Search the in-game help library — commands, races, skills, and mechanics.
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.