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crescent_stance

Usagestance crescent
Crescent Moon is the executioner, the hardest raw damage of the four stances. It can hold no ocarina and sing no continuous song, and that loss is what pays for the damage. Two grips. Two handed (empty held hand) keeps full Armor Rend and one crushing Moonfall. Twin blade (a second weapon, needs dual wield) trades a third of the armor penetration for extra swings and a two hit Moonfall. Neither is a downgrade, and neither can sing. Any non-weapon held item breaks the stance. Passives (scale with Crescent mastery): - Reaper's Swing: autohits at the full 160% stance lever, and the hottest Crescendo lever of all, 800%. - Falling Moon: +8% to +18% damage on everything. - Armor Rend: 5% to 20% armor penetration. Twin blade keeps 66% of it, 3% to 13%. - Bladesong: +30% to +60% autohit damage, an intrinsic self only hymn standing in for the songs Crescent cannot sing. Stacks with Falling Moon. - Giant Slayer: up to +6% against foes of greater max power level. - Execute: +3% to +5% against foes below 25% of their max health. - Twin Blades: twin blade only, +0 to +1 extra main hand swings, each carrying the dual wield off hand chain (off hand hits softened to about 12.5% of a full swing). - Attunement: always on, up to +60,000,000 PL, +3,000 Ki, +40,000 damroll, +25,000 hitroll. Sharpest damroll of the four.
Signature Technique: Moonfall Strike Brings the blade down like the falling moon. Hits harder the closer the target is to death. - Needs 25 Cadence. Costs 500 ki. - 250% base above half health, climbing linearly below 50% health to 700% as the target nears death. - The whole blow then scales x1.0 to x7.0 with mastery, on top of the 60% to 150% technique scale. - 30% armor penetration, stacking with Armor Rend. x2.0 damage under Crescendo. - Twin blade grip lands two cuts at 50% each instead of one spike, sharing the same execute multiplier. - Moonfall Pierce: 6 rounds where your autohit swings force through whatever would turn them aside. On a full bar that is every swing, nothing is turned aside at all, and a partial bar scales down from there. Racial evasion, Zanzoken, dodge, block and a plain miss are all fair game. Metal slimes are the one thing it will not touch, and armor and resists still apply in full. No message fires, watch your misses and dodges go to zero. - The 30 second cooldown starts when the window ends.

flowing_stance

Usagestance flow
Flowing Water is the skill caster. Softest autohits of the four stances, hardest skills, techniques and combos. Passives (scale with Flow mastery): - Weaving Blade: skills, techniques and combos deal 150% to 300% damage. Crescendo doubles it, 300% to 600%. - Current's Edge: 5% to 20% armor penetration on skills, combos and techniques only, never autohits. - Quick Recovery: 3% to 18% faster skill recovery, plus +1% per 20 Cadence held, +6% at a full bar. - Rising Cadence: Cadence cap 100 to 120. - Still Current: autohits at an 80% lever, half the shared 160% band (338% under Crescendo). - Attunement: always on, up to +50,000,000 PL, +6,000 Ki, +20,000 damroll, +20,000 hitroll. Deepest ki pool of the four.
Signature Technique: Cascade Spends the whole bar to amplify everything else you throw. Deals no damage of its own. - Needs 40 Cadence. Costs 400 ki. - 6 rounds of up to +75% skill, combo and technique damage, scaled to the Cadence spent, the full 75% at a 120 bar. - Multiplies Weaving Blade, so Crescendo doubles the surge too. - Combat only. - The 30 second cooldown starts when the window ends.

iai_stance

Usagestance iai
Iai is the duelist, the sword drawn and cut in one breath. All offense, no mitigation, the closest Konatsu parallel to Ultra Instinct. Passives (scale with Iai mastery): - Drawn Edge: autohits at the full 160% stance lever (675% under Crescendo), on the shared x3.0 to x5.0 mastery band. - Extra Swings: +0 to +4 autohits per round. A fraction is a chance at one more. - Flashstep: 6% to 20% chance to dodge incoming swings and skills outright. - Counterdraw: each dodge answers with a full weapon swing at x1.0 to x2.0 damage, doubled under Crescendo. - Bare Blade: no damage reduction of any kind. - Latent Power: the surge multiplies autohits x1.5 to x2.5. - Attunement: always on, up to +45,000,000 PL, +1,000 Ki, +20,000 damroll, +40,000 hitroll. Sharpest hitroll of the four.
Signature Technique: Iai Slash Pours the whole Cadence bar into one draw cut. - Needs 25 Cadence. Costs 250 ki. - +3% damage per Cadence point spent, +300% at a full bar. - Base 200% damage, scaled 60% to 150% by mastery, 25% armor penetration, x2.0 under Crescendo. - Lands as 1 to 5 full damage cuts by mastery. - Drawn Veil: 6 rounds, up to 25% chance to slip each incoming ki or physical skill, scaled to the Cadence spent. Rolls only where Flashstep did not, and draws no Counterdraw. Area attacks and counters pass through. - The 30 second cooldown starts when the window ends.

iron_stance

Usagestance iron
Iron Body is the wall. It gives up the most offense of any stance for the only real survivability the Konatsu have. Passives (scale with Iron mastery): - Iron Body: 6% to 50% reduction of all incoming damage. - Riposte: 5% to 18% chance to answer a single target physical, ki or weapon hit with a shard of moonlight, at x1.0 to x2.0 damage. Area attacks and combos never draw one. - Momentum: +2% autohit damage per blow absorbed, capped at +15%, shedding two stacks a round. - Unbreakable: no single incoming blow may exceed 90% of your max PL at 0 mastery, tightening to 35% at full, and 20% under Crescendo. - Iron Swing: autohits at a 112% lever, 30% below the shared 160% band (473% under Crescendo). - Attunement: always on, up to +100,000,000 PL, +2,000 Ki, +20,000 damroll, +20,000 hitroll. Biggest power level block of the four.
Signature Technique: Immovable Guard Spends the whole bar on stillness. Self targeted, combat only. - Needs 25 Cadence. Costs 500 ki. - 6 rounds of up to +30% damage reduction, scaled to the Cadence spent, the full 30% at a 100 bar. It lands past the usual mitigation ceiling, so it holds its value no matter how deep your Iron Body already runs. - Every physical, ki or weapon hit that lands on you is answered with a riposte at 125% riposte damage. - The 30 second cooldown starts when the window ends. Under crescendo your riposte odds double and ripostes strike x3.0.

stance sta stances

Usagestance
A Konatsu holds one sword stance at a time, each with its own strengths and its own mastery. Type stance on its own to see your stances and mastery, or stance to take one up. Switching stances has a short cooldown, so choose with the fight in mind. Every stance sharpens continuously as its mastery grows, deepening its bonuses, and each carries its own signature technique (see help technique) and its own face under crescendo. Holding a stance also grants an always on surge of power level, ki, damroll and hitroll that scales with that stance's mastery, so your stat identity lives in the stance itself, not in Crescendo.
Iai: the duelist, heavy autohits, extra swings, evasion and counters, no mitigation at all. See help iai_stance. Flowing Water: the skill caster, softened autohits but far harder skills and combos. See help flowing_stance. Iron Body: the wall, heavy damage reduction and ripostes, softer hits of its own. See help iron_stance. Crescent Moon: the executioner, highest raw damage and armor penetration, but no ocarina and no continuous song. See help crescent_stance. Completing a Konatsu racial combo, Omnislash or Lunar Eclipse Slash, awakens Latent Power, an autohit surge lasting 4 combat rounds. It scales from 1.5x to 2.5x with the mastery of the stance you hold, and is multiplied a further x1.6 under crescendo, to a 4x ceiling. Holding no stance parks the surge at no bonus, so it always follows the blade you are actually carrying.