RWBY: Grimm Eclipse

RWBY: Grimm Eclipse

Not enough ratings
RWBY: Grimm Eclipse Introductory Game Guide (Updated 2025)
By Game Brain
A guide outlining information for the game, including advanced techniques and builds for every character. Great for beginners and experienced players alike, there is something here for everyone in terms of discovering something new about the game.
   
Award
Favorite
Favorited
Unfavorite
Introduction
I had the ambitious goal of making a guide for everything in Grimm Eclipse. Due to irl work becoming much more time-consuming and my hand-pain preventing me from playing the game, I never got to finish this document the way I wanted to. However, after a few years with me being unable to do so, I thought it would be a waste not to publish what I have. So here it is. I’m sorry I couldn’t share more. Maybe one day I will get back to it and release a full 100 page complete guide with everything from out-of-bounds in every stage and every location, to horde macro-play, but for now this is all I have. I hope at least a single new player can benefit from this. Grimm Eclipse is truly a wonderful game worth getting into, and I have met some of my best friends through it.

Credits/Acknowledgements
We all start from somewhere and most information I have learned in my time playing this game came from other people. It would be impossible to credit every single thing to the person who taught or showed it to me so I will give some general shoutouts. The steam guides by Combat Ready and Alterna-ZX are incredibly useful and dive deeper into many of the things I talk about below (and inspired some of the formatting in this guide). All damage values are taken from Apocalyps’s spreadsheet. A big thanks to Kinru and Feldi, for helping with editing! Additional shoutouts to Kinru for suggesting some contributions to this document. This guide was inspired by the OG guide Alice tried to make but sadly never finished. One last thing. With so much info I will probably make a mistake somewhere down the line. Feel free to contact me in any of the ways provided at the end to correct me.
Basic Game Information
Controller Compatibility
The steam version of RWBY Grimm Eclipse is compatible with both Keyboard and controllers. For xBox controllers the default settings are perfectly fine. You can import the Gamepad’s default config by going to the “controller configuration” option in the steam client page of the game and clicking “Browse Configs”, “Gamepad” and then “Apply Configuration.” If using a dualshock controller select “Gamepad With Camera Controls” instead. I will be using default configurations for basic input explanations (and then abbreviated forms of attacks for more advanced combos).

Framerate
The game’s framerate is determined by your monitor. On potato quality, the game caps at 50% of the hertz of your monitor. For example, on a 60hz screen it will be 30 FPS. On normal it runs at 100% of the hz. For example at 60hz, the fps would be capped at 60. On high, the framerate is uncapped. On Ultra, the fps is capped the same way as normal. High is the recommended quality, if you can have higher than 60 FPS, as each action in the game takes a set number of frames so uncapped fps allows you to perform more actions per second.

Basic Moves/Controls
  • Basic Movement - Character moves in specified direction. Performed by pressing WASD on keyboard settings or using the left analog stick on xBox settings.
  • Camera Movement - Camera can be moved through the use of moving the mouse in keyboard settings, or the right analog stick in xBox settings (reset behind character with L2).
  • Chat - The chat menu can be opened in game by pressing T on the keyboard.
  • Scoreboard - The scoreboard can be viewed by holding Tab in keyboard settings, or BACK on xBox settings.
  • Menu - The menu can be opened by pressing Esc on Keyboard settings, or START on xBox settings.
  • Skill Tree - You can view the skill tree for characters by pressing C on keyboard settings, or DPadUp on xBox settings.
  • Taunt - You can strike a pose by pressing 1 on keyboard settings, or DPadDown on xBox settings. This keeps getting better and better!
  • Light Attack (Abbreviated L) - Basic attack all characters use in the game. Can be used multiple times in a row to create combos on the ground and in the air. How many times light attacks can be used in succession depends on the character/skills you are using and if you are on the ground or in the air. Each consecutive use in a combo gives you a different light attack and the last use will give you a light attack combo finisher. Performed by left clicking mouse in keyboard settings, or pressing X in xBox settings.
  • Heavy Attack (Abbreviated H, charged abbreviated PH) - Powerful attack all characters can use. Can be used on the ground and in the air. On the ground it can be charged by holding down the button. Can not be used multiple times in a row for combos on its own but can be used at the end of light attack combos to create different heavy combo finishers . Performed by right clicking mouse in keyboard settings, or pressing Y in xBox settings.
  • Jumping (Abbreviated J) - Character jumps in the air. You can immediately act out of (or during) the jump. Performed by clicking the space bar in keyboard settings, or pressing A on xBox settings.
  • Counter (Abbreviated C) - When prompted above an enemies head, press to counter the attack and stun them. Not all attacks can be countered and using the counter without being prompted results in a long “failed counter” animation during which the player can’t do anything and a nearby enemy will instantly attack you. If used in air while an attack animation is occurring, it cancels the attack animation. Performed by pressing F on keyboard settings, or pressing B on xBox settings.
  • Ranged Attack (Single tap abbreviated R, 3 taps abbreviated PR) - Character shoots with their weapon. For most characters it can be used up to 3 times in a row, either on the ground or in the air, for a ranged combo, with the third shot being a finisher. When on the ground you can also hold down the button to keep doing ranged combos, however this results in an extra shot before the first combo starts. Holding the button down in the air results in just a single shot before you fall back to the ground. Performed by pressing R on keyboard settings, or pressing R2 on xBox settings.
  • Dodge/Aerial Dodge (Abbreviated D, also called dash sometimes) - Character dashes in the direction they are facing. Can be inputted while holding a direction to dodge in that direction. Can be used both on ground and air. In the air, dodging has no frame lag and can be acted out of immediately. On the ground it can be used with an attack to create a dash attack. It can also be used in some combos without stopping the combo to increase distance. Holding down the button allows for the character to run. Performed by pressing Shift on keyboard settings and L1 on xBox settings.
  • Ultimate (Abbreviated U) - A character's special attack. Build up gauge by hitting enemies. When your gauge is full you can use your ultimate attack (but it consumes your gauge). Performed by pressing Q on keyboard settings, or L1 + R1 on xBox settings.
  • Team Attack/Interact (Team Attack abbreviated TA) - An attack that can only be performed when prompted to by the game. Appears randomly while using heavy finishers on enemies. Chance can increase with certain abilities. If an enemy is stunned and you hit them with PH it will always result in a Team Attack. You cannot execute your own team attacks in multiplayer unless you have an ability that allows you to. Performed by pressing E on keyboard settings, or R1 on xBox settings. You also press this button to interact with objects in the world, when prompted.
Universal Advanced Tech
Understanding Momentum and Frame Windows
Basically, this game preserves momentum until something in the game tells it to change your momentum (such as finishing an attack or touching the ground). Running up slopes also messes with your momentum making you go faster. Furthermore, most actions in the game have a set number of lag (a few frames after the action is completed) in which you cannot input something new. Exceptions to that are J and J -> D. Additionally, certain aspects of the game can be executed faster than the actual frames show they can. PH usually takes around 830 milliseconds to charge, but you can release the button at 530 milliseconds to also get a PH. Finally, each action in the game takes a set number of frames. That means that you cannot perform a different action until those frames have ended (unless you cancel the animation, see below).

Counter-Cancelling (Abbreviated CC)
It was mentioned above that countering cancels the animation of attacks. It technically does more than that. C can be used at the end of any aerial to also cancel its ending lag. That makes it optimal to use C at the end of every aerial combo string. Example, J -> PR - > C makes you land on the ground faster than J -> PR. That allows you to then jump and repeat faster than you would normally. C can also cancel attacks mid animation. Warning, CC will still trigger a normal counter attack if the prompt appears on a nearby enemy. When using CC in multiplayer, the canceled animation will not appear on the screens of other players. Instead, the regular animation will appear, resulting in a different/weird view on their screens.

Tap Shooting
Technically not universal, but it is available to all characters but Jaune. J -> R -> C can be repeated many times per second allowing for a lot of character specific versatility. However it has the universal use of aggroing monsters off control points. Shooting a monster once (sometimes twice or three times) can grab its attention and is recommended especially during Horde in order to protect points.

Bunny Hopping (Abbreviated B-Hopping)
B-Hopping is the fastest way to move around in the game. B-Hopping is performed by inputting J -> D -> Attack -> C. The attack varies based on character for optimal movement, as well as whether the terrain is flat or with a slope. This can be inputted many times in quick succession for very fast movement. Jumping with D held gives more height and distance, meaning that: Hold D, J, release D and press, keep D held after pressing, attack, C with the next B-Hop having D pre-held comes out faster than simply JDHC. Heavy attacks drop the player to the ground faster.

Camera Control
Camera position can widely affect gameplay. Having the camera at a neutral angle behind your character results in faster movement. However, there are also some areas of the game that, when loaded, reduce your fps. It would be impossible to outline everything in this document, but at least the existence is noted here.

Team Attack Stunning
When the team attack prompt appears above an enemy, the enemy cannot move until you either execute the TA or let some time pass. Hitting the enemy with any other attack DOES NOT cancel the TA prompt. That means you can use the TA prompt as a stun that doesn’t go away when the enemy is hit. Thus, unless you are sure your TA will kill, it can be very viable to not execute TAs and use them as stuns instead. Since it is usually optimal to not execute team attacks (with a few exceptions) most skill setups should not invest in upgrading them.

Double Inputs
In the game it is possible to press two inputs at the same time and thus the game will attempt to execute both commands at the same time (if possible). That means that you can speed things up by pressing buttons at the same time. For example, when B-Hopping, instead of pressing J -> D -> H -> C you can press JD -> HC. For the purposes of this guide, I will have all inputs displayed without double input press in mind, but keep in mind that this can be used to speed things up. Also, be careful. If you input Attack and C at the same time, C will instantly cancel the animation meaning the attack will do no damage (thus, inputting C and attack at same time is only good for B-Hopping).

Multiplayer Lag + Other Info
During online play there is additional lag for members who are not the host (sometimes host as well). This means certain enemies will die in delay. That means it is best to have your moves and how much damage they do memorized to not waste time hitting enemies that are already dead. Furthermore, by learning the sounds enemies make you can counter them offscreen (for example if behind you).
Universal Skills
  • Survivor - Increase damage you can survive once aura is depleted. Costs 1 point.
  • Aura Regeneration -Depleted aura recovers much faster . Costs 2 points.
  • Medic - Revives teammates faster (only useful in multiplayer). Costs 1 point.
  • Increased Aura - Increases Aura (obviously). Costs 1 point.
  • Improved Ultimate 1 - Gives you an additional Ultimate Gauge and makes you begin stages with your first gauge already filled. Costs 1 point.
  • Improved Ultimate 2 - Gives you a third Ultimate Gauge and makes you begin stages with your first and second gauges already filled. Prerequisite: Improved Ultimate 1. Costs 1 point.
  • Heavy Synergy - Heavy attacks have a higher chance of causing a team attack. Costs 1 point.

Survivor vs Aura Regeneration vs Increased Aura
A common question to ask is: which is the best defensive skill? Let’s look at aura regeneration first. The skill lowers the time it takes for your aura to start regenerating from 5 to 3 seconds, and the regeneration time from 2 seconds to 1 second. However this does not provide direct survivability from a hit. Just makes you recover fast after you were hit. Not to mention that it costs 1 more skill point than the other 2 options. Sadly, for these reasons, Aura Regeneration is the worst of these 3 skills, and is never recommended (unless you are playing ren, but that is because your main attack drains your life). From the two remaining skills that each cost 1, each has its advantages. Increased Aura increases your aura to 150%. This easily allows you to take more hits before falling in dangerous territory. Survivor increases the damage that it would take to kill you after your aura is lost. There is a lot of math on how this works but basically you need to take double damage + 1 more damage than you would otherwise to die (so if without survivor 100 damage kills you with depleted aura, now 201 does). Picking between the two is simple. For newer players, or those who aren’t accustomed to dodging properly yet, increased aura allows you to take a lot more hits safely. For experienced players with good dodging, survivor is better since it allows you to survive the one fatal hit where you messed up. Some setups allow for both, but in general you will usually have one of these skills, so choose wisely.

Heavy Synergy
Going back to using TA as a long-duration stun, Heavy Synergy is an incredibly useful skill as on most characters you can combine it with usage of J -> H -> C and J -> D -> H -> C to easily stun large waves of enemies. It also works on regular heavy finishers. Basically heavy synergy gives a huge benefit to all heavy attacks (so pretty much all combos) for the cost of 1 skill point and is in my opinion a must have in most setups.
Character Information (Ruby)
Moves and Basic Combos
  • H - 1 hit, 350 damage. Mostly useless except to finish off enemies.
  • PH - 1 hit, 750 damage. Useful on stunned enemies.
  • PR (Dust Blast) - 1st shot 20 damage, 2nd shot 20 damage, 3rd shot 150 damage.
  • J -> L -> L -> L -> L - 4 hits total, First 3 do 35 each and the final one does 85. You can replace any of the light attacks with a heavy to do the same attack as J -> H. This attack leaves you in the air so you can CC.
  • J -> H - 1 hit, 115 damage. Leaves you in the air so you can CC.
  • D -> L - 1 hit, 35 damage. Only really useful if you want to get a bit of extra damage before you start a light string.
  • L -> L -> L -> L - First and second light attacks are both 1 hit for 35 damage, the third light attack does 3 hits for 105 damage, and the fourth light attack does 2 hits for 120 damage. This attack knocks enemies up.
  • L -> H - First light attack is 1 hit for 35 damage, heavy finisher is 1 hit for 320 damage.
  • L -> L -> H - First and second light attacks are both 1 hit for 35 damage, heavy finisher is 2 hits for 521 damage.
  • L-> L -> L -> H - First and second light attacks are both 1 hit for 35 damage, the third light attack does 3 hits for 105 damage, and the heavy finisher is 3 hits for 850. This is ruby’s strongest combo tool since it also affects a wide area, and does incredible damage. Furthermore it leaves you in the air for a small amount of time after it is done so you can CC.
  • TA (Reap) - 1 hit, 430 damage.
  • U (Crescendo) - “1” hit, 600 damage. Hits everything in the area around ruby but does only 1 hit. Notably, keeping it this way without upgrading has the shortest animation so it is very useful to weave it in between combos.
Unique Skills
  • Improved Crescendo - Ruby spins 3 times and Crescendo's range is greatly increased. Changes U damage to 780. Costs 2 points.
  • Crescendo Forte - Crescendo's final hit smashes enemies backward for a very high amount of damage. Changes U damage to 1120. Prerequisite: Improved Crescendo. Costs 2 points.
  • Crescendo Finale - Crescendo pulls enemies towards Ruby with each hit. Prerequisite: Improved Crescendo. Changes U damage to 920. Costs 2 points.
  • Improved Reap - Reaps damage is greatly increased and surrounding enemies are also affected. Changes TA damage to 650. Costs 1 point.
  • Grimm Reaper - Reap creates a wave of rocks around Ruby which smash nearby enemies backward. Changes TA damage to 1250, rocks do 300 damage. Prerequisite: Improved Reap. Costs 2 points.
  • Electric Blast - Dust Blast now uses electric dust, which chains lightning between enemies near the explosion. Changes last hit of PR damage to 75 but adds Stun Attribute to the hit. Costs 1 point.
  • Ice Blast - Dust Blast uses ice dust, which freezes enemies hit by the explosion. Changes last hit of PR damage to 75 but adds Freeze Attribute to the hit. Costs 1 point.
  • Fire Blast - Dust Blast uses fire dust, which greatly increases the explosion's damage. Changes last hit of PR damage to 325 and removes Freeze/Stun attributes. Prerequisite: Electric Blast OR Ice Blast. Costs 2 points.
  • Team Player - Countering enemies gives an increased chance to create a team attack opportunity. Costs 1 point.
  • Hyperballistic - Reduce the hitstreak needed to gain a bonus towards ultra from 23 to 16. Costs 2 points.
Playstyle and Sample Builds
  • Ruby’s L -> L -> L -> H is an incredibly powerful tool that you can use to deal with strong enemies, or large groups. You can CC the end of the finisher to land on the ground faster and start up another combo.
  • Outside of a TA stun, the PR upgrades are Ruby’s only way of immobilizing enemies. If you find it critical to have this ability it is best to not upgrade to Fire Blast. Also Stun is arguably better than freeze since it can lead into a TA stun.
  • Ruby’s L -> L -> H can be used to quickly finish off strong enemies or deal large amounts of damage to weaker enemies. It is best used against single targets.
  • There is an argument to be made where some setups don’t upgrade ult since they rely heavily on L -> L -> L -> H for damage and want a faster ult animation to keep comboing. It is not efficient to upgrade ult once, so it is recommended to either fully upgraded or not upgrade at all.
  • It is possible to do L -> L -> L -> D -> H to reposition the finisher. This is useful for extending combos but needs some timing.
  • Sample Builds:
    [My Pick] Ult Focused (Can interchange Medic/Heavy Synergy with Improved Ult 2/Electric Blast)

    LLLH Focused (Can interchange Increased Aura, Ult related skills for TA skills)
Character Information (Weiss)
Moves and Basic Combos
  • H - 1 hit, 350 damage.
  • PH - 1 hit, 700. Very good usage on stunned enemies.
  • PR (Barrage) - First and second ranged attacks are 1 hit for 60 damage each, and the final set counts as 1 hit for 150 damage.
  • J -> L -> L -> L -> L -> L - 5 attacks total. The first four aerial light attacks each do 1 hit for 35 damage, while the last one is 1 hit for 100 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 1 hit for 320 damage. Very good move for dealing quick damage to close range single enemies. Becomes very efficient if you CC it.
  • D -> L - 2 hits for 80 damage. Generally doesn’t see much use as most ground combos are pretty bad, and the one that isn’t you want to get to the finisher as fast as possible.
  • L -> L -> L -> L - The first and third light attacks both do 2 hits each for 80 damage. The second light attack does 1 hit for 40. The final light attack does 1 hit for 85 damage. Generally avoid long ground combos with Weiss as the damage doesn’t compare that much to shorter combos, or other attacks.
  • L -> H - First light attack does 2 hits for 80 damage and the finisher does 3 hits for 320 damage. You can also instantly get the finisher by doing D -> H. While this ability technically makes Weiss slightly airborne, it cannot be CCed.
  • L -> L -> H - First light attack does 2 hits for 80 damage, second light attack does 1 hit for 40, and finisher does 1 hit for 260. Very important to note, this finisher has an AoE Freeze Attribute and is incredibly powerful when surrounded by Grimm. It is possible to instantly input an action and perform it while Weiss is landing on the ground (easier on higher fps).
  • L-> L -> L -> H - The first and third light attacks both do 2 hits each for 80 damage. The second light attack does 1 hit for 40. Finisher is 4 hits for 260. Important to note, each hit of 64 damage can only hit one enemy making this combo pretty much useless.
  • TA (Frostbite) - 1 hit, 660 damage.
  • U (Nova) - 1 hit, 500 damage. It comes out at a medium speed but is pretty much Weiss’s only source of Area of Effect damage.
Unique Skills
  • Improved Nova - Nova's damage and radius will be increased and it also stuns enemies. Changes U damage to 650. Costs 2 points.
  • Novacaine - Nova freezes all enemies. Changes U damage to 770 and removes Stun Attribute (replaces with Freeze). Prerequisite: Improved Nova. Costs 2 to upgrade.
  • Improved Frostbite - Frostbite now damages all enemies in the surrounding area. Changes TA damage to 660 and adds AoE (Area of Effect) damage for 100. Costs 1 point.
  • Hypothermia - Frostbite does increased damage to surrounding enemies and causes them to freeze. Adds Freeze Artribute to TA and changes AoE damage to 150. Prerequisite: Improved Frostbite. Costs 2 points.
  • Improved Barrage - Weiss unleashes a storm of dust-enhanced projectiles, which home in on nearby targets. Changes last hit of PR damage to 450. Costs 1 point.
  • Frost Bolt - Weiss shoots an icicle that freezes enemies in its path. Changer last hit of PR damage to75, but adds Freeze Attribute. Prerequisite: Improved Barrage. Costs 2 points.
  • Ice Queen - Weiss freezes enemies when countering them. If an enemy is immune to Freeze, they are not stunned. Costs 1 point.
  • Perfect Form - Weiss gains more progress towards ultimate when completing a hitstreak. Costs 2 points.
Playstyle and Sample Builds
  • When it comes to ranged attacks, choosing what upgrade you get depends on how fast you can input J -> R -> C. If you can input very fast it is best to either not invest in ranged upgrades or get Frost Bolt for the utility. If input is slow it is best to simply upgrade improved barrage and rely on J -> PR -> C.
  • As mentioned above, you can immediately act out of L -> L -> H by making an input while Weiss touches the ground during her finisher. It is easier to turn this into a ground combo, but if input timing is good you can do anything from a jump to an ult. Important to note, on very high fps there is a chance Weiss is not actually placed into the air, slightly changing the timing for this.
  • Weiss’s J -> H does really good damage, even on enemy guard so J -> H -> C is an incredibly good move to use, especially on large enemies.
  • D -> H is her best way to proc a team attack reliably (pref with heavy synergy) due to the multi-hit.
  • When surrounded by many enemies it is nearly always efficient to just go for a freeze. U, L -> L -> H, Ice Queen, and Frost Bolt can all freeze enemies, allowing Weiss to have a much easier time.
  • Sample Builds:
    [My Pick] Ult Focused (Assumes J -> R -> C ranged damage, can interchange Improved Ult 2/Heavy Synergy for Medic)

    Ult Focused (Assumes J -> PR -> C ranged damage, can interchange Improved Ult 2 for Medic/Heavy Synergy)

    Freeze Focused (Relies on J -> H -> C for damage and skills to freeze)
Character Information (Blake)
Moves and Basic Combos
  • H - 1 hit, 350 damage. Comes out fast so it is very useful if you need to finish off an enemy and don’t care about keeping up speed after.
  • PH - 1 hit, 700 damage. Charge time is on the high end, and it isn’t anything exceptional. Only really good for forming team attacks on stunned enemies.
  • PR (Blade Beam) - First two ranged hits do 20 damage each and the final hit does 75.
  • J -> L -> L -> L -> L -> L - The first four attacks are 1 hit for 50 damage and the final one is 1 hit for 25 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early. This is especially useful with Blake due to how weak the full light attack combo is.
  • J -> H - 3 hits for 350 damage. This attack comes out very fast and is the best choice for dealing with low health enemies.
  • D -> L - 1 hit for 35 damage. Not really useful, especially since most ground combos aren’t really that good.
  • L -> L -> L -> L - First two attacks are both 1 hit for 35 damage, the third attack is 3 hits for 105 damage, and the final attack is 1 hit for 25 damage.
  • L -> H - First attack is 1 hit for 35 damage and the finisher is 1 hit for 160 damage. You can also instantly get the finisher by doing D -> H. The finisher does not preserve momentum properly when performed up a slope and thus can cover a wider distance if performed up a slope.
  • L -> L -> H - First two attacks are both 1 hit for 35 damage, finisher is 2 hits for 600 damage. This is easily Blake’s best ground finisher. Incredibly efficient combo and Blake’s definitive ground option, useful in pretty much all situations versus the majority of Grimm.
  • L-> L -> L -> H - First two attacks are both 1 hit for 35 damage, the third attack is 3 hits for 105 damage, and the finisher is 1 hit for 300 damage. This finisher has the largest area of effect out of any of Blake’s ground combos (forgetting about ultimate and upgrade ranged attack). You can also move if you CC the clone animation in the air after it has come out and it will still go off. Sadly, it takes a large amount of time to perform and thus isn’t as effective.
  • TA (Shadow Strike) - 3 hits for 600 damage. This is a really good option to use in singleplayer right after you use PH to create a TA stun on an enemy.
  • U (Shadow Clone) - 1 hit for 360 damage. Hits the area around Blake and pushes her backwards. Really good option to use when surrounded, or to clear a large number of enemies.
Unique Skills
  • Earth Clone - Blake's clone turns into Earth, which creates an earthquake that smashes away all enemies in a large area around it. Changes U damage to 500 and adds Stun Attribute. Costs 2 points.
  • Ice Clone - Blake's clone turns into Ice, and freezes all enemies in an area around it. Changes U damage to 400 and adds Freeze Attribute. Costs 2 to upgrade.
  • Fire Clone - Blake's clone turns into Fire, and explodes after a brief delay, dealing high damage. Changes U damage to 750 but removes Stun/Freeze Attribute. Prerequisite: Earth Clone OR Ice Clone. Costs 2 points.
  • Improved Shadow Dash - Blake and her clones dash around an enemy while slashing it up to 4 times. Also, surrounding enemies take damage. Adds an additional hit to TA and changes the total damage to 750. Also deals 450 damage to surrounding enemies. Costs 1 point.
  • Shadow Blitz - Blake and her clones dash around an enemy while slashing it up to 5 times. Surrounding enemies take increased damage. Adds an additional hit to TA and changes total damage to 900. Prerequisite: Improved Shadow Dash. Costs 2 points.
  • Stun Blades - Blake fires a horizontal blade beam that damages and stuns enemies in a wide arc. Changes damage of final hit of PR to 80, gives it infinite range and the ability to ignore collision, and adds Stun Attribute. Costs1 point.
  • Blade Salvo - Blake fires 3 beams at a single target that do massive damage. Changes the last hit of PR to fire 3 shots instead of 1, and changes the damage of each shot to 100 (300 total damage). Costs 1 point.
  • Frenzy - Blake's counter deals increased damage. Changes C damage to 120 (up from 60). Costs 1 point.
  • Fortunate Faunus - Blake can go twice as long between hits without resetting her hitstreak. Additionally, the first hit Blake suffers during a hitstreak doesn't cause it to reset. Costs 2 points.
Playstyle and Sample Builds
  • Blake’s Stun Blades allow for easy stunning for most enemies, letting you set up a TA with PH. The fact that they ignore collision means you can stun an entire group of enemies with a single PR, making it Blake’s strongest tool.
  • Blake’s L -> L -> H and J -> H -> C are really powerful tools for dealing consistent damage to most enemies.
  • For ult choices, Fire Clone allows for the most damage but the skills before it give stronger utility. Since Blake has an incredibly powerful stun tool in Stun Blades, if going for a utility ult, Ice clone is probably a better choice as it also grants Blake a freeze attribute.
  • Fortunate Faunus can make Blake’s histreak last between certain waves, allowing for more ults in the long run.
  • U immediately after a TA will cause Blake to shoot off in the chosen direction. Useful for getting out of a sticky situation that would have followed.
  • Some heavies will have a slow wind down animation, and this includes Blake’s. It is faster to CC PH while grounded than to press nothing.
  • When you L -> L -> L -> H -> C you can do more inputs before the clone damage goes off allowing you to use the knockback from the clone damage as a way to keep enemies stunned for longer than normal.
  • Sample Builds:
    [My Pick] Damage Focus (can interchange Medic/Heavy Synergy for Fortunate Faunus/TA skills)

    Utility Focus
Character Information (Yang)
Moves and Basic Combos
  • H - 1 hit for 300 damage. The duration is pretty long so it’s hard to fit in during combat.
  • PH - 1 hit for 700 damage. Can be really useful to use during combos to guard break enemies or reset the hit counter on stronger enemies.
  • PR (Missile Barrage) - The first 2 attacks are both close ranged shotgun shots, 1 hit each for 20 damage each. The finisher is 1 hit for 120 damage. The first two attacks generally are less effective to use individually due to their close range/low damage but the finisher is Yang’s only source of long ranged damage so it can be incredibly useful to finish off a faraway enemy.
  • J -> L -> L -> L - The first two 2 attacks are each 1 hit for 40 damage. The third attack is 2 hits for 140 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 1 hit for 320 damage. One of Yang's best moves (if not the best) really good choice to CC.
  • D -> L - 1 hit for 40 damage. Generally better to just go for the combo you want without using this but can be good to finish some low health enemies off.
  • L -> L -> L -> L - The first 3 attacks are all 1 hit for 40 damage. The fourth attack is 2 hits for 140 damage. Sadly, this attack takes too long for too little of a payout so it’s not too commonly used.
  • L -> H - The first attack is 1 hit for 40 damage. The finisher is 3 hits for 250 damage. You can also instantly get the finisher by doing D -> H.
  • L -> L -> H - The first 2 attacks are both 1 hit for 40 damage. The finisher is 3 hits for 470 damage. This is one of Yang’s most powerful tools. Not only can you CC the finisher since it launches Yang into the air, but you can also continue with an aerial combo if you need to finish off an enemy.
  • L-> L -> L -> H - The first 3 attacks are all 1 hit for 40 damage. The finisher is 1 hit for 800 damage. While the finisher does an incredible amount of damage, it takes time to happen due to the long combo and usually isn’t needed/can be too much. Still a powerful choice though.
  • TA (Blast Wave) - 1 (?) hit for 450 damage.
  • U (Quake) - Area of Effect 1 hit for 600 damage. Really good option to use when surrounded, to clear a large group of enemies or to just deal large amounts of damage instantly.
Unique Skills
  • Improved Quake - Quake deals more damage in a larger radius. Changes U damage to 650. Costs 2 points.
  • Super Quake - Quake smashes enemies backways and causes more damage. Changes U damage to 900. Prerequisite: Improved Quake. Costs 2 points.
  • Aftershock - Quake creates a shield of rock pillars around Yang that enemies cannot get through. Each rock pillar does 150 damage and works as permanent terrain until it disappears. Prerequisite: Improved Quake. Costs 2 points.
  • Improved Blast Wave - Yang creates a cascade of rocks in front of her damaging additional enemies. Changes TA damage to 450 (for primary target) and 300 scaling down to 50 based on distance (for secondary targets). Costs 1 point.
  • Earth Wave - Yang creates an even larger cascade of rocks which damages all enemies in a line in front of her. Changes TA damage to 850 (for primary target) and 300 (for secondary targets). Prerequisite: Improved Blast Wave. Costs 2 points.
  • Concussion Missiles - Yang now fires 4 missiles that do more damage and stuns enemies. Changes PR finisher damage to 160 and adds stun attribute. Costs 1 point.
  • Missile Salvo - Yang now fires 8 missiles that do heavy damage. Changes PR finisher damage to 480 and removes Stun Attribute. Prerequisite: Concussion Missiles. Costs 2 points.
  • Brawler - Yang's counter stuns enemies for longer. Doubles the stun duration of C. Costs 1 point.
  • Second Wind - When Yang's aura is depleted her ultimate pool is completely refilled. Has a cool-down of 30 seconds. Costs 2 points.
Playstyle and Sample Builds
  • Yang’s L -> L -> H is one of her most powerful combo tools as it deals large amounts of damage as well as knocking enemies into the air. Not only does it guard break weaker enemies, but it can also be used to combat stronger Grimm. It is also an incredibly fast way to build up meter.
  • Using J -> H -> C repeatedly can dish out damage incredibly quickly. However it is a good idea to include PH hits every few hits on stronger enemies to reset their guard break/counter. L -> L -> H can be used after this move to stun most types of enemies.
  • Super Quake is generally better than Aftershock for nearly all combat. However, Aftershock can be used to pretty much clip out of bounds in most places in the game. While I don’t cover out of bounds in this guide, I felt that I should note this.
  • Due to the power of Second Wind it can be very beneficial to intentionally take quick damage to deplete your aura and regain 3 ultimates. This means Increased Aura should be generally avoided on yang as in many cases you’ll want to activate Second Wind as fast as possible.
  • Sample Builds:
    [Recommended] Second Wind Focus (can interchange Medic for Heavy Synergy)

    [My Pick] Out of Bounds Focus
Character Information (Jaune)
Moves and Basic Combos
  • H - 1 AoE hit for 40 damage per enemy. Due to the low damage of this move it is rarely the best option even when surrounded.
  • PH (Team Jaune) - 1 AoE hit with 700 damage at the center, and scaling less outward. Also has a higher chance of spawning team attacks on damaged enemies when they are hit by the center damage. Very powerful charged heavy, especially when hitting enemies at the center and combined with Jaune’s Ult.
  • PR - Instead of a regular Ranged combo (R->R->R), Jaune has a charging attack (single R press) that does a single hit of 5-300 damage depending on how long he charges for. This is generally seen as a weaker option due to the long wind-up to get to max damage.
  • J -> L -> L -> L - First two attacks are both 1 hit for 40 damage each and the third attack is 1 hit for 100 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 1 AoE hit for 350 with slight negative damage scaling away from center. This attack makes Jaune hit the ground and has major lag after doing so. Nevertheless it can be useful for finishing off a group of damaged enemies.
  • D -> L - 1 hit for 40 damage. Generally not recommended as you want to get to your regular finishers as fast as possible.
  • L -> L -> L -> L - First three attacks are 1 hit for 40 damage each and the fourth attack is 2 hits for a total of 125 damage. Once again not recommended as the ground finishers are much stronger options.
  • L -> H - First attack is 1 hit for 40 damage with the finisher being 2 hits for 160 damage total. Really good for quick repeated damage. You can also instantly get the finisher by doing D -> H.
  • L -> L -> H - First two attacks are 1 hit for 40 damage each with the finisher being 2 AoE hits for 260 damage total. This combo is really strong at charging ultimate due to being an AoE multi-hit.
  • L-> L -> L -> H - First three attacks are 1 hit for 40 damage each with the finisher being 5 hits for 700 damage total. This is an incredibly powerful combo especially when combined with Jaune Ult.
  • TA (Dash and Slash) - 1 (?) hit for 400 damage.
  • U (Natural Leader) - 1 AoE hit for 50 damage per enemy, slightly knocks enemies back, and grants all allies a +50% damage (+ignore guard) aura for a short duration. Incredibly strong ultimate, especially when upgraded can increase group damage by a large amount.
Unique Skills
  • Deadly Leader - Jaune's battlecry boosts the team's damage by 100%(increased form 50%) for a short time. Costs 2 points.
  • Nimble Leader - Jaune's battlecry boosts the team's speed for a short time (removes damage boost). Costs 2 points.
  • Invigorating Leader - Jaune's battlecry heals the entire team for a short time (removes damage boost). The heal regenerates aura at about twice the normal speed. Costs 2 points.
  • Improved Dash and Slash - Adds more strikes to inflict more damage and also damages surrounding enemies. Changes TA damage to 600 for primary target, and does 150 damage to nearby enemies. Costs 1 point.
  • Final Dash and Slash - Greatly increases the damage and adds even more slices. Changes TA damage to 800 for primary target, and 300 damage for nearby enemies. Prerequisite: Improved Dash and Slash. Costs 2 points.
  • Improved Team Jaune - Jaune’s PH automatically spawns a team attack on all nearby enemies if they are weakened. Costs 1 point.
  • Ultimate Team Jaune - Jaune can finish his own team attacks. Prerequisite: Improved Team Jaune. Costs 1 point.
  • Best Teammate Ever - Doubles the duration of Jaune's ultimate team buffs. Costs 1 point.
  • Team Synergy - Jaune gains progress towards ultimate when a teammate performs a Team Attack set up by him. Costs 2 points.
Playstyle and Sample Builds
  • Jaune’s gameplay heavily revolves around his ultimate and its uptime as it offers an incredible increase to the team’s damage (and thus usually the speed/heal upgrades aren’t used).
  • U does not stack with itself. This means that if you have two or more Jaune’s, using U while the team already is under the effect of one will simply replace the effect instead of adding it (this effect does stack with other aura effects however, such as Nora’s).
  • LLH can be used to gain a lot of ultimate charge when surrounded by enemies. Using L -> L -> D -> H to reposition the final AoE hit can be very effective in maximizing the ultimate gain of the final hit.
  • DL is an incredibly fast spammable move for low damage. However, finishing with a heavy is important for building meter (which is critical for Jaune ults) so this is not necessarily very commonly the go-to option.
  • It is faster to CC PH than pressing nothing at all.
  • L -> H -> C can be used for quick single target damage, and is also fast for gaining ultimate quickly versus a single target.
  • Sample Builds:
    [My Pick] Deadly Leader Focus
Character Information (Nora)
Moves and Basic Combos
  • H - 1 hit for 350 damage. One of the best uncharged heavies in the game, comes out incredibly quick and thus can be used to finish off enemies.
  • PH - 1 hit for 700 damage. Mostly useful if you need to finish off a stunned opponent.
  • PR (Love Launcher) - The first two hits are singular grenades that deal 30 damage each. The finisher is 6 grenades for 40 damage each (240 dmg total). One of the best ranged attacks in the game, in terms of damage output, due to the AoE nature of the grenades. Do note, the grenades are launched in a 45 degree arc, which can influence how you aim these ranged attacks compared to other ones.
  • J -> L -> L -> L - All 3 attacks are the same: AoE hit around nora that does 100 damage to any enemy hit. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 3 hits for 390 damage total. One of the strongest heavy aerials in the game, as it can hit multiple targets if they are standing close enough. Important note: this actually appears to be coded as a “3.5” hit move in the sense that that last small bit of damage is on the end of the downward swing and doesn’t appear to always count as a full hit (this also matters for Power Surge).
  • D -> L - 1 hit for 100 damage. Highest damage out of any dash attack and comes out quickly, can be chained really well into other ground attacks.
  • L -> L -> L -> L - All 4 attacks are 1 hit for 100 damage each. This is generally Nora’s weakest combo due to the strength of her heavy finishers.
  • L -> H - The first attack is 1 hit for 100 damage and the finisher is 2 hits, with the first dealing 160 and the second dealing 50. Probably Nora’s weakest finisher, but noteworthy that it launches you in the air higher than a jump and can be used to gain height from the ground. You can also instantly get the finisher by doing D -> H.
  • L -> L -> H - The first two attacks are each 1 hit for 100 damage with the finisher being 1 hit for 300 damage as well as shocking enemies for an additional 75 damage. Really good choice for dealing with weaker enemies.
  • L-> L -> L -> H - The first three attacks are each 1 hit for 100 damage with the finisher being 7 AoE hits for a total of 1050 damage. Definitely one of the strongest finishers in the game, but Nora slows down while spinning for the finisher so it can’t be moved far.
  • TA (Electro Blast) - 1 hit for 850 damage. This is a ranged TA meaning you will not move to the target.
  • U (Charged Up) - 1 AoE hit for 600 damage. The area isn’t very large.
Unique Skills
  • Fully Charged - Increase the damage of U to 750. Costs 2 points.
  • Super Charged - Increases the damage of U to 800 and adds an extra electricity effect to it that does 50 damage. Prerequisite: Fully Charged. Costs 2 points.
  • Improved Electro Blast - Adds an electricity effect to TA that does 50 damage to nearby enemies. Costs 1 point.
  • Super Electro Blast - Increases the damage of the TA electricity effect to 200 (only for secondary targets). Prerequisite: Improved Electro Blast. Costs 2 points
  • Improved Love Launcher - Increases the damage of each individual grenade of the third attack of PR. Costs 1 point.
  • Love Mines - Changes the grenades of PR to work as mines, meaning the explosion is delayed (or instant if an enemy touches them), and they can scatter over an area. Damage per grenade of the finisher is changed to 75 per grenade (75x6 damage total). Prerequisite: Improved Love Launcher. Costs 1 point.
  • Love Shock - Adds an extra electricity effect to each grenade of PR (exact damage is 50 per grenade, 50x6). Prerequisite: Improved Love Launcher. Costs 1 point.
  • Power Surge - After Nora lands ~4-5 successful hits in a short period of time, she gains a +100% damage aura that also lets her ignore enemy guard until she leaves combat. Costs 2 points.
  • Lightning Chain - Light attack combos gain an extra electricity effect that deals 100 damage. The speed at which the attacks come out is increased, but their hitbox is slightly decreased. Costs 2 points.
Playstyle and Sample Builds
  • Lightning chain is either run or not run based on preference. Due to the fact that it changes the hitbox of moves, it is recommended to stick to either playing with or without it (this is especially important for J -> L -> C). The major advantages are the increase in damage for D -> L as well J -> L -> C combos, but due to the smaller hitbox it can be worse versus larger groups of enemies, and can mess up some grounded combos (specifically L -> L -> L -> D -> H).
  • Doing L -> L -> L -> D -> H will cancel the part of the move that grounds Nora, instead of repositioning her. This means you can run around freely during the finisher.
  • Power surge is incredibly strong, and practically a must have. The two fastest ways to activate it are J -> L -> C x4 or J -> H -> C + 1 other fast hit of choice.
  • Using U right after a successful counter, will blast Nora off in the direction she countered at a very high speed. Since the timing is incredibly tight, it can help to mash U instead.
  • Some heavies will have a slow wind down animation, and this includes Nora’s. It is faster to CC PH while grounded than to press nothing.
  • D -> L -> H can be used as a quick combo to kill low health enemies.
  • Sample Builds:
    [My Pick] Power Surge Focus

    Lightning Chain Focus
Character Information (Pyrrha)
Moves and Basic Combos
  • H - 3 hits for a total of 120 damage. Generally a weak move.
  • PH - 1 hit for 700 damage. Charges faster than any other PH and one Pyrrha’s best option when dealing with a singular enemy due to how quickly it comes out and the damage it does.
  • PR - Pyrrha does not have a classic PR combo (R -> R -> R). Instead, she just has only a single R attack that can be fired repeatedly and is 1 hit for 25 damage. The bullet can hit through multiple enemies at once.
  • J -> L -> L -> L - 3 attacks total. The first two are both 1 hit for 40 damage and the last is 1 hit for 100 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 1 hit for 320 damage. The move can hit multiple enemies as long as they are grouped up closely together. One of Pyrrha’s best tools for dealing with hordes of enemies, especially when you CC it.
  • D -> L - 1 hit for 40 damage. Relatively weak dash attack.
  • L -> L -> L -> L - First three attacks are all 1 hit for 40 damage, and the final attack is 1 hit for 125 damage. (This combo can be upgraded later on).
  • L -> H - First attack is 1 hit for 40 damage, and the finisher is 2 hits for 160 damage. The finisher launches you in the air so it is possible to CC it. You can also instantly get the finisher by doing D -> H.
  • L -> L -> H - First two attacks are both 1 hit each for 40 damage, with the finisher being 4 hits for 450 damage. Good attack to finish low health enemies, as well as to fill up ultimate quickly due to the many hits.
  • L-> L -> L -> H - First three attacks are all 1 hit for 40 damage, with the final attack being 3 hits for a total of 525 damage.
  • TA (Spear Toss) - 1 hit for 451 damage.
  • U (Pyrrhouette) - “1” hit for 550 damage. The attack starts in front of you, and circles around you, and ends in front of you. That means you can hit the target in front of you twice.
Unique Skills
  • Improved Pyrrhouette - Increases U damage to 700. Costs 2 points.
  • Final Pyrrhouette - Decreases U damage to 100 but adds an additional explosion around Pyrrha for 675 damage (this removes the ability to hit the same target twice). Prerequisite: Improved Pyrrhouette. Costs 2 points.
  • Improved Spear Toss - Increases TA damage to 476 and adds a shockwave that deals 100 damage to nearby enemies. Costs 1 point.
  • Brutal Spear Toss - Increases TA shockwave damage to 200. Prerequisite: Improved Spear Toss. Costs 2 points.
  • Upgraded Combo - Allows Pyrrha to use L -> L -> L -> L -> L -> L -> L. The fifth and sixth attack are both 1 hit for 65 damage, and the seventh attack is 1 hit for 125 damage. Costs 1 point.
  • Upgraded Heavy - Allows Pyrrha to perform L -> L -> L -> L -> H, L -> L -> L -> L -> L -> H, and L -> L -> L -> L -> L -> L -> H. The heavy attack is the same for all cases and is 6 hits for 775 damage. Prerequisite: Upgraded Combo. Costs 1 point.
  • Ricochet - Pyrrha’s counter can now stun multiple enemies (up to 5 targets near the original). Costs 1 point.
  • Long Distance Toss - Doubles the distance at which you can activate a counter and a team attack. Costs 2 points.
Playstyle and Sample Builds
  • Pyrrha has a ranged counter (throws her shield at the enemy). If the shield hasn’t returned, and you need to counter again, the game will generate a second shield for you to use (this is more visible when using Ricochet + Long Distance Toss). Furthermore, Ricochet can allow you to stun enemies that do not currently have the option to be countered, by countering nearby enemies (especially useful vs androids). Simply B-Hoping in a crowd of enemies, will also result in stuns because of this.
  • A common question is whether or not upgrading Pyrrha’s combos is worth it. Consider that PH does 700 damage, meanwhile Upgraded heavy does 775 but requires minimum 4 light strings before that. At the end of the day it is also personal preference, but if you release PH as soon as possible, then PH has higher damage output than Upgraded Heavy.
  • Due to the ability to hit the same enemy twice, Improved Pyrrhouette can do more damage than Final Pyrrhouette if you angle it properly (the enemy being at the center/start of the attack).
  • Sample Builds:
    [My Pick] Counter Focus

    Combo Focus
Character Information (Ren)
Moves and Basic Combos
  • H - 1 hit for 350 damage. Can be used to quickly finish off low health enemies.
  • PH (Charge) - 1 hit for 700 damage. Good offensive tool (even better when upgraded).
  • PR - The first two attacks are 1 hit for 40 damage each with the finisher being 1 hit for 100 damage. Very weak ranged attack. Bug warning: if you CC any of the attacks it can sometimes stop your ultimate gain, perform a full PR to undo this (without CC).
  • J -> L -> L -> L - 3 attacks total. The first two are both 1 hit for 40 damage and the last is 1 hit for 100 damage. At any point you may input H instead of L to perform the same move as J -> H and end the combo string early.
  • J -> H - 3 hits for a total of 300 damage. Hits in an area around ren and is very good for killing groups of enemies and quickly gaining ultimate charge.
  • D -> L - 2 hits for a total of 80 damage.
  • L -> L -> L -> L - The first attack is one hit for 40 damage, the second is two hits for 80 damage, the third is one hit for 40 damage, and the last attack is 1 hit for 125 damage.
  • L -> H - The first attack is one hit for 40 damage, and the finisher is 1 hit for 180 damage and launches Ren into the air. You can CC the finisher and it is especially good when combined with an aerial heavy. You can also instantly get the finisher by doing D -> H.
  • L -> L -> H - The first attack is one hit for 40 damage, the second is two hits for 80 damage, and the finisher is 3 hits for 340 damage, While this is a slower combo it can be effective for single target damage if your charged heavy isn’t available due to low health.
  • L-> L -> L -> H - The first attack is one hit for 40 damage, the second is two hits for 80 damage, the third is one hit for 40 damage, and the finisher is 4 hits for 530 damage.
  • TA (Cyclone) - 1 hit for 650 damage.
  • U (Warp Strike) - 1 hit to up to 5 nearby targets for 200 damage per target (max: 5 hits for 1000 damage).
Unique Skills
  • Improved Warp Strike - U can now hit up to 7 nearby targets for 300 damage each. Costs 2 points.
  • Furious Warp Strike - U can now hot up to 10 nearby targets for 400 damage each, and U target detection radius is increased. Prerequisite: Improved Warp Strike. Costs 2 points.
  • Improved Cyclone - TA damage increased to 750, and now deals 400 damage to secondary targets hit. Costs 1 point.
  • Devastating Cyclone - TA damage increased to 850, and also shoots bullets at nearby targets. Prerequisite: Improved Cyclone. Costs 1 point.
  • Aura Charge - Increase PH damage to 850 and now deals 150 damage to nearby enemies. However, using PH now consumes ¼ of Ren’s maximum aura. If there is not enough aura available, Ren will use his original PH instead. Costs 1 point.
  • Improved Aura Charge - PH damage increased to 950 and AoE damage increased to 250. Now also stuns nearby enemies. Prerequisite: Aura Charge. Costs 1 point.
  • Draining Aura - PH damage increased to 1140 and AoE damage increased to 450. Now also stuns nearby enemies. Aura cost increased to ½ of maximum aura. Ren now has a few invincibility frames while charging PH. Prerequisite: Aura Charge. Costs 2 points.
  • Extra Ammo - Ren’s ranged attacks now do 2 hits instead of 1 (damage is unchanged). Costs 1 point.
  • Heavy Hands - Ren can execute his own team attacks in multiplayer. Costs 2 points.
Playstyle and Sample Builds
  • Due to a combination of the Draining Aura invincibility frames and the invincibility frames and length of Furious Warp Strike, it is possible to stall for a large amount of time. This is especially useful for hrde/gauntlet, where turrets can also be dealing damage in the meantime.
  • Using J->H->C when surrounded by enemies can allow for incredibly fast ultimate meter generation and can be used with Ren’s heavy to easily clear off a large group of enemies. Countering the move early enough will pull enemies to the center of it, allowing for use with PH to finish them off.
  • Increasing your aura will have no effect on the draining PH upgrades since they are percentage based. Thus, if you find it difficult managing your aura, you can invest in aura regeneration.
  • Ren has one of the most versatile skill sets in the game, due to the ability to execute his own team attacks. This means that every upgrade tree can be considered, allowing for a large combination of useful builds.
  • If you counter during Draining Aura’s invincibility frames, they will persist until certain actions (such as dashes, heavy attacks) are performed.
  • Sample Builds:
    [My Pick] Damage Uptime Focus

    Improved Aura Charge Focus

    Furious Warp Strike & Improved Cyclone/Heavy Hands Focus

    Furious Warp Strike Focus
Grimm Information
Guarded State (Abbreviated GS)
Many Grimm have a guarded state (more detail on when this is active on individual sections). While active, the guarded state of a Grimm multiplies the damage they take by 0.5 (half). Generally, the only way to avoid this is with unique individual ways to break guard, or with boosting auras that ignore guard. When a Grimm is stunned, it automatically loses its Guarded State. Additionally, Grimm can also lose their Guarded State by taking a large amount of damage (this is only the case for most weaker Grimm). Revenge Value (abbreviated RV) is the amount of hits a Grimm can take before it retaliates. RV only counts while a grim is not in its GS and while a Grimm is under TA stun, its RV does not matter and you can attack it endlessly without retaliation.
Creep
Creeps are the most simple types of Grimm. They have a mere 400 health, do not have GS and thus no RV. They give 50 Lien when killed in Horde/Gauntlet.
Alpha Creep
Alpha creeps are slightly stronger, with 1,200 health, and an RV of 6.. Some noteworthy traits include their borrowing attack being stronger than that of a regular creep, but overall are not very complicated enemies. They give 100 Lien when killed in Horde/Gauntlet
Mutant Creep
Mutant creeps are a unique type of enemy. With only 50 health, one could assume they are not very threatening (with this health they also have no GS or RV). However, when killed, they explode dealing large amounts of damage to nearby players. Furthermore, it shares the borrow attack of the other two creep types, and explodes automatically if it un-borrows. Using tap shooting can be a very effective way of dealing with these enemies. Mutant Creeps give 50 Lien when killed in Horde/Gauntlet.
Beowolf
Beowolfs are another common enemy, with a good 800 health and an RV of 6. Similar to Creeps, they are pretty simple to deal with, without any dangerous moves to look out for. They give 150 Lien when killed in Horde/Gauntlet.
Alpha Beowolf
Alpha Beowolfs are effectively stronger beowolfs, standing strong at 2,000 health, an RV of 6, and only losing their GS through stunning and auras (immunity to losing GS through damage). They can be dangerous to face head on without a strategy, as their large amount of health can allow them to get hits on the player if not careful. However, at the end of the day, their attack range is limited, and their attacks are simple. They give 350 Lien when killed in Horde/Gauntlet.
Mutant Beowolf
Mutant Beowolfs are some of the most challenging enemies in the game, due to a few special traits they have. First of all, they boast 3,000 Health and a RV of only 3 (implying they can retaliate incredibly fast when their GS is down). Additionally, they have medium ranged attacks that come out incredibly fast. In addition they are immune to team attacks (and thus TA stun), and damage to remove their GS, and few of their moves can be countered. The only other way to remove their GS is to shoot them once after an attack. Due to their low RV it is important to use powerful attacks while their GS is down to take them out effectively. They give 500 Lien when killed in Horde/Gauntlet. Note: they are technically not immune to TA, but the prompt never appears with no stun, so they are “effectively immune” even though it is possible to land a TA on them.
Boarbatusk
Boarbatusks hold a total of 1,500 health with an RV of 6 and cannot lose their GS through damage. Boarbatusks feature two main attacks, a regular hit and a spinning charge. The spinning charge cannot be countered at the start of the attack. Up close fighting should be paired with a quick way to gain distance when they begin spinning. They give 200 Lien when killed in Horde/Gauntlet.
Ursa
Ursa have a total of 3,000 health and an RV of 6. They cannot lose their GS through damage, they cannot be stunned from abilities, and neither of their two attacks can be countered. The first attack is a large claw sweep that can be dodged in any direction. For their second attack, they slam the ground creating a large rock on the player's location, which can also be dodged. When the ground is slammed, Ursa will automatically stun themselves and slightly damage themselves, giving the player a chance for an opening. They give 300 Lien when killed in Horde/Gauntlet.
Ursa Major
The Ursa Major has the highest health in the game at 6,000 and an RV of 12. Similar to the regular Ursa, it cannot be stunned from abilities and neither of its attacks can be countered. It also cannot lose its GS through damage. The claw sweep is similar to that of a regular Ursa. However, the Major Ursa’s rock attack is the most deadly in the game, launching large rocks from its body in a circular area around it, pushing them outward. The rock attack stuns the Major Ursa (and slightly damages it) and gives the player an opening to go in for damage. They give 450 Lien when killed in Horde/Gauntlet, but as of the current patch cannot be naturally found in these gamemodes on PC/PS/Xbox.
Red Android
The Red Android is an aggressive melee enemy (not really a Grimm lore-wise, but acts exactly like one in-game) and has a total of 1,500 health with an RV of 3. While melee, the long swipes of its blade can cover a large area in front of it, both in reach and width, and its speed can make groups of them difficult to deal with. A good approach can be trying to stun these androids to create openings, as some of their moves can be countered, and they can be stunned using abilities.
White Android
The White Android is a long reneged enemy that shoots laser bullets and grenades at the player. Having 1,500 health and an RV of 2, the white android serves as a strong enemy on bulkiness alone. The real danger comes from the difficulty of getting consistent damage on the enemy. It features a close range attack that hits in an area around it, while also letting it jump to a nearby location. The long range grenade attack explodes on impact, dealing a large amount of damage to the player, which can be deadly when hit from off-screen. Furthermore, none of the attacks can be countered, so it is up to the player to create an opening. White androids give 250 Lien when killed in Horde/Gauntlet.
Deathstalker
Deathstalkers are Grimm that appear exclusively in Hord/Gauntlet. They have 1,400 health, and do not have a GS (they are always unguarded). They also do not have an RV (so they don’t retaliate). Deathstalkers usually appear in groups and should be treated as stronger versions of creeps, as they don’t feature any noteworthy attacks. They give 50 Lien when killed in Horde/Gauntlet.
Mutant Deathstalker
The Mutant Deathstalker appears only as the final boss of the campaign (and thus does not drop Lien) with a total of 7,500 health. The boss features 4 phases based on its health bar (¼ of the bar corresponding to a phase). It will always have guard up for the duration of the fight. Every so often, if the player it has targeted is directly in front of it, the Mutant Deathstalker will slam its tail on the ground, keeping it there for approximately 5 seconds. The tail is in an unguarded state, and will be retracted early if it takes more than 500 damage (with no max damage cap for the final hit). It will span Creeps, Mutant Creeps, and Alpha Creeps on the start of its 2nd/3rd/4th phase respectively. The Mutant Deathstalker features varying attacks, from an overhead “Acid Rain” to sweeping with its claws, to borrowing underground (making it untargetable and immune to damage). While technically not spawned by the boss itself, Red Androids, then White Androids, then both, will spawn throughout the fight.
Concluding Thoughts
Thank you for reading this guide! I had this guide as a google document originally, but decided to move it over to Steam. If you need to reach out to me you can respond in the comments below with any possible errors/updates needed. As mentioned I had multiple other players I trust review the guide, but due to its length some things may slip through. Thanks again and hope you have a good time playing Grimm Eclipse!