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Kung Fu Master

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Kung Fu Master icon.pngKung Fu Master
Hong character 8.png
Difficulty
4.5/5, Expert
Race(s)
Gon, Jin, Yun
Weapon
Gauntlets

The Kung Fu Master (aka KFM) is a close-quarter combat class that relies upon quick reflexes (and good latency) to fight with near-invincibility while delivering respectful, oftentimes surprising damage. Armed with nothing more than gauntlets and their own bodies, KFMs are renown as the most difficult class to play in Blade and Soul, due to the unforgiving nature of their timing-based attack conditions. On the defensive, KFMs can effortlessly dodge and counter nearly anything thrown their way, which effectively makes them an ideal tank class (if players chose to generate and hold threat). However, the higher level KFM players goes, gameplay revolves around using their attacks and dodges together in one fluid style, giving off the appearance of constantly fighting within the eye of a storm. The decision to main a KFM isn't one meant to be taken lightly; that being said, all other classes will feel easier by comparison, should you successfully master the art of kung fu.

In terms of PvP potential, KFMs are well considered to have a high skill cap and a correspondingly high combo attack capability. But with regard to PvE damage output, KFMs are generally considered to be above-average at best, even when played correctly. As such, new players are typically advised to play KFM for their gameplay style, for PvP, or to fulfill the role of a tank-DPSer, and not for raw power.


Races[edit | edit source]

This class has race limitations and can only be played with three races: the Gon, Jin, and the Yun.

Resource Mechanic[edit | edit source]

Fighting Spirit points

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

Skills List 2.0[edit | edit source]

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 Straight Jab +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 Focus per enemy hit. Hitting an enemy in the 3rd skill of this move generates +2 Focus. Yes
KFMSkillIconLB-2.PNG Stomp +2 3m Target Instant 1.1 seconds (Enemy Near Death) Kicks a target when they are down.
KFMSkillIconLB-3.PNG Rising Kick -1 3m Target Instant Instant Airborne target. Jump to the target in air, comboing them.
KFMSkillIconLB-4.PNG Falling Star -1 3m Target Instant Instant While in air with the target. Kicks the target back towards the ground.
KFMSkillIconLB-5.PNG Swooping Crane -1 6-16m Target Instant 6 seconds Using Windrun. While using Windrun, can use LB to dash to the target, dealing damage and knocking down for 2 seconds.
Skill icon kung fu master 1-4-1.png Tiger's Pounce +1 5-16m Target Instant 6 Used after using Backstep Dashes to the target dealing damage and knocking down for 2 seconds.
RB
KFMSkillIconRB-1.PNG Guiding Fist +2 Up to 16m Target Instant 9 seconds None Dashes to the target from the ground. Useful for quickly closing the gap during combos. Yes
KFMSkillIconRB-3.PNG Triple Kick 0 3m Target Instant 9 seconds Must dodge an attack with Shadow Dance (Q) or Footwork (E), or when the enemy is in a blocking / counter stance. After using this skill, the target is stunned for 2 seconds. Can follow up with skills like Upper Kick and Force Strike.
KFMSkillIconRB-4.PNG Firestorm Kick 0 3m Target Instant Instant Used after Star Chaser or Shadow Dance (Q) / Footwork (E) when skilled. Once used, can lead into Blazing Kick. Yes
KFMSkillIconRB-5.PNG Sky 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.
KFMSkillIconRB-6.PNG Avenging Fist +2 Up to 16m Target Instant 9 seconds Use after Force Strike, or Counter when skilled. Rushes to the target, dealing damage. Yes
F
KFMSkillIconF-1.PNG Cyclone Kick +3 3m Target Instant Instant Used after getting a critical hit with Swift Strike or dodging with Shadow Dance (Q) / Footwork (E). An immediate cast after getting a critical hit with Swift Strike or succesfully dodging with Shadow Dance (Q) / Footwork (E).
KFMSkillIconF-3.PNG Smite -2 4-9m Target Instant 18 seconds Used after Back Dash or Iron Shoulder. Move forward and perform an uppercut dealing damage and launching your opponent into the air. Yes
KFMSkillIconF-4.PNG Iron Shoulder -3 User Center 2x3m to the front Instant 6 sec Used after a successful Counter. After successfully blocking a skill with Counter, using Iron Shoulder will repel an enemy 5 meters and places them in a stunned state Yes
KFMSkillIconF-6.PNG Retreat 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-10.PNG Ride Dragon Pulse -- -- -- -- -- 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 Meteor Slam -2 3m Target Instant 30 seconds Used on a target in the air. Brings the enemy back to the ground with you in the grapple 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 Clobber -3 3m 3m 360 degree AoE Instant Instant During Grapple. Deals damage to the grappled target and knocks down enemies 3m around it for 2 seconds.
KFMSkillIconTab-5.PNG Second Wind 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
Skill icon kung fu master 1-7-3.png Fighting Spirit 0 Centered on caster 50m Instant 90 Seconds None Amplify the critical damage and critical chance of party member in range Yes
Skill icon kung fu master 1-6-3.png Ice Guard +3 Centered on caster 8m Instant 90 Seconds None Create an ice barrier that prevent you from takeing damage for 3 seconds Yes
1
KFMSkillIcon1-1.PNG Counter +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 Tornado 0 User Center 3m 360 degree AoE Instant 12 seconds Used while knocked down Cast for 1 second and then repels enemies hit by 3 meters as well as removing the CC effect placed on you. Will be knocked down again if damaged during the cast time.
KFMSkillIcon1-4.PNG Body Kick 0 3m Target Instant 1 second You must be grabbed. Kicks your assailant while he has currently grabbed you.
2
KFMSkillIcon2-1.PNG Swift Strike -3 3m Target Instant Instant None Damages the enemy in front of you. Yes
KFMSkillIcon2-2.PNG Somersault Kick 0 Target Target Instant 12 seconds Must be knocked down. Counter for 0.8 second while downed. If successful removes downed state and dazes the enemy for 2 seconds.
KFMSkillIcon2-3.PNG Pummel 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 Slip 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 when timed correctly.
3
KFMSkillIcon3-1.PNG Sweep Kick -3 User Center 180 degree frontal AoE Instant 18 seconds None Knocks down all enemies in front of you for 2 seconds. Yes
Skill icon kungfufighter 1 41.png Shin Kick +1 3m Target Instant Instant Target Stunned, Dazed, Grabbed or Phantom Gripped. Deals damage and enables Searing Palm and Cyclone Kick. Yes
KFMSkillIcon3-2.PNG Chokehold -2 3m Target Instant 45 seconds You must have the target mounted. Applies unconscious on the target for 30 seconds, rendering them unable to act but increasing their regen. Unconscious targets will wake up if damaged.
Skill icon kung fu master 1-2-1.png Emite Frost +3 Centered on caster 5m Instant 90 Seconds When you are griped or phatom griped by a target Create a frost barrier that make you escape the grip or phatom grip and ice you for 3 seconds.
4
KFMSkillIcon4-1.PNG Comet Strike -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 Focus. 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 Armbar +5 3m Target Instant Instant You must have the target mounted. Deals damage and prevents the target from using defensive skills for 10 seconds.
KFMSkillIconF-9.PNG Hellfire Kick +3 Centered on caster 2x4m in front of caster Instant 9 Seconds After Iron Shoulder , Tiger Strike when skilled for it An additional are of effect skill to be used in a combo involving Tiger Strike or Iron Shoulder.
Z
KFMSkillIconZ-1.PNG Rising Dragon 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
Skill icon kung fu master 1-7-2.png Leading Palm +3 User Center 2x4m line attack to the front Instant 18 seconds None Deals damage and allows Searing Palm to be cast. Casts instantly and halves cooldown if used after evading. No
Buff Debuff Icon 01 38.png Searing Palm -2 3m Target Instant 36 seconds After Flurry/Backstep dodge, Q/E dodge, Leading Palm, Hellfire Kick, Comet Strike, Shin Kick, Avenging Fist critical. Deals damage and debuffs the target for 10 seconds, slowing them by 10%. Grants user Unleashed which increases critical by 10% and grants +10 Focus. Yes
C
KFMSkillIconC-1.PNG Flurry -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 Tremor -1 User Center 3m 360 degree AoE Instant 45 seconds None Deals damage and Stuns the target down for 2 seconds. Yes
Q
KFMSkillIconQ-1.PNG Shadow Dance 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 Focus and can use Multi Kick. Yes
E
KFMSkillIconE-1.PNG Footwork 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 Focus 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 Sprint towards vertical objects such as walls and trees. Runs up walls/trees/cliffs while draining stamina.
KFMSkillIconW-5.PNG Surge Used after Skydive Instantly enter Sprint without delay after landing from Skydive
S
KFMSkillIconS-1.PNG Backstep 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 while gliding, 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 Vault While sprinting, in front of small object. Used to quickly jump over small terrain obstacles such as fallen rocks.
KFMSkillIconNone-3.PNG Windwalk Stamina, Not in combat, Sprinting Jump into the air while sprinting to enter Windwalk. 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 | edit source]

At max level (50) + 10 advanced levels, the total available skill points is 54.

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 Straight Jab

Tree 1 Tree 2 Tree 3
1 Damage increased
2 +Stacks Critical bonus up to 10 times.

+Resists Critical Bonus upon critical hit.

+Absorbs 5% of damage as HP
3 + Recovers 1 additional Focus upon Critical hit.

Stacks Critical bonus up to 10 times.

Resists Critical Bonus upon critical hit.

Absorbs 5% of damage as HP

+Increases Evasion by 10% while using this skill.

4 Absorbs 5% of damage as Hp

Increases Evasion by 10% while using skill

+Recovers 1 Focus (chi) upon evasion while using skill

5 Recovers 1 additional Focus upon Critical hit.
KFMSkillIconF-1.PNG
+ Cyclone kick, Searing blow available for use upon critical Hit

Stacks Critical bonus up to 10 times.

Resists Critical Bonus upon critical hit.

Recovers 1 additional Focus upon Critical hit.

+Recovers 1 additional Focus on enemies affected by Searing Palm

Stacks Critical bonus up to 10 times.

Resists Critical Bonus upon critical hit.

Absorbs 5% of damage as Hp

Increases Evasion by 10% while using skill

KFMSkillIconTab-5.PNG
+Reduces the cooldown of Rising Wind by 1 on hit

+Recovers 1 Focus (chi) upon evasion while using skill



KFMSkillIconRB-4.PNG Triple Kick
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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
File: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)
File: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
File: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
File: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
File: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)
File: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
File: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 | edit source]

Screenshots[edit | edit source]

The following screenshots were taken from the character creation screen at NA launch in 2016.

Videos[edit | edit source]

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


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