Share

Share

Kung-Fu Master

From Blade & Soul Wiki
Jump to: navigation, search
The Blade Master

Kung-Fu Masters utilize their own fists and feet to defeat their enemies. Most of the Kung-Fu Master's attacks are delivered in combos for fast and very effective melee ranged blows. With such quick reflexes, Kung-Fu Masters can attack and defend with ease, able to react to even the most dire situation as quickly as possible. They have absolutely no problem taking the advantage over their enemies during battle with such speed. Their defense and offense abilities are very fluid like water. With a variety of combos, it really takes a lot of practice to use them efficiently.

Kung-Fu Masters have a defensive stance for more survivability. While using this defensive stance, they can still attack fairly quickly. They can also take advantage of their enemies' weaknesses to quickly sustain them or to deliver deadly combo attacks.

Races[edit]

This class has race limitations and can only be played with two playable races: the Gon and the Jin.

Resource Mechanic[edit]

Fighting Spirit points

Kung-Fu Masters use Fighting Spirit to call forth their abilities. A point is added to the Kung-Fu Master's Fighting Spirit bar every time a basic combo or move is used. The larger, more complicated moves will require a certain amount of Fighting Spirit points to perform and will consume the Fighting Spirit points upon use.

Keep in mind that the name of this resource mechanic is an unofficial translation and may be named something completely different in the other regions' retail versions.

Skills List 2.0[edit]

This project is in work, and we shall hopefully have a more correct and comprehensive list than the one listed above. For now, the one above gives some knowledge of skills that persisted across the skill revamp (though some of their specifics may now be incorrect).

    • 's indicate the skill's information is not complete.
Name Chi Gen/Cost Range Area Cast Time Cooldown Requirements Description Skill Tree
LB
KFMSkillIconLB-1.PNG Strike +1/+1/+2 3m Target Instant Instant None This is the standard quick combo for the KFM. This skill has 3 moves as you repeat the LB skill. You receive +1 Fighting Spirit per enemy hit. Hitting an enemy in the 3rd skill of this move generates +2 Fighting Spirit. Yes
KFMSkillIconLB-2.PNG Kunlun Stomp** +2 3m Target Instant 1.1 seconds (Targets enemies under dying status)?? Kicks a target when they are down.
KFMSkillIconLB-3.PNG Overhang Kick -1 3m Target Instant Instant Target must be in air Jump to the target in air, comboing them.
KFMSkillIconLB-4.PNG Dragon Slam -3 3m Target Instant Instant While in air with the target Kicks the target back towards the ground
KFMSkillIconLB-5.PNG Star Chaser +1 6-16m Target Instant 6 seconds Using QingGong While using QingGong, can use LB to dash to the target from air, closing the distance.
RB
KFMSkillIconRB-1.PNG Dash Strike +2 Up to 16m Target Instant 9 seconds None Dashes to the target from the ground. Useful for quickly closing the gap during combos.
KFMSkillIconRB-2.PNG Overlord Dance -2 Up to 16m Target Instant 45 seconds None Launches target into air. Yes
KFMSkillIconRB-3.PNG Multi Kick 0 3m Target Instant 9 seconds Must dodge an attack with Ghost Steps or (Sidestep Right - E), or when the enemy is in a blocking stance. After using this skill, the target is stunned. Can follow up with skills like Upper Kick and Force Strike.
KFMSkillIconRB-4.PNG Scorching Kick 0 3m Target Instant Instant Used after Star Chaser, or (Sidestep Right - E) when skilled. Once used, can lead into Blazing Kick Yes
KFMSkillIconRB-5.PNG Upper Kick -2 3m Target Instant 18 seconds Used when target in a stunned state such as from Multi Kick or Iron Stand. Sends the target airborne allowing the use of air combos with Aerial Kick
KFMSkillIconRB-6.PNG Charge Strike +2 Up to 16m Target Instant 9 seconds Use after Force Strike, or Jeet Kune when skilled Rushes the target, dealing damage. Yes
KFMSkillIconRB-7.PNG Swallow Kick** +1 6-16m Target Instant 6 seconds Used after using Back Dash?? Dashes to the target dealing damage. Once used, can lead into Scorching Kick.
F
KFMSkillIconF-1.PNG Kaiten Kick +3 3m Target Instant Instant Used after getting a critical hit with Crit Strike An immediate cast after getting a critical hit with Crit Strike. It has to be the next action performed or you cannot cast it.
KFMSkillIconF-2.PNG (Wild Tiger Strike)** -3 3m 3m 360 Degree AOE Instant Instant Target must be CC'd?? Leap into the air and come crashing down on to opponents. Yes
KFMSkillIconF-3.PNG Shoryuken** -2 4-9m Target Instant 18 seconds Used after back dash or Iron Stand. Move forward and perform an uppercut launching your opponent into the air. Yes
KFMSkillIconF-4.PNG Iron Stand -3 User Center 2x3m to the front Instant 6 sec Used after a successful Jeet Kune (1) counterattack After successfully blocking a skill with Jeet Kune, using Iron Stand will repel an enemy 5 meters and places them in a stunned state Yes
KFMSkillIconF-5.PNG Force Strike -3 3m Target Instant Instant Use after Multi Kick or automatic Parry Repels the target 11m and puts them in a short downed state
KFMSkillIconF-6.PNG Back Flip 0 -- Target Instant 12 seconds Use while CC'd This removes the current effects of the CC, returning you to normal state and moving you back several meters.
KFMSkillIconF-7.PNG Tail Swing** 0 3m Target Instant Instant Used after dodging Knocks down target for 2 seconds.
KFMSkillIconF-8.PNG Inferno Kick -2 3m 3m 360 degree AoE Instant Instant Used after Blazing Kick An additional AoE skill to be used in a combo involving blazing Kick. Yes
KFMSkillIconF-9.PNG Blazing Kick 0 3m Target Instant Instant Used after Scorching Kick,or Iron Stand when skilled for it. An additional single target skill to be used in a combo involving Scorching Kick or Iron Stand.
KFMSkillIconF-10.PNG Dragon Stream -- -- -- -- -- Must be used on a yellow landmark. Used in specific locations - designated as a yellow marker on the ground with spiraling yellow effects going into the air. This will transport you to another point in the map.
Tab
KFMSkillIconTab-1.PNG Grapple -1 3m Target Instant 24 seconds Used when the target is downed or blocking. Mounts the target once they are unable to retaliate. This holds the target down for 3 seconds, and allows the use of several domination skills. Yes
KFMSkillIconTab-2.PNG Star Picker -2 3m Target Instant 30 seconds Used on a target in the air. Brings the enemy back to the ground with you in the domination state on the target for 3 seconds.
KFMSkillIconTab-3.PNG Sky Leap +1 9-16m 3m 360 degree AoE Instant 6 seconds None Jumps the gap to a target. Yes
KFMSkillIconTab-4.PNG Heart Shocker** -3 3m 3m 360 degree AoE Instant Instant  ?? Knocks the enemy down for 2 seconds??
KFMSkillIconTab-5.PNG Deceiving Counter 0 User Center 3m 360 degree AoE Instant 38 seconds Used while knocked down Removes the effect of the CC doing an attack in the process. Yes
1
KFMSkillIcon1-1.PNG Jeet Kune +2 on block Target Target Instant 1.3 seconds None When used, grants the ability to block most attacks for 1 second. Cannot be under a CC effect at this time. If block, the attack is reflected for some damage. Range attacks can be reflected as well. Most attacks that cannot - where pve is involved - display a charging ring indicator to let you know to move away. Yes
KFMSkillIcon1-2.PNG Headbutt 0 3m Target Instant 30 seconds You must have mounted the target. Recovers 5% of your HP as well as dealing damage to the target. Additionally, holds the target down for 1.4 seconds.
KFMSkillIcon1-3.PNG Cyclone Kick 0 User Center 3m 360 degree AoE Instant 12 seconds Used while knocked down Repels enemies hit by 3 meters as well as removing the CC effect placed on you.
KFMSkillIcon1-4.PNG Struggle 0 3m Target Instant 1 second You must be grabbed Kicks your assailant while he has currently grabbed you.
2
KFMSkillIcon2-1.PNG Crit Strike -3 3m Target Instant Instant None Damages the enemy in front of you. Yes
KFMSkillIcon2-2.PNG Scimitar Swing 0 Target Target Instant 12 seconds Must be knocked down. Removes the CC while damaging an enemy putting them in a downed state.
KFMSkillIcon2-3.PNG Bash 0 3m Target Instant Instant You must have the target mounted. Using this on the target will provide a series of 3 hits causing damage. This holds them down for the duration of 3 seconds, regardless if the domination timer has ended.
KFMSkillIcon2-4.PNG Fly Kick 0 3m Target Instant 9 seconds Must be grabbed or mounted by the enemy Removes the effects of being grabbed or mounted by the enemy, dealing damage.
3
KFMSkillIcon3-1.PNG Sweep Kick -3 User Center 180 degree frontal AoE Instant 18 seconds None Knocks down all enemys in front of you Yes
KFMSkillIcon3-2.PNG Rear Choke -2 3m Target Instant 45 seconds You must have the target mounted Puts the target in a state of sleep. Sleep will cause the target to begin healing.
4
KFMSkillIcon4-1.PNG Falcon Punch -3 User Center 2x3m in a line attack directly in front Instant 36 seconds None Charges initially before hitting targets in front of you. Can be cast again upon successful hit for another 3 Fighting Spirit. Can also remove the charging portion of the move by successfully performing a Jeet Kune. However, if used after a Jeet Kune, you cannot cast the skill a second time. Yes
KFMSkillIcon4-2.PNG Internal Injury +5 3m Target Instant Instant You must have the target mounted Prevents the target from using recovery skills for 10 seconds.
Z
KFMSkillIconZ-1.PNG Roundhouse 0 User Center 3m 360 degree AoE Instant 30 seconds None Repels all target 11 meters and placing them in a downed state Yes
X
KFMSkillIconX-1.PNG (Palm Strike) ** -2 User Center 2x4m line attack to the front Instant 6 seconds None Adds a stack of bleeding. Can stack the effects of bleeding up to 5 times. Yes
C
KFMSkillIconC-1.PNG Fist Dance** -3 16m Target Instant 30 seconds None Closes the gap between the target and user, supplying 4 hits in a chain. You can change targets during this time. Yes
V
KFMSkillIconV-1.PNG Avalanche -1 User Center 3m 360 degree AoE Instant 45 seconds None Knocks the target down for 2 seconds Yes
Q
KFMSkillIconQ-1.PNG Ghost Steps 0 3m Target .2 seconds 16 seconds None Moves the character 180 degrees around the left side of the target. Immune during use. If used to dodge an attack you recover 2 Fighting Spirit and can use Multi Kick. Yes
E
KFMSkillIconE-1.PNG (Sidestep Right) 0 3m Target .2 seconds 16 seconds None Moves the character 180 degrees around the right side of the target. Immune during use. If used to dodge an attack you recover 2 Fighting Spirit and can use Multi Kick. Scorching Kick can be skilled to be activated off the use of this skill to dodge an attack. Yes
W
KFMSkillIconW-1.PNG Sprint Stamina, Not in battle When not in combat, the user can use this skill to sprint. Activated by using WW, or Shift (default keys). Jumping while sprinting causes the user to enter QingGong.
KFMSkillIconW-2.PNG Water Sprint Stamina, Not in battle, On water When not in combat, the user can use this skill to sprint on water. Activated by using WW, or Shift (default keys). Jumping while sprinting causes the user to enter QingGong.
KFMSkillIconW-3.PNG Air Dash Stamina, Not in battle, Used while gliding. When not in combat and in a gliding mode the user can use this skill to accelerate horizontally in the air at the cost of stamina using WW, or shift (default keys).
KFMSkillIconW-4.PNG Wall Run **  ?? Used to sprint on walls.??
KFMSkillIconW-5.PNG Kick Start ** Used after Skydive Instantly enter Sprint without delay after landing from Skydive
S
KFMSkillIconS-1.PNG Back Dash 0 m 3m Several meters backwards Instant 8 seconds None Moves the user backwards quickly, granting immunity during use. Yes
KFMSkillIconS-2.PNG Skydive Used while in air Descends from air quickly, ignoring fall damage on landing.
None
KFMSkillIconNone-1.PNG Glide Not in battle, While in QingGong, Pressing WW or Space while in QingGong will cause the user to glide. This stop the consumption of stamina in QingGong, and starts regaining it. It slows horizontal velocity from speeds achieve by QingGong, but also slows decent. Can use Air Dash during this time.
KFMSkillIconNone-2.PNG Parkour ** While sprinting, in front of small object. Used to evade obstacles
KFMSkillIconNone-3.PNG QingGong Stamina, Not in combat, Sprinting Jump into the air while sprinting to enter QingGong. You gain much more height and movement than that of a normal jump, while consuming stamina. This can be used to glide, as well as use star chaser.

Skills Talent Tree 2.0[edit]

At max level (50) + 10 advanced levels, the total available skill points is 46.

This project is in work, and we shall hopefully have a more correct and comprehensive list than the one listed above. For now, the following link should get you started, though we hope to make things a bit easier to read by porting it here: KFM 2.0 Talent Tree Translated

KFMSkillIconLB-1.PNG Strike
KFMTalentTreeLB-1.PNG

Tree 1 Tree 2 Tree 3
1 Damage increased
2 Inflicts 1 stack of bleeding. Damages every 2 seconds for 10 seconds. Restore 5% of damage done as hp.
3 Recovers one additional fighting spirit on a critical attack. (Changes Icon. Need Icon) Increases damage, slows down attack rate.
KFMSkillIconF-9.PNG
(Can use blazing kick as 2x3m line attack?)
Increases Evasion by 10% while using this skill.
4 - Increases aggro when hitting targets Recovers 1 Fighting Spirit when dodging while using this skill.
5
KFMSkillIconF-1.PNG
Can use the skill Kaiten Kick during a critical attack.
KFMSkillIcon1-1.PNG
Speed of using skill increases with consecutive attacks. Used instantly upon a successful Jeet Kune.
KFMSkillIconTab-5.PNG
Reduces the cooldown of Deceiving Counter by 1 after a hit (hitting someone? or getting hit?). Restores 1% hp upon a successful dodge.



KFMSkillIconRB-4.PNG Scorching Kick
KFMTalentTreeRB-4.PNG

Tree 1 Tree 2
1
KFMSkillIconQ-1.PNG
Ghost Steps recovers 5 chi after successful use.
2
KFMSkillIconQ-1.PNG
Ghost Steps recovers 2% hp over 4 seconds after successful use.
3
KFMSkillIconQ-1.PNG
Ghost Steps grants 1 second of immunity after use. Increases speed by 35% for 5 seconds after use.
KFMSkillIconQ-1.PNG
Scorching Kick can now be cast after Ghost Steps.
4
KFMSkillIconQ-1.PNG
Ghost Steps grants 10% attack (during immunity? or upon immunity? Also something with dash strike) Cooldown increased to 20 seconds.
On use of Scorching Kick, recover 10 Fighting Spirit.



KFMSkillIconRB-6.PNG Charge Strike
KFMTalentTreeRB-6.PNG

Tree 1 Tree 2
1
KFMSkillIcon1-1.PNG
Allows Charge Strike to be used after a successful counter attack, Jeet Kune.
2 Knocks down target for 2 seconds. Increases the cooldown to 30 seconds. Immunity during use of skill. Cooldown increased to 18 seconds.
3 Prevents the target from using recovery skills for 6 seconds. Ignores debuffs during immunity.
4 - Cancels the restriction for rush attacks. ??



KFMSkillIconF-2.PNG Wild Tiger Strike
KFMTalentTreeF-2.PNG

Tree 1 Tree 2
1 Absorbs 2 Fighting Spirit instead of 3.
2 Can be re-used once during a critical attack regardless of conditions. Becomes a single target use, cooldown increased to 36 seconds. Huge damage increase.
3 Imposes 1 stack of bleeding, damage every 2 seconds for 10 seconds. Recover 2 chi every 2 seconds for 10 seconds on a critical attack.
4 Can be re-used twice during a critical attack regardless of conditions. Increases damage dealt while target is down or dominated.



KFMSkillIconF-3.PNG Shoryuken
KFMTalentTreeF-3.PNG

Tree 1 Tree 2 Tree 3
1 Deals more damage if the target cannot be knocked up
2 Restores 3 Fighting Spirit Launches all cc'd targets within 3 meters.
KFMSkillIconF-1.PNG
Can now be activiated off of Kaiten Kick.
3 Cooldown reduced to 12 seconds. Recovers 2 Fighting Spirit on a critical attack.
KFMSkillIconRB-6.PNG
Can now be activate off of Charge Strike.
4 - -  ??



KFMSkillIconF-4.PNG Iron Stand
KFMTalentTreeF-4.PNG

Tree 1 Tree 2 Tree 3
1 Absorbs 2 Fighting Spirit instead of 3.
2 Puts the enemy in a groggy state for 3 seconds instead of 2 upon casting.
KFMSkillIconF-9.PNG
Can use Blazing Kick after Iron Stand. Cooldown increased to 9 seconds. Does increased damage, and no longer knocks enemy back.
Removes groggy effect from skill. You recover 20% of the damage dealt as hp.
3
KFMSkillIconF-3.PNG
Can use Shoryuken for no cost after a critical attack with Iron Stand.
Recovers Fighting Spirit spent when Iron Stand critically hits. Restore 3% of health over 6 seconds when hit.
4 Recovers Fighting Spirit spent when Iron Stand critically hits. Resets cooldown when Iron Stand critically hits. Restore 2% of health on a critical attack.



KFMSkillIconTab-1.PNG Grapple
KFMTalentTreeTab-1.PNG

Tree 1 Tree 2 Tree 3 Tree 4
1 Cooldown reduced to 18 seconds.
2 Use up fighting spirit when attacked while in Dominate. Increases aggro by 100% for 5 seconds. Changes attack to a 4x recastable single target skill that does damage. Costs 2 Fighting Spirit per cast. 1 minute cooldown.
3 Reduces target movement speed by 40% for 12 seconds. Aggro control for 4 seconds (surrounding area?) Increase in Fighting Spirit after each attack in dominate state Each attack consumes 1 Fighting Spirit now instead of 2.
4 Dominate lasts for 4 seconds. Recover 5% hp when attacking in dominance Dominate extends by 2 seconds when the target suffers 10 strike while being dominated? Recovers chi while using this spell somehow (during crit?)



KFMSkillIconTab-3.PNG Sky Leap
KFMTalentTreeTab-3.PNG

Tree 1 Tree 2
1 Increases movement speed by 35% for 5 seconds after use.
2 Restores 2 Fighting Spirit Target launched into air if in a downed cc state. Cooldown increased to 18 seconds.
3 Recover hp by 100% of the damage dealt by the skill Prevents the target from using recovery skills for 6 seconds. Decreases movement speed by 50% for 6 seconds when hit.
4 Immune to damage during use and for 1 second after.
KFMSkillIconRB-2.PNG
Can apply Overlord Dance regardless if its on cooldown.



KFMSkillIconTab-5.PNG Deceiving Counter
KFMTalentTreeTab-5.PNG

Tree 1 Tree 2 Tree 3
1 Restores 2 Fighting Spirit
2 Cancels most debuffs
3 Cancels most forms of dominate / chokes Move back 11 meters. Cooldown reduced to 30 seconds. Move back 2 meters. Cooldown reduced to 30 seconds.
4 After resisting, recover 5% hp. Recover 1 Fighting Spirit for each target hit. Prevents the targets from using rush skills for 6 seconds when hit. Decreases movement speed by 30% for 6 seconds when hit.
5 Immune for 1 second after use Immune to some CC for 8 seconds after use.
KFMSkillIconF-3.PNG
After use can apply shoryuken for free.



KFMSkillIcon1-1.PNG Jeet Kune
KFMTalentTree1-1.PNG

Tree 1 Tree 2 Tree 3 Tree 4
1 Recover 3 Fighting Spirit on successful counter attack.
2 Increase defense by 100% for 8 seconds with a successful counter attack.
3 Restore 2% health for 5 seconds with a successful counter attack. Changes skill. Upon a successful counterattack deal increased damage. Increases crit chance by 10% for 1.5 seconds on hit. Targets become groggy for 2 seconds upon a successful counter attack. Cooldown increased to 6 seconds. Increases aggro with a successful counter attack.
4 Convert 50% of damage dealt to your health. Skill cannot be interrupted.
KFMSkillIcon4-1.PNG
Reduces the cooldown of Falcon Punch on a successful counter attack.
Increases aggro gained by the next 5 attacks inflicted within 10 seconds after a successful counter attack.
5 Immune for 1 second after a successful counter attack. Increases crit chance by 10% for 3 seconds. Crit damage is increased by 10%.
KFMSkillIconRB-5.PNG
Resets the cooldown of Upper Kick on a successful counter attack.
Immune for 1 second on a successful counter attack (damage). Immune for 2 seconds on a successful counter attack (stun and groggy).



KFMSkillIcon2-1.PNG Crit Strike
KFMTalentTree2-1.PNG

Tree 1 Tree 2 Tree 3 Tree 4
1 Absorbs 2 Fighting Spirit instead of 3
2 Increased damage. Attacks all targets in front of you in a 2x3 meter line attack.
3 Recovers spent Fighting Spirit on a critical attack. Inflicts extra damage after a critical attack. Converts 5% of damage done to health.
4
KFMSkillIconF-1.PNG
Can cast Kaiten Kick twice on a crit attack.
Increases aggro. - -
5 Increases damage with repeated use Can be used without Fighting Spirit after a successful counter attack. Doesn't cost Fighting Spirit after a critical attack. Increases health regeneration while using this skill.



KFMSkillIcon3-1.PNG Sweep Kick
KFMTalentTree3-1.PNG

Tree 1 Tree 2
1 Absorbs 2 Fighting Spirit instead of 3.
2 Targets are knocked down for 3 seconds instead of 2.
KFMSkillIconF-9.PNG
Changes skill. Does damage per hit, after using 3 times you can use Blazing Kick.
3 Prevents the target from using dash skills for 6 seconds after being hit. Decreases movement speed by 25% for 6 seconds after being hit.
KFMSkillIconF-9.PNG
Can use Blazing Kick after this skill crits.
4 Can use twice in a row. Cooldown is now 36 seconds. Increases damage with repeated use.



KFMSkillIcon4-1.PNG Falcon Punch
KFMTalentTree4-1.PNG

Tree 1 Tree 2 Tree 3
1 Costs only 2 Fighting Spirit per use.
2 Inflicts more damage when the target is in some forms of cc.
3 Attacks all targets in a 2x8 meter line attack. Increased damage. Deals increased damage in more forms of cc.
4 Recovers Fighting Spirit on a critical attack. Reduces damage. Weakens the target for 2 seconds. Used without a charge up time. Cooldown is reduced to 30 seconds. Skill can no longer be repeated.
KFMSkillIconRB-6.PNG
Can instantly cast twice after Charge Strike crits.
5 Inflicts even more damage when a target is cc'd. Recovers 3 Fighting Spirit on a critical attack.
KFMSkillIcon2-1.PNG
Can instantly be used twice after Crit Strike crits.



KFMSkillIconZ-1.PNG Roundhouse
KFMTalentTreeZ-1.PNG

Tree 1 Tree 2
1 Converts 10% of damage dealt to health.
2 Recovers 10% of HP.
3 Knocks targets hit down for 1 second. Prevents targets from using dash skills for 8 seconds when hit. Decreases movement speed by 30% for 8 seconds when hit. Targets are cc'd for 1 second.
4 Immune during use. Recovers two Fighting Spirit when immune. Targets are cc'd for 2 seconds.
5 Ignores Defense. Pulls all targets within 8 meters to you.



KFMSkillIconX-1.PNG (Palm Strike)
KFMTalentTreeX-1.PNG

Tree 1 Tree 2
1 Restores 3 Fighting Spirit (no longer absorbs 2). Cooldown increased to 9 seconds.
2 A critical attack recovers an additional 6 Fighting Spirit over 9 seconds. Changes Skill (Cold Pulse?) Cooldown increased to 36 seconds. Increases aggro by to all targets within 30 meters. Puts cold CC on close targets for 3 seconds. An ice flower icon forms over the head for 3 seconds, and if hit during this time you turn into an ice statue. (Can't move, but immune for 3 seconds).



KFMSkillIconC-1.PNG Fist Dance
KFMTalentTreeC-1.PNG

Tree 1 Tree 2 Tree 3
1 Costs only 2 Fighting Spirit to use.
2 Increases Damage Converts 25% of damage to health. Cooldown increased to 45 seconds.
3 Decreases cooldown during a critical attack. Immune during use. Target groggy for 2 seconds. No longer converts to hp.
4 Launches target into air. Cooldown increased to 45 seconds. Converts 50% of damage to health. Target is thrown in air when already cc'd.



KFMSkillIconV-1.PNG Avalanche
KFMTalentTreeV-1.PNG

Tree 1 Tree 2 Tree 3 Tree 4
1 Target stunned for 3 seconds.
2 - Inclicts area of effect increased damage. Increased damage on targets downed or dominated. Creates a damage over time area of effect damage for 10 seconds. Takes 1 second to cast. No longer stuns.
3 Reduces target's movespeed by 40% for 8 seconds
KFMSkillIconRB-5.PNG
Can be instantly used without Fighting Spirit right after using Upper Kick.
4 Target launched into air when currently groggy. Pulls all targets within 8 meters. Increased threat in the area of periodic damage. Creates a zone that restores 20% of your health over 10 seconds.
5 Increases attack range and adds vibration. Resets cooldown when the periodic damage completes damage on a target.
KFMSkillIconQ-1.PNG
KFMSkillIconE-1.PNG
Reduces the cooldown of Ghost Steps and (Sidestep Right) by 1 second on a critical hit.
Displays state of cc of all friendly targets within 30 meters.



KFMSkillIconQ-1.PNG Ghost Steps
KFMTalentTreeQ-1.PNG

Tree 1 Tree 2
1 Recover 5 Fighting Spirit when a skill is dodged during use.
2 Recover 2% HP over 2 seconds when a skill is dodged during use.
3 Immunity for 1 second after use. Increases speed by 35% for 5 seconds after use.
KFMSkillIconRB-4.PNG
Can use Scorching Kick after using Ghost Steps.
4 Increases attack by 10% for some time after use to dodge a skill.
KFMSkillIconRB-4.PNG
Restores 10 chi when using Scorching Kick after Ghost Steps.



KFMSkillIconE-1.PNG (Sidestep Right)
KFMTalentTreeE-1.PNG

Tree 1 Tree 2
1 Recover 5 Fighting Spirit when a skill is dodged during use.
2 Recover 2% HP over 2 seconds when a skill is dodged during use.
3 Immunity for 1 second after use. Increases speed by 35% for 5 seconds after use.
KFMSkillIconRB-4.PNG
Can use Scorching Kick after using (Sidestep Right).
4
KFMSkillIconRB-1.PNG
Resets cooldown of Dash Strike upon dodging a skill during use.
KFMSkillIconRB-4.PNG
Restores 10 chi when using Scorching Kick after Ghost Steps.



KFMSkillIconS-1.PNG Back Dash
KFMTalentTreeS-1.PNG

Tree 1
1 Increases movement speed by 50% for 6 seconds after use. Cooldown increased to 12 seconds.
2 Places an icy CC on the ground for 2x3 meters of the move back distance. Targets in this field will be slowed.
3
KFMSkillIconC-1.PNG
Cooldown increased to 24 seconds. Resets the cooldown of Fist Dance when this skill is used to dodge an attack.

Media[edit]

Screenshots[edit]

The following screenshots were taken from Blade & Soul's G-Star 2010 playable demo.

Videos[edit]

Kung-Fu Master Skills Kung-Fu Master Skill & Combo Introduction


Classes
Blade MasterKung-Fu MasterDestroyerForce MasterAssassinSummonerLyn Blade Master