Roses: Ash and Bloom
Seasonal Overview
Seasonal Units
Yorkist Household Knights (4-Star)
Yorkist Household Knights (4-Star)
New Hero Weapon: Bastard Sword
Core Mechanics:
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Leverage the [Spirit] effect granted after using [Cross Execution] to improve survivability when engaged against large numbers of enemy Units.
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Any skill can chain into [Roll/Dash]. Use the mobility of [Roll/Dash] to link into [Hew III] or [Riposte I], ultimately branching into the high-damage, special [Hew IV] or [Riposte II].
Weapon Traits:
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Compatible with all armour types.
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Offers selectable [Basic Nodes] and [Core Nodes]
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[Basic Nodes] can enhance [Hew], [Riposte], [Leaping Hew], [Moulinet Advance], [Driving Thrust], and [Cross Execution] once.
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[Core Nodes] can enhance any 3 of the 6: [Hew], [Riposte], [Leaping Hew], [Moulinet Advance], [Driving Thrust], [Cross Execution].
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Choose nodes and core mechanics that suit your armour profile and playstyle to craft a build that’s truly your own.
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The Bastard Sword features multiple engagement stances. Deploy the appropriate stance skills for each situation to achieve superior results with less effort.
Skills:
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Hew (Basic Attack): [Left-click]
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Base Effects:
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A four-hit basic string
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After [Hew I], [Hew II], or [Hew III], press [Right-click] to chain into [Riposte I], then press [Left-click] to chain back into [Hew III].
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After [Hew IV] ends, you can chain one [Riposte II].
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Optional Nodes
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Surging Thrust: When [Hew IV] hits an enemy, restore 2400 Health.
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Cheaseless Strikes: While under [Spirit], each hit of [Hew] reduces ultimate skill cooldown by 0.2 seconds.
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Rapid Succession: While under [Spirit], Units hit are [Concussed] for 0.6 seconds.
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Core Options
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Sword Dance: Within 1.5 seconds after using [Hew], Stamina consumption is reduced by 25%; if your total base Defence is below 2100, [Hew] is immune to standard Dazed effects.
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Blade Blast: [Hew] releases 1 wave of swordwave.
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Riposte (Guard & Heavy Attack): [Right-click]
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Base Effects:
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Assumes a basic Guard stance. Upon releasing the button, you counterattack based on how long you maintained the guard.
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Within 0.5s: Riposte I — one-hit attack.
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Beyond 0.5s: Riposte II — two-hit attack.
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Optional Nodes
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Predator's Burst: Successfully Block while guarding with [Riposte] to increase your damage dealt by 30% for 3 seconds.
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Swift Razor-Wind: Each swing of [Riposte] releases 1 wave of Razor-Wind.
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Mountain Breaker: The Block Value damage dealt by [Riposte] is doubled.
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Core Options
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Myriad to Silence: [Leaping Hew], [Moulinet Advance], and [Driving Thrust] only deal 10% damage, but [Riposte] damage is increased by 60%.
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Braced Counter: While raising your sword to Block with [Riposte], gain Immunity for 1 second.
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Leaping Hew [Q]
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Base Effects:
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Cooldown: 8 seconds
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First stage: leap toward the target and cleave.
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Second stage: perform two spinning slashes.
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Optional Nodes
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Chain Heavy: When [Leaping Hew] hits, reduces the target’s Slashing Defence by 30% for 5 seconds.
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Soul-Rending Strike: After [Leaping Hew II], you can chain one [Riposte II].
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Predator's Strike: When [Leaping Hew] hits, the target deals 25% less damage to you.
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Core Options
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Impregnable Wall: On casting [Leaping Hew], gain a shield equal to 200% of your total base Defence (up to 4,000) for 7 seconds.
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Crimson Rot: For every 4 hits of [Leaping Hew] an enemy takes, they suffer bleed damage equal to 20% of their current Health; can trigger at most once every 5 seconds.
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Leaping Hew (Mounted) [Q]
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Base Effects:
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Cooldown: 16 seconds
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First stage: leap from your mount toward the target and cleave.
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Second stage: perform two spinning slashes.
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Moulinet Advance [E]
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Base Effects:
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Cooldown: 16 seconds
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Performs successive upward cross-guards to parry incoming attacks, then counterattacks using the opening.
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Control Cleanse:
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Upon activation, removes Dazed, knockdown, and Concussed effects from yourself.
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Optional Nodes
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Survivor's Ward: When [Moulinet Advance] hits and your Health is below 10%, restore 3,000 Health.
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Perpetual Vigor: After casting [Moulinet Advance], regenerate 1% of max Health per second for 6 seconds; if your total base Defence is lower than 2,100, the healing is doubled.
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Rising Edge: During [Moulinet Advance], each successful Block increases your damage by 5% for 5 seconds, stacking up to 3 times.
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Core Options
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Bulwark Stance: After using [Moulinet Advance], damage taken is reduced by 24% for 8 seconds.
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Phantom Feint: After using [Moulinet Advance], gain 14 seconds of [Phantom Dance]: [Dash] grants 0.5 seconds of invulnerability; if total base Defence is below 1,800, Stamina consumption is reduced by 35%.
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Driving Thrust [R]
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Base Effects:
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Cooldown: 13 seconds
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Hold:
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While holding, rush forward in a half-sword stance.
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On release, thrust the target, then follow up with a reverse-grip strike using the counterweight ball.
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Tap:
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Place your off-hand on the blade to thrust, then reverse-grip the sword and strike with the counterweight ball.
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Optional Nodes
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Sanguine Might: On casting [Driving Thrust], consume 15% of your maximum Health and [Knockdown] the target.
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Arcing Smite: If the forward surge of [Driving Thrust] exceeds 0.8 seconds, [Knock-up] the target.
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Fatal Brand: [Driving Thrust] causes the target to take 15% increased damage from all sources for 6 seconds.
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Core Options
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Predator's Cull: [Driving Thrust] can execute Units struck by a charge impact (below 20% Health).
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Siege Breaker: The counterweight ball strike of [Driving Thrust] always breaks the target guard.
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Cross Execution [T]
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Base Effects
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Cooldown: 46 seconds
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Begins in the Ox guard, blade pointed forward, then performs three consecutive slashes.
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Enemy Effect:
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Knock up targets on hit.
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Buffs: Upon casting, gain [Spirit]
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[Blooded Vigor]: Immediately restore 20% of missing Health; on kill, grant yourself 2%/s regeneration for 15 seconds.
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[King's Presence]: Enemies within 10 meters deal 30% less damage for 15 seconds.
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Optional Nodes
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Hallowed Pursuit: [Cross Execution] Block Value damage +20%; if total base Defence is below 2100, gain Immunity during [Cross Execution].
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Whirling Recovery: [Cross Execution] cooldown reduced by 6 seconds; if total base Defence exceeds 2100, additionally restore 10% of missing Health on cast.
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Fluid Shadow: [Cross Execution] skill damage +8%; if total base Defence is below 1800, using [Dash] increases your damage dealt by 20% for 3 seconds, stacking up to 2 times.
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Core Options
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Eclipse Twin-Slash: [Cross Execution] grants 16 seconds of [Hollow Veil]: deal increased damage to targets whose base Defence exceeds yours, +6% per 100 points.
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Bloodburning Edge: [Cross Execution] consumes 20% of maximum Health; for the portion of your base maximum Health exceeding 30,000, every 200 points increases damage dealt during [Spirit] by 0.5%, up to 20%.
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Cross Execution (Mounted) [T]
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Base Effects
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Cooldown: 46 seconds
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Begins in a mounted guard and culminates in a final cleaving strike toward the target.
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Enemy Effect:
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Knock up targets on hit.
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Buffs: Upon casting, gain [Spirit]
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[Blooded Vigor]: Immediately restore 20% of missing Health.
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[King's Presence]: Enemies within 10 meters deal 30% less damage for 15 seconds.
New Armour Sets
Five new rare-quality schematic sets have been added!Each set features unique set effects and fresh build possibilities.Set pieces include Weapon, Helm, Armour, Boots, and Bracers (5 slots).Set effects are as follows:
| Set Name | Pieces | Effect |
|---|---|---|
| Warbreaker (Light Armour) | 3 | After using [Enhance]-type skills, increase Critical Rate to 25% for 5 seconds. |
| 5 | Attacks inflict Bleed equal to 9% of current Health; can trigger on the same target at most once every 3 seconds. |
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| Windrider (Medium Armour) | 3 | When [Sprint Attack] is triggered, increase Movement Speed by 25% for 6 seconds. |
| 5 | [Sprint Attack] deals 30% increased damage; on hit, refund the [Stamina] consumed. | |
| Earthshatter (Medium Armour) | 3 | When attacking targets with Piercing Defence above 800, increase Armour Piercing and damage by 5%. |
| 5 | [Ultimate Skill] causes Unit and Hero to be Concussed for 0.8 seconds; each hit is calculated independently. |
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| Flameshackle (Heavy Armour) | 3 | When [Control]-type skills are blocked, break the enemy’s guard. |
| 5 | [Control]-type skills ignite Units for 2 seconds, dealing a total of 500 Burning damage. | |
| Stoneguard (Heavy Armour) | 3 | While Concussed, Knocked down, or knocked up, reduce all damage taken by 20%. |
| 5 | After taking damage from Units 15 times, cleanse control effects and restore 5% Health. |
Among these, the crafted Weapon can be attuned to the Warbreaker, Windrider, Earthshatter, Flameshackle, and Stoneguard set effects. A single Weapon can thus serve multiple sets—new build paths await you.
