranged positioning the rotation already demands.
Flawless Defense
4pc: Reduces damage taken by 5%. When HP falls below 60%, further reduces damage taken by 1% for every 10% HP lost, stacking up to 5 times. Build 8's worst enemy is chip damage. Ivorybloom's crit bonuses require high HP. Flawless Defense's base 5% reduction is always on, and when HP does drop below 60%, the stacking 1%-per-10%-HP scaling compounds into meaningful survival (up to +5% more reduction at low HP). The result: chip damage stops snowballing out of your rotation, and your Ivorybloom crit window stays active longer.
Ivorybloom 4pc (weapons) ยท Flawless Defense 4pc (armor)
Why S Tier
Inner Ways
Seasonal Edge: swap to Invigorated Warrior instead
Adaptive Steel (alt): skills ignore armor; run against high-defense enemies when damage feels stonewalled. Thunderous Bloom (alt): stacks a damage buff off Heavy, Heavy Pursuit, Light, and Ballistic hits (2s per stack post-rework); the Vernal Umbrella's projectile kit feeds every trigger type, so run it for steady ramped DPS.
Mystic Arts
Serene Breeze (CC break for high-movement PvE encounters)
Flaming Meteor (AoE burst for clearing grouped enemies)
Leaping Toad (knockdown + poison DoT for mob packs)
Dragon's Breath
Drunken Poet (burn combo for boss phases)
Rotation
A high-ceiling ranged rotation that depends on clean timing, stable ping and keeping the projectile window organized. The 2.1 attunement merge supports both Spring Away and Unfading Flower, but the rotation can still fall apart when interrupted or mistimed.
Phase 1: Setup (Inkwell Fan)
Emerald Barrier Opener
Emerald Barrier (E) grants a 15-second Projectile Damage buff. This is the rotation opener; every Phase 2-4 skill fires during this window.
Phase 2: Swap to Vernal for Debuff Application
Apply Combo Debuff
Weapon swap โ Spring Sorrow (Q) โ Blossom Barrage marks the target with Combo. In 2.0 the payoff moved onto the inner way's tiers: Tier 4 (non-Arena) adds +5% Spring Away and Unfading Flower damage against Combo-marked targets, rising to +10% while the target is Exhausted, and Tier 5 now grants Direct Critical Rate (was Critical DMG).
Phase 3: Vernal Ranged Damage Window
Build Blossom Meter, Release Unfading Flower
Hold Charged Light Attack (Spring Away) to build Blossom meter while dealing projectile damage โ release projectiles. When Blossom meter fills: Unfading Flower (umbrella floats, rains projectiles on target while you continue attacking).
Phase 4: Swap to Inkwell for Airborne Burst
Launch, Follow-Up, Spring Shock
Weapon swap โ Peak's Springless Silence (launches target airborne) โ Moon Shatter Spring follow-up (Star Reacher's +10% Phys Atk bonus active on airborne target) โ fan heavy pursuit attack for Spring Shock stacks.
Phase 5: Loop
Refresh and Maintain
Refresh Emerald Barrier on cooldown, re-apply Spring Sorrow for Combo debuff, maintain projectile uptime. Stay at max effective range, because chip damage threatens Ivorybloom's crit window.
Peak results still depend on completing this loop with minimal interruption and stable input timing. Treat old pre-2.1 parse numbers as historical until the current attunement setup is tested under comparable gear and conditions.
Common mistakes
Inner Ways
Seasonal Edge (alt): cycles a random stat buff. Run it when you trust your positioning. Many players substitute Invigorated Warrior.
Mystic Arts
Serene Breeze (mandatory, because any melee that reaches you ends the fight without it)
Cloud Steps (engage and reset, and it drags ranged opponents into your range)
Guardian Palm (combos with Cloud Steps for hard-to-defend damage)
Soaring Spin (healing debuff + knockdown into airborne combo)
Rotation
Avoid direct brawling. Use parries, dodges, and Jadewind Shield to stall. Force opponents to overcommit first, then punish.
Phase 1: Projectile Buff Setup
Emerald Barrier Opener
Emerald Barrier (Inkwell) gives a 15-second Projectile Damage buff. Rotation opener; every engage skill fires during this window.
Phase 2: Airborne Launch
Peak's Springless Silence
Peak's Springless Silence to launch the target airborne. One good launch sets up the full combo chain.
Phase 3: Airborne Burst
Moon Shatter Spring + Soaring Spin
Moon Shatter Spring follow-up (Star Reacher amplifies airborne damage). Soaring Spin to stay close for the knockdown + healing debuff.
Phase 4: Vernal Burst Window
Spring Away Damage Stream
Swap to Vernal, burst with Spring Away while they're recovering. Build Blossom meter for Unfading Flower follow-up if you have the space.
Phase 5: Disengage and Reset
Break Contact, Reposition
Cloud Steps + Jadewind Shield to disengage. Reset spacing. Serene Breeze on any incoming CC. Watch for the opponent's Serene Breeze timer before re-committing.
PvP has two viable playstyles. Hit and Run (below) is higher skill ceiling. Slow and Ranged is more forgiving. It holds turret positioning behind Jadewind Shield's wall and disengages with Spring Away. The phase sequence is similar, but it favours max-range sustain over engage windows.
Common mistakes
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Silkbind Path
A forgiving hybrid that deals damage and heals through passive systems, no rotation mastery needed. DPS/Heal ยท Beginner Friendly
PvE and PvP hybrid rotations are now included alongside the passive-healing setup.
Inkwell Fan is your primary: ranged Silkbind damage and air-juggle capability. The Soulshade Umbrella's Echoes of a Thousand Plants heals your team on any skill use, including fan skills. You rarely need to swap to the umbrella. Healing runs in the background while you deal damage.
No Resurrection. Panacea Fan (Build 7) is the only weapon with true Resurrection. Run Build 7 if your group needs a dedicated rezzer.
2.0: Silkbind-Jade projectiles now ignore 5 Physical Resistance, and the Immobilized and Airborne damage bonus is reduced to 15.
Best starter build for players who want to contribute damage and healing without mastering either. Passive systems work for you, no complex rotations needed.
PvE
Background healing keeps the team alive while you deal damage. Solid for groups without a dedicated healer.
PvP
Ranked #6 in 1v1. Wins by outlasting through self-healing. Loses to any burst build before healing matters.
GvG
Passive team healing benefits the whole group without sacrificing your damage rotation.
Ease
Beginner Friendly No complex rotations. Healing fires automatically while you attack. No active weapon swapping. Ideal first build.
Mode ratings summarize the descriptions above, a quick read, not a measured score.
Plays well into
Struggles against
Priority order only. Read the positions as ranking, not fixed weights.
PvP: Precision and Crit Rate lead over Power, because Inkwell Fan's burst windows reward guaranteed crits over raw scaling.
DO NOT BUILD SPIRIT. This is DPS-support, not dedicated healing.
Ivorybloom
4pc: At max HP: +5% Critical Rate, +5% bonus to Critical heals and Critical damage (15% total). Soulshade's passive healing keeps you near max HP on its own, no Inkwell swap needed. That keeps Ivorybloom's +15% crit window active almost permanently, so ranged Inkwell DPS scales up to crit output without changing rotation. Same school as Build 7, biased toward damage instead of sustain.
Whirlsnow
4pc: When losing >40% HP in one hit OR dropping below 20% HP: next heal within 5s restores +25% Max HP. Triggers once every 60 seconds. The beginner safety net. When a positioning mistake drops you low, Whirlsnow guarantees your next heal refills a large chunk. And since Soulshade's healing fires on its own, you don't have to manually react. Pairs cleanly with Build 9's focus on damage, let the umbrella handle survival.
Ivorybloom 4pc (weapons) ยท Whirlsnow 4pc (armor) ยท in PvP, swap to Rainwhisper and Moonflare
PvP
Inner Ways
Morale Chant: never skip
Fivefold Bleed (alt): passive bleed stack pressure; compounds value in extended boss fights where DoT time accumulates.
Mystic Arts
Soaring Spin (burst + gap closer)
Ghost Bind (AoE CC trap for mob packs)
Serene Breeze (CC break for high-movement PvE encounters)
Dragon's Breath
Drunken Poet (DoT โ burn)
Rotation
Build 9 is a DPS-leaning hybrid. The rotation prioritizes Inkwell Fan damage while Soulshade handles passive healing in the background. Unlike Build 7's dedicated healer rotation, Build 9 needs no active healing inputs. You focus on damage and let the umbrella work on its own.
Phase 1: Soulshade Setup
Start with the Umbrella
Echoes of a Thousand Plants floats the umbrella, which passively heals you and generates Dew.
Phase 2: Inkwell Fan Offense
Swap to Inkwell for Burst
Weapon swap โ Emerald Barrier (E) for 15s Projectile Damage buff โ Peak's Springless Silence (Q) to launch targets airborne โ Moon Shatter Spring follow-up.
Phase 3: Sustain Between Bursts
Refresh and Regenerate
Swap back to Soulshade โ refresh Echoes of a Thousand Plants โ use fan heavy attacks for Dew regeneration โ Jadewind Shield defensively when pressured.
Phase 4: Group Utility (optional)
Off-Heal When Needed
If teammates are low: Cloudburst Healing (AoE heal). This build can off-heal despite leaning to DPS. It is the safe hybrid.
Phase 5: Loop / Maintain
Refresh on Cooldown
Refresh Echoes of a Thousand Plants on cooldown, re-apply Emerald Barrier between Inkwell bursts. Stay at mid-to-long range near your team. Your healing value drops sharply once you are isolated.
No Resurrection. If your group needs a dedicated rezzer, run Build 7 (Panacea Fan) instead. This build is the introductory hybrid. It gives solid damage, automatic healing and no rotation pressure. Most new players reach competent play here within their first week.
Common mistakes
Inner Ways
Steadfast Devotion (alt): pure survivability; swap in when focused constantly or anchoring a prison-break defense.
Mystic Arts
Serene Breeze (mandatory CC break)
Cloud Steps (engage and reset, the initiator tool)
Soaring Spin (gap-close + healing debuff, combos into airborne burst chain)
Dragon's Breath
Drunken Poet (Burn DoT amped into explosive damage, loops cheaply once Intoxicated)
Echoes of Oblivion sits on the Bamboocut-Wind path. It is used here off-path for Physical Penetration against PvP armor on sub-T91 gear. On T91+ gear with Formless Pen consolidation, the pick is justified only by light-attack damage value.
Rotation
Initiator with sustain. Engage โ burst โ survive โ re-engage. Don't chase kills. In solo PvP, play around Jadewind Shield and pull back constantly; in group PvP, pick off priority targets and disengage via umbrella teleport when focused.
Phase 1: Soulshade Setup (Heal Background)
Deploy Echoes Pre-Engage
Echoes of a Thousand Plants floats the umbrella, which passively heals you and generates Dew. Runs the entire fight in the background. Serene Breeze + Cloud Steps cooldowns tracked before you commit.
Phase 2: Engage as Initiator
Inkwell Swap, Projectile Buff, Close or Hold
Swap to Inkwell Fan โ Emerald Barrier for 15s Projectile Damage buff. Cloud Steps to close distance OR hold mid-range behind Jadewind Shield to establish presence.
Phase 3: Launcher Burst
Airborne Chain
Peak's Springless Silence launches the target airborne โ Moon Shatter Spring follow-up for Spring Shock stacks โ Fan Heavy (Pursuit Attack) for Charge Skill Damage buff.
Phase 4: Sustain Between Bursts
Refresh and Regenerate
Swap back to Soulshade โ refresh Echoes of a Thousand Plants โ fan heavy attacks for Dew regeneration โ Jadewind Shield defensively when pressured.
Phase 5: Group Utility OR Reset
Heal, Disengage, or Execute
Teammates low: Cloudburst Healing (AoE heal). Pressured: Serene Breeze + Cloud Steps disengage. Enemy low: Meridian Touch for the execute.
Common mistakes
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Bamboocut Kite Path
Bank the pips on the rope dart, then cash out one earth-shattering punch. One-Punch Crit DPS ยท PvP
Version 2.0 weapon guidance has been reviewed for continued use in Version 2.1.
A charged-punch build on the new Bamboocut Kite path, a fresh branch of the Bamboocut family. The Skygrasp Rope Dart sets up, buffs, and gathers; you swap to the Heavenwill Gauntlets to cash out. The two weapons share one resource, so the dart feeds the fist.
1 ยท Bank
Light attacks and skills bank Heaven's Will pips (players call them beans)
2 ยท Chase
The 6th light hit summons Falcon's Pursuit that restores pips
3 ยท Punch
Spend pips on the Charged Skill Vile Condemned; at full charge it becomes Vile Condemned: End (the "executioner punch"), the earth-shattering payoff
Nicknamed bank the beans, throw the punch. The whole build is setup feeding one big hit.
A crit-based flow that is PvP-dominant. Slow startup and high variance, but the charged-punch payoff is the whole identity. A true one-punch build.
Balance history: the martial-art skill launched with very high priority and dominated PvP, then was PvE-buffed and PvP-nerfed in a later pass. 2.0 ships with that settled kit.
PvP
Where the build lives. Set up on a target, then land the punch in a safe window.
PvE
Improved after the PvE buff, but the slow wind-up still wants forgiving targets.
GvG
The long startup is exposed in mass chaos.
Ease
Advanced Resource banking plus a committal punch with high variance.
Read from the live 2.0 kit. The global meta is still settling around this build.
S-tier: Max Physical Attack, Critical Rate, Precision, Power, Agility. B-tier: Min Physical Attack, Bamboocut DMG Bonus.
Endgame targets: Precision around 99%, Critical Rate 80%, Affinity around 10%.
Gear slot allocation (across 8 pieces): 12 slots Max Physical Attack, 9 Power, 8 Critical Rate, 3 Agility, 3 Precision. Push any flex slots toward All-Martial-Arts DMG or Boss DMG bonuses.
Attunements: put Physical Penetration on offensive gear, and Gauntlet Charged Skill DMG on defensive gear (it feeds Vile Condemned: End directly).
Etherwrath Set
4pc: Buffs the Heavenwill Gauntlets and grants Min Physical Attack. The primary offense recommendation, farmed from Mirkvale and the Skyward City Ruins campaign.
Mirkvale ยท Skyward City Ruins campaign
Whirlwind Set
4pc: New with this release and the recommended armor pairing for the Etherwrath offense set.
Added in Version 2.0
Flawless Defense (armor alt): the survivability option when you want more staying power, from Hero Trials armor boxes.
Default loadout the 4 you equip
Alternates situational swaps
Breaking Point: swap for speedruns and PvP (crit payoffs off Perfect Dodges and Exhausted targets).
Celestial Vigor: swap for Perfect-Dodge-centric play.
Invigorated Warrior: general damage option; needs Tier 6 to hold its effect through hits.
Mystic Skills
Flute of the Tides (mandatory)
Soaring Spin (mandatory)
Leaping Toad (filler)
Soaring Spin unlock: hidden chest above the large statue in the Martial Temple (Celestial Seize to reach; the An Unholy Prophecy Jianghu Legacy gives access).
Leaping Toad unlock: Skill Theft on the jumping toad by Liang Xiaolong, General's Shrine, Qinghe.
Remaining slots: playstyle (Dragon's Breath / Drunken Poet common for extended PvP).
Opener steps 1-2, buffs
Burst steps 3-6, into the first punch
Refresh steps 7-11, mystics and rebuffs
Second Burst steps 12-14
This is a free-flow rotation, not a strict script. Use skills to fill the gaps; the exact order flexes to the fight. The real goals: (a) land the Charged Skill as often as possible inside the 18-second buff window, (b) keep the Rope Dart buff up at all times, and (c) Light Attacks after a Martial or Special skill restore the gauge (and the 6th Light triggers Falcon's Pursuit). Perfect dodges feed the bank too: the Wicked Defiance shoulder strike off a dodge puts Heaven's Will straight back into the pool.
Skills & keybinds
| Key | Heavenwill Gauntlets | Notes |
|---|---|---|
| Q | Light Attack | The Righteous Reign chain: six Light Attacks. The falcon on the 6th Light restores 0.1 Heaven's Will bars and chains back into the 2nd Light. Grants Tenacity on the 5th and 6th Lights outside the Arena. |
| R | Virtuous Enthroned | Heavy Attack. Throws up to 4 Heavy Attacks. The 1st and 2nd chain into the 3rd Light Attack; the 3rd and 4th chain into the 5th. |
| HOLD R | Vile Condemned | Charged Skill. Costs 2 Heaven's Will segments, or 4 with Soaring High. At full charge it becomes Vile Condemned: End (the ender) and applies Unrighteousness. |
| 1 | Heavenwill Declared | Martial Art Skill, 15s cooldown. Follow-up activation: Celestial Mandate. |
| ~ | All Under Justice | Special Skill, 6s cooldown. Four rapid fist blasts, plus 20% damage against non-player targets. Chains straight into the 5th Light Attack. |
| TAB | Dual-Weapon Skill | Weapon-swap skill. |
| Varied Combo | Wicked Defiance | After a Perfect Dodge, Q becomes a shoulder strike. Restores 0.1 Heaven's Will segments, 0.2 in the Arena, and grants Tenacity outside the Arena. |
| Key | Skygrasp Rope Dart | Notes |
|---|---|---|
| Q | Light Attack | 0.3s per swing. |
| R | Boundless Whirl | 4s cooldown. Spends 1 Heaven's Will bar when one is available for 30% extra damage and increased range. |
| 1 | Snaring Lash: Sever | Perception Skill. The boss yank. |
| ~ | Sky-Snare Stance | Special Skill, 18s cooldown. Pulls and gathers, Roots non-boss enemies for 4s, and grants Oneness. Outside the Arena it also grants Tenacity while casting. |
| TAB | Dual-Weapon Skill | Weapon-swap skill. |
PvP notes
Weaknesses
Unlock
SHIFUโS HALL ยท BY VALWEEZIE
Weapon Build ยท Bamboocut Draught Path
Build the shared drink meter, enter Inebriate, then spend the window on enhanced fist chains and the Twinblades finisher. Sustained Melee DPS ยท Advanced
Skystrike Gauntlets and Riven Twinblades share Binge Points: reach 100 for Tipsy and 200 for Deepdaze, which strengthens your attacks. Start with Twinblades, swap to Gauntlets to build Binge with Quick Drinks, then use your enhanced Gauntlet attacks and finish with Twinblades.
A melee Path that builds resources by drinking while keeping up sustained damage. It offers strong counterplay, and entering the Inebriate state further improves burst damage and interruption resistance. With high mobility, it can quickly close the gap and shines in single-target combat.
PvE
Built for close-range fights against one target. Save your strongest attacks for a moment when the boss stays in reach.
PvP
Fast movement helps you reach a target. Tipsylay lets you dodge and respond with a guard break. Watch the enemy before you commit.
GvG
The profile favors single targets. Pick a target you can reach safely. Its strength in large team fights is not yet verified.
Ease
Takes practice. Build Binge, time your drinks, and change weapons before your short burst window ends.
Playstyle summary based on the in-game profile and skill descriptions. A competitive tier or Arena rank is not confirmed.
Works well when
Watch out for
These tips follow from the skills, not measured matchup results. Official path guide
A stat roll is one stat row on a piece of gear, such as +Agility or +Min Physical Attack. The numbers below are how many rolls of each stat to aim for across ALL your gear combined, not on one piece.
This buildโs talents and Inner Ways add damage based on Min Physical Attack.
How many rolls of each stat to aim for across all your gear. Where a range is given, the chart uses the lower number.
| Stat | Rolls |
|---|---|
| โ Min Physical Atk | 12 |
| โ Agility | 8 |
| โ Critical Rate | 6 |
| โ Precision | 3 |
| โ Special Boost Rolls | 5-6 |
| โ Bamboocut Attack | Rest (5-6) |
| Shown stat rolls (lower counts) | 39 |
The total includes only the counts shown in the chart. Any unspecified remaining rolls are extra.
How many rolls of each stat to aim for across all your gear. Where a range is given, the chart uses the lower number.
| Stat | Rolls |
|---|---|
| โ Precision | 3 |
| โ Critical Rate | 8 |
| โ Power | 7-8 |
| โ Agility | 3 |
| โ Special Boost Rolls | 5-6 |
| โ Max Physical Atk | Rest |
| Shown stat rolls (lower counts) | 26 |
The total includes only the counts shown in the chart. Any unspecified remaining rolls are extra.
Special Boost Rolls
1 roll of Gauntlets Martial Art DMG, 2 rolls of All Martial Arts Enhancement, and 2 rolls of Boss DMG. For the 6th roll, use Twinblades DMG, or Formless Attack if you do not have it.
Targets: Precision near 100%. Keep Critical Rate below its 80% cap.
Attunements: Left 4 pieces: Penetration. Right 4 pieces: Twinblades Deepdaze skill damage.
PvP: Use the same stat rolls. Survival comes from Calmwaters and the PvP Inner Ways.
Tiltrim
Offensive set for the Deepdaze Martial Art Special Enhancement window. Exact bonus values: TBC.
Brimflow (PvE) / Calmwaters (PvP)
Use Brimflow for PvE. This slot is flexible because the armor set has little impact on PvE. Use Calmwaters for PvP.
Attunements
Left four pieces: Physical Penetration.
Right four pieces: Twinblades Deepdaze skill damage.
PvP Arena attunements
Disc: Twinblades Special restores Binge and HP.
Pendant: Twinblades Heavy Attack.
PvE defaults
PvP defaults
Alternates
Swap in for PvP or when you're getting burst down.
PvE Mystic Skills
Flute of the Tides
Flute of the TidesUse before your strongest attacks.Ghostly Steps
Ghostly StepsQuick Drink and Tipsylay count as dodges, so it triggers constantly.Soaring Spin
Soaring SpinUse to close the gap and chase enemies.Dragon's Breath
Dragon's BreathUse when you have a safe opening to interrupt the enemy.PvP Mystic Skills
Serene Breeze
Serene BreezeUse to break free from control effects.Cloud Steps
Cloud StepsUse to reach a target and start your combo.Soaring Spin
Soaring SpinUse to close the gap and chase enemies.Dragon's Breath
Dragon's BreathUse when you have a safe opening to interrupt the enemy.Drunken Poet
Drunken PoetUse with Dragonโs Breath.Follow left to right: Open โ Build โ Deepdaze โ Finish.
Open Riven Twinblades
Build Skystrike Gauntlets to 200
Deepdaze three complete sequences
Finish Riven Twinblades
Exhausted boss reset
Open with Heroโs Blood. Cast Reveldrift once and deflect-cancel after the first hit to apply Stray Hunt. TAB to Gauntlets and build Binge with attacks and Quick Drinks. After Tipsylay, use Q for the guard break and Wild Stride. Both debuffs together add 20% settlement damage. Use your enhanced Heavy chains in Deepdaze, then TAB back for the Twinblades finisher. Cast the normal Twinblades Special again to detonate Drunkslay.
Against an exhausted boss, one Gauntlets Martial skill can re-enter Deepdaze after it ends. This combo needs low latency. Aim for 40-50 ms or less.
A Perfect Quick Drink triggers Falconโs Pursuit and grants Tenacity outside Arena. Outside Arena, Quick Drink also grants Dodge; successfully dodging this way triggers Breath-hold and Falconโs Pursuit.
PvP / Arena
Settings: Set Skill Display Mode to Advanced. Turn on โcontinue attack while heldโ.
Playstyle: Save Endurance. Use Quick Drink after safe attacks. Cut your Deepdaze combo short when the opponentโs opening ends.
Gear: Use Calmwaters armor and equip Volutefit.
Arena attunements: Pick a Disc that lets Twinblades Special restore Binge and HP. Use Twinblades Heavy Attack on your Pendant.
Unlock
Sources: owner in-game captures and supplied mechanics; official Bamboocut - Draught dev letter. Unconfirmed names and inputs are marked TBC.
Skills & keybinds
Skystrike Gauntlets
| Key | Skill | Notes |
|---|---|---|
| Q | Up to six Light Attacks. Each hit builds Binge Marks; the sixth hit triggers Falconโs Pursuit. Follow any Light Attack with R Whaledraft. Outside Arena, the fifth and sixth attacks grant Tenacity. | |
| R | Press R to drink. Hold to drink continuously at an Endurance cost. After Light Attacks or eligible skill moves, R triggers Quick Drink. During Deepdaze, the enhanced Heavy is Dragonquench - Inebriate. | |
| 1 | 10s cooldown. Peakfall shoulder-slams, then briefly becomes Castlink for two kicks. While Inebriate: Peakfall - Jadeflush hits twice, then Castlink - Jadeflush follows with four kicks and grants Tenacity. Chain R Whaledraft afterward for 25 Binge Points, or 50 during Carouse. These Martial skills deal 40% more base damage to non-player units. | |
| ~ | 15s cooldown; Inebriate only. Kick forward and drop into Tipsylay to evade attacks. A successful dodge triggers Falconโs Pursuit once and grants Tenacity; Tipsylay also grants Tenacity. Transforms into Grounddrift or Primepick. Nightwick skills deal 40% more base damage to non-player units. Costs 30 Binge Points in Arena. | |
| TAB | TAB changes weapons. 3s cooldown. Switch to Gauntlets with a sweeping kick and punch, then immediately continue with the third Light Attack. | |
| Q after Tipsylay | Nightwick - Primepick | 6s cooldown. Spring up, jab, break the targetโs guard and inflict Wildstride. Chain R Whaledraft afterward for 25 Binge Points, or 50 during Carouse. |
Riven Twinblades
| Key | Skill | Notes |
|---|---|---|
| Q | Press Q to swing dual blades for up to four consecutive attacks. | |
| R | Blade Vessel: press R for a forceful Heavy Attack, then hold for up to 1.5s of rapid slashes, ending with a spinning two-hit slash. Deals 50% more base damage to non-player units. While Inebriate, this becomes Boundvessel: advance while slashing, with slashing speed increasing up to 60%. Outside Arena, Boundvesselโs rapid slashes grant Tenacity. In combat, completing its held slash grants Cloudvault. | |
| 1 | 15s cooldown. Leap and strike upward twice. Press 1 again while airborne for Realmplay, bringing enemies down with a rapid slash. Hits inflict Strayhunt. Stores two uses with at least 3s between casts. While Inebriate, enables the varied combos Blade Against Waves and Tidepour. | |
| ~ | Base skill: 12s cooldown, a forward dash with two hits; hitting the first enemy grants 40 Binge Points. Casting grants Carouse, increasing Whaledraft gains. Outside Arena, gain Tenacity during the skill. The Inebriate version requires Skyspeak and Deepdaze, and is usable once per entry into Deepdaze. Launch enemies, unleash eight Blade Energy slashes, then finish with a slashing dash. Gain Tenacity and 30% damage reduction during the skill; deal 50% more base damage to non-player units. | |
| TAB | TAB changes weapons. 3s cooldown. Switch to Dual Blades and attack. | |
| Q after Realmplay | Blade Against Waves | Requires Inebriate. After Realmplay, press Q to dash forward with a quick slash, then spin into a powerful cross slash that deals heavy damage. |
| R after Realmplay | Tidepour | Requires Inebriate. After Realmplay, press R to step back and send a cross-shaped slash forward. Gain brief Invincibility while retreating. |
Cloudvault: completing Boundvesselโs held slash in combat grants this buff. It stacks twice. At maximum stacks, Heroโs Blood - Inebriate deals 10% more damage to non-player targets. Cloudvault is removed after that skill ends.
SHIFUโS HALL ยท BY VALWEEZIE