List of All Weapon Skills in Mistfall Hunter
Mistfall Hunter gives every weapon a deep pool of skills to pull from, and a lot of them branch into different attacks depending on your timing. Experiment with them to suit your desired playstyle. This list breaks down every weapon skill in the game and what it does.
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All Greatsword Skills
| All Greatsword Skills | |
|---|---|
| Breakthrough Charge | A two-stage dash attack. Stage 1 thrusts forward with your sword. During the recovery, press the buttons again to branch into Stage 2 for a leftward or rightward arc. |
| Opportunistic Thrust | After dodging, immediately use this skill to branch into a light strike: dash forward slightly while swinging your sword to attack. |
| Parry | Assume a defensive stance to parry frontal attacks, negating damage and recovering Energy with each successful parry. This stance lasts up to 5 seconds or until you land 5 parries, whichever comes first. Right after a successful parry, press the buttons to branch into an attack: one option is a sweeping strike against enemies in front of you, the other is a long-distance dash slash. Both branch attacks apply Wither on hit. In trio mode, Parry has a shorter base cooldown. |
| Pursuit | After any heavy strike, you can branch into a light strike: rapidly swing your weapon to perform two slashes. |
| Radiant Retribution | Rapidly swing your greatsword, performing three wide slashes in quick succession. Each attack counts as a Light Strike, and hitting enemies charges your weapon. When fully charged, it applies Judgment to the target. The final strike has a brief Super Armor effect. |
| Thorn Guide | Shoot thorns forward with your left hand, pulling the first enemy hit toward you. If the target is too large or in a special state, such as Super Armor or Blocking, you'll instead dash along the thorns toward them. |
| Sprinting Slash | After dodging forward, immediately use the button to branch into a heavy strike: leap forward while spinning to swing your weapon. Dodging backward works the same way, branching into a counterattack as you step back instead. Both heavy strike branches can execute enemies affected by Wither. |
| Withering Mark | Swing your weapon to unleash Judgment energy that attacks enemies, immediately applying Wither to the target. |
All Polearm and Shield Skills
| All Polearm and Shield Skills | |
|---|---|
| Breaker Shield Bash | Strikes the back of the shield with a fist to deal damage to targets within a wide frontal area, immediately applying Wither. Possesses a Block property while the shield is raised. |
| Javelin Thrust | Hurl your spear forward, immediately applying Wither to the target. Upon impact, rapidly leap to the target and pull out the spear with a sweeping strike to deal damage. |
| Spear Barrage | Rapidly thrust your spear forward, following up with a powerful thrust that knocks the enemy down. Successful hits charge your weapon with Judgment energy. |
| Sacred Bulwark | Infuse the shield with sacred energy to erect a massive energy barrier, during which you cannot move or turn. This barrier completely blocks frontal attacks and prevents enemies from passing through. The skill can be cast again to thrust the shield forward, dealing damage and knocking enemies back. The energy barrier shatters after blocking attacks a certain number of times. |
| Intervene | Dash forward a set distance (or directly to an ally's side if targeted). You then raise your shield to unleash an energy pulse that knocks back nearby enemies and grants a Shield to allies within range. Gain a brief Super Armor effect after dashing forward. |
| Rainbow Piercer | Raise your shield and charge forward, followed by a violent spear thrust. You can hold the skill to prolong the forward charge, during which turning capacity is significantly reduced. Possesses a Block property while the shield is raised. Successful hits charge your weapon with Judgment energy. |
All Hammer Skills
| All Hammer Skills | |
|---|---|
| Assault Hammer | Lift the hammer then smash the ground, dealing Physical Damage. Hold to perform a Lv. 1 Charge. Lv. 1 Charge: Gain Super Armor effect during casting and dash forward a considerable distance. |
| Power Hammer | Press the button to unleash Light Strikes, chaining up to 3 hits for damage. You can hold to charge during this period. |
| Punishing Hammer | After a Light Strike, turn and dash forward slightly, then slam the hammer into the ground ahead. You can hold the button to charge during this window. |
| Hammer Dash | Dash forward a certain distance with the hammer. Shoulder charge during the dash deals Physical Damage, followed by a sweeping hammer attack that deals Physical Damage. Hammer Dash has a shorter base cooldown in trio mode. |
| Hammer Spin | Spin the hammer, dealing Physical Damage. Can hold to consume Energy and maintain the spin. Gain Super Armor briefly when casting the skill. |
| Skullcrusher | Vigorously swing and smash the hammer forward, dealing Physical Damage. Hold to charge up to 2 times. Gain Super Armor during charging. Cooldown increases with charge level. Lv.1 Charge: Unleash an additional sweeping attack dealing Physical Damage. Lv.2 Charge: Leap forward and smash the ground, dealing Physical Damage. Gain Super Armor during casting. |
| Earthshaker | Lift the hammer and smash the ground, dealing Physical Damage. Hold the button to charge up to 2 times and gain Super Armor while charging. Enemies' Movement Speed is reduced for a short duration upon taking damage from this skill, regardless of whether the skill is charged or not. Cooldown increases with charge level. Lv.1 Charge: Increases AoE and Damage Multiplier. Lv.2 Charge grants Super Armor during casting, with increased Impact, and generates an additional seismic wave dealing Physical Damage. This skill can be cast in the air but cannot be charged. |
| Warhammer Sling | Swing the hammer on the ground from back to front, sending rocks flying far away to deal Physical Damage and reduce enemy Movement Speed and Dodge Distance for a period of time. |
All Sword and Shield Skills
| All Sword and Shield Skills | |
|---|---|
| Block | Raise the shield to block attacks from the front. Hold to maintain the shield stance, this allows movement while the shield is raised. In trio mode, blocking PvP damage consumes less energy. This is an effortless technique that, with perfect timing, helps avoid many oncoming dangers. |
| Impalement | Hold to cast Impalement: Thrust forward with your sword, dealing damage and gaining 2 stacks of Sword Tip. While in the Blade Edge or Strong Edge state, your travel distance is increased. |
| Stacked Slash | Normal attacks grant 1 stack of Sword Tip. At 6 stacks, you enter the Blade Edge state. While in Blade Edge, gaining 6 more stacks upgrades you to the Strong Edge state, and pressing the buttons unleashes Stacked Slash. Using Stacked Slash during Blade Edge exits the state afterward. Using it during Strong Edge instead enhances the attack with increased travel distance, damage, and Super Armor, then drops you back down to Blade Edge state after use. |
| Stonebreaker Slash | Raise the shield to protect the body while stabbing the ground with the sword to deal Physical Damage, then dash forward slightly and pull the sword out for an upward strike, scattering rocks and dealing Physical Damage. Block attacks from the front while holding the shield. Perfect Block can be triggered during the shield-raising period after Stonebreaker Slash's wind-up animation. After a successful Perfect Block, your dash can slightly knock back enemies. Stonebreaker Slash has a shorter base cooldown in trio mode. |
| Whirling Cut | Dash forward and perform 2 slashes, dealing Physical Damage. Brandrgarde's cold winds are their eternal battle song. Besides strong liquor, a skilled swordsman's Whirling Cut warms them, Passion and courage drive them forward, and victory is their unchanging desire. |
| Shield Slam | Jump with your shield raised and smash it into the ground, dealing Physical Damage and reducing enemy Movement Speed for a period of time. While jumping with the shield, you can block frontal attacks and gain a period of Super Armor. A gambling craze led a squad leader to lose his late wife's bracers. Harald ordered him to perform 500 shield bashes, leaving his right hand bandaged for a long time. |
| Shield Dash | Dash forward a certain distance with the shield, striking enemies in the path before stopping, dealing Physical Damage. Block attacks from the front while holding the shield. After casting a skill, Movement Speed will be briefly increased. This effect only works while wielding Sword and Shield. This skill can be cast while blocking. |
All Bow Skills
| All Bow Skills | |
|---|---|
| List of Arrows | |
| Steel Arrow | Fine steel arrows deal Physical Damage on hit and can pierce one unit. |
| Concussive Arrow | Storm-imbued rune arrowheads burst into air waves on hit, dealing Physical Damage to enemies within range and inflicting stagger. If fired at full draw, they will knock back enemies caught in the air waves. |
| Lightning Arrow | Arrows wrapped in lightning deal Physical Damage on hit and create a lightning chain that jumps between enemies. Each enemy can only be hit by the lightning chain once, with each hit dealing less Physical Damage. If Lightning Arrow hits the environment near enemies, it creates a lightning chain with a lower Damage Multiplier. |
| Bloodfly Arrow | The arrowheads are coated with mysterious corrupted blood to attract blood flies. Bloodfly Arrows deal Physical Damage on hit. The blood flies stay on the enemy for a period, continuously dealing Physical Damage, with a portion being True Damage. If Bloodfly Arrow hits the environment near enemies, the blood flies will fly to the nearest target, dealing continuous Physical Damage with a reduced Damage Multiplier. |
| Splatter Arrow | The arrow shaft is coated in blood that splatters on hit, dealing Physical Damage to nearby enemies. The longer the bow is drawn, the larger the splatter area. The Physical Damage from the splatter is lower than the damage from a direct hit. Splatter Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of Normal Arrow. |
| Sonic Arrow | Specially structured arrows emit sound waves from the ring on impact, rendering enemies in the area Exposed for a period of time. |
| Barbed Arrow | Barbed metal arrows deal Physical Damage on hit. Enemy players hit who use Dodge within a short time take additional Physical Damage. This effect can only trigger a limited number of times, with fewer triggers but higher Physical Damage per trigger in solo mode. Monsters hit will continuously take Physical Damage. After Barbed Arrow hits terrain, it creates a barbed trap that applies the same debuff to enemies who touch it. |
| Paralysis Arrow | Arrowheads covered by medicinal plants release medicinal mist in a small area upon hitting terrain or characters. Enemies in the mist become Exhausted for a period of time. |
| Spore Arrow | Arrowheads coated with mushroom spores plant a mushroom when hitting terrain, which eventually grows into a trap. The mushroom trap is a Construct that causes enemies within range to continuously take Physical Damage for a period when touched by enemies or hit by allies. The mushroom trap will be destroyed if attacked by enemies and will automatically disappear after existing for some time. Spore Arrows deal Physical Damage when hitting enemies but don't plant a mushroom. |
| Featherlight Arrow | The arrow shaft is crafted from a special lightweight material, with broad stabilizing fletching at the tail. Once fired, the arrow travels at high speed and is unaffected by gravity. Featherlight Arrow has no cooldown, consumes no Energy, and can trigger all talent effects of Normal Arrow. |
| List of Other Skills | |
| Shooting | Press to quickly shoot the currently loaded arrow and hold to charge the bow. Charging does not consume Energy and increases the arrow's Damage Multiplier, Impact, Effective Range, and Maximum Range. After fully drawing, you enter an Aiming state for a short time. |
| Scattershot | Cast this skill to fire 7 arrows forward simultaneously, dealing Physical Damage to enemies on hit and knocking them back. Scattershot has a shorter base cooldown in trio mode. |
| Rapid Arrows | After using the skill, Blackarrow enters Volley mode, allowing you to hold to rapidly fire up to 5 arrows for a certain duration, dealing Physical Damage. During Volley, shooting does not reduce Movement Speed. Dodging removes Volley. |
| Frostblight Bomb | Hold to aim and throw a Frostblight Bomb. It detonates after a delay upon hitting terrain or characters, freezing enemies within range for a period of time. Frostblight Bomb has a shorter base cooldown in trio mode. |
| Sky Piercer | Cast this skill to fully draw the bow and fire a powerful arrow in a straight line toward the crosshairs, dealing Physical Damage on hit. The arrow can pierce 5 units. |
| Shadow Step | After using this skill, Blackarrow enters Stealth. After Stealth ends, Charge Speed will briefly increase, and you can use the skill again within a short time to re-enter Stealth. You can do this up to 3 times. Collision with other units is ignored while in Stealth. Shadow Step has a shorter base cooldown in trio mode. |
| Impact Grenade | Hold to aim and throw an Impact Grenade, which can stick to characters and the environment. It detonates after a period or when using the skill again. The explosion deals Physical Damage to enemies in range and knocks back all units in the area. Knockback distance increases with proximity to the grenade. Impact Grenade has a shorter base cooldown in trio mode. |
| Predator's Senses | Cast this skill to take out a secret herbal mixture to heighten your sense of smell, allowing you to sniff out nearby enemies at set intervals for a period of time. Each time, if enemy players are within range, a temporary scent trail appears pointing toward the nearest enemy player. The closer an enemy player is to the Blackarrow, the more blood-red the scent trail looks. Limited uses per match. |
All Staff Skills
| All Staff Skills | |
|---|---|
| Arcane Armor | Hold to chant and gain Arcane Armor, increasing Physical Resistance. Enemies hitting the Arcane Armor will have their Movement Speed reduced. |
| Cryptic Ward | Use Cryptic Ward to block incoming damage. Successfully executing a Perfect Block will knock back and stun the attacker. |
| Crystal Icebolt | Summon 2 Crystal Icebolts to follow you for a period of time. While active, each time you are attacked by an enemy, one icebolt will automatically launch toward the assailant to deal Magic Damage. Once the follow duration ends, any remaining icebolts will automatically fire forward. |
| Deep Freeze | Unleash a wave of frost in a cone in front of you, dealing Magic Damage to enemies hit and reducing their Movement Speed for a period of time. |
| Elemental Affinity | When Elemental Magic hits an enemy, it adds 1 stack of Elemental Mark. When an enemy's Elemental Mark reaches 2 stacks, detonates all Elemental Marks on them, dealing Magic Damage. |
| Eye of Insight | Hold to chant, then scan all enemy players within a large area. Limited uses per match. |
| Fire Bolt | Hold to chant, then launch a fire bolt toward the target direction. The fire bolt explodes upon contact with a target or the ground, dealing Magic Damage and short-term burn damage. If released before chanting completes, it recovers Energy and launches a weaker fire bolt toward the target direction, dealing reduced Magic Damage. Fire Bolt has a relatively short maximum range. |
| Flameblade | Form a Flameblade in hand to attack forward, dealing Magic Damage to enemies within range and inflicting short-term burn damage over time. |
| Forbidden Gate | Hold to chant, then summon a Forbidden Gate at the target location, blocking all units that attempt to pass through it while it lasts. The Forbidden Gate devours projectiles from enemies, while projectiles from allies are not blocked by the Forbidden Gate. Forbidden Gate is a Construct. Forbidden Gate is more durable in trio mode. |
| Gravitational Vortex | Hold to chant, then summon a gravitational vortex at the target location. After a delay, the vortex pulls all enemies within range toward its center and deals Magic Damage. If two or more enemies are pulled to the vortex's center, they will also be Stunned. |
| Meteor Charm | Hold to chant, then launch a flying star toward the target direction. The star explodes upon contact, dealing Magic Damage. If released before chanting completes, it recovers Energy and launches a weaker flying star toward the target direction, exploding upon contact and dealing reduced Magic Damage. |
| Meteor Impact | Hold to chant, then launch multiple meteors forward. The meteors knock up enemies on contact and deal Magic Damage. The meteors shatter upon hitting enemies or obstacles. |
| Mistwalk | Enter Mist Mode where you are unaffected by anything except the Gyldenmist but have greatly reduced Movement Speed. Most actions, excluding Dodge, are prohibited while in Mist Mode. |
| Phantom Step | Hold to chant, then cast Phantom Step, increasing Movement Speed and silencing footsteps. During Phantom Step, falling does not cause damage or trigger stagger. |
| Rockblast | Hold to chant, then gather rocks at the target location, which explode shortly and deal Magic Damage. |
| Shadow Veil | Hold to chant, then cast Shadow Veil to enter Stealth for a period of time. Energy does not regenerate while in Stealth. |
| Star Shock | Expand a star ring outward, dealing Magic Damage to enemies hit and knocking them back. |
| Stardust Energy | Greatly increases Movement Speed while chanting. Recover Energy whenever Stardust Magic hits enemies. |
| Stardust Tempest | Hold to chant, then summon a Stardust Tempest at the target location, dealing Magic Damage to enemies and reducing their Movement Speed for a period of time. |
| Stardust Torrent | Hold to chant. After chanting, hold to guide a Stardust Torrent toward the target direction, dealing Magic Damage. The Stardust Torrent becomes stronger as guiding continues. |
| Thunder Pierce | Hold to chant, then throw a thunder spear toward the target direction, dealing Magic Damage to enemies hit. Thunder Pierce has a very long maximum range. If it fails to hit any enemy, it creates an electric field at its destination, dealing continuous Magic Damage to all nearby enemies and reducing their Movement Speed for a period of time. This Slow effect can stack up to 5 times. |
| Thunderstorm Sigil | Hold to chant, then summon a Thunderstorm Sigil at the target location, triggering a thunderstorm after a short delay, dealing Magic Damage and stunning enemies. |
| Thunderstrike | Hold to chant, then summon lightning at the target location, dealing Magic Damage. If released before chanting completes, it recovers Energy and summons lightning with a short delay at the target location, dealing reduced Magic Damage. |
| Windcraft | Cast Windcraft forward, dealing Magic Damage to enemies hit and knocking them back. |
All Dagger Skills
| All Dagger Skills | |
|---|---|
| Shadow Wheel Slash | A three-stage attack technique that can be used three times, dealing Physical Damage. After each stage of Shadow Wheel Slash, press to perform a branch attack. There is a limited time window for combo between each stage of Shadow Wheel Slash. If the window expires, the stage count resets. The branch attacks of Shadow Wheel Slash recover a certain amount of Energy. |
| Sneak | Crush crow feather dust to enter Stealth for a period. |
| Flash Stride | Dash forward a certain distance, dealing Physical Damage to enemies in the path. Flash Stride has a shorter base cooldown in trio mode. |
| Smoke Bomb | Throw a Smoke Bomb at your feet, obstructing the vision of all targets in the area. You gain increased vision range while in the smoke. |
| Shadow Strike | Leave a shadow in place and dash forward, dealing Physical Damage. After a brief delay, the shadow dashes toward your position, dealing Physical Damage and stunning enemy targets it hits. |
| Poison Crow Mark | Hold to aim, then throw a Poison Crow Mark toward the target direction, dealing Physical Damage to enemies hit and reducing their Movement Speed and Dodge Distance for a period of time. Also Available as a Dual Blade Skill |
| Crow Storm | Hold to aim, then throw a black crow toward the target area, unleashing a Crow Storm upon arrival. During Crow Storm, enemies continuously take Physical Damage. Also Available as a Dual Blade Skill |
All Dual Blades Skills
| All Dual Blade Skills | |
|---|---|
| Pursuit Strike | Perform a short forward dash and deal multiple hits of Physical Damage. |
| Flurry Strike | After launching a Light Strike, press to move backward, then dash forward to deal Physical Damage. Hold to perform a Lv.1 charge. Lv.1 Charge: Increases Damage Multiplier and dash distance. |
| Bloody Blade Dance | Hold to channel Bloody Blade Dance, continuously attacking forward and dealing Physical Damage to enemies hit. This skill deals increased damage to Gyldhunters. |
| Fang Rush | Shortly after dodging, press to dash forward and deal Physical Damage. After using Fang Rush, dodge energy will not recover for a certain period. |
| Inspiring Impale | Thrust forward, dealing Physical Damage to enemies hit and recovering Energy for yourself. Inspiring Impale has a shorter base cooldown in trio mode. |
| Spinning Slash | Spin and dash forward with a powerful strike, dealing Physical Damage. Spinning Slash has a shorter base cooldown in trio mode. |
| Phantom Shift | Hold to aim and select a landing point, then teleport to that location after aiming ends. Increases Movement Speed for a period of time after teleporting. Note: The teleportation has a distance limit. |
All Catalyst Skills
| All Catalyst Skills | |
|---|---|
| Psionic Orb | Press to fire a psionic orb. Both firing and hitting with psionic orbs accelerate Psionic Energy recharge. Hold to chant and consume 1 Psionic Energy to fire an enhanced orb. Enhanced orbs have a higher Damage Multiplier, greater Impact, longer Effective Range and Maximum Range. |
| Rune Summon | Consumes Psionic Energy to summon the currently selected rune at the target location. |
| Punishment Rune | Hold to chant, then summon a Punishment Rune at the target location, continuously dealing Magic Damage to the enemy with the lowest Health within range. The Punishment Rune prioritizes attacking enemy players and deals more Magic Damage to them. Punishment Rune is a Construct, more durable in trio mode. |
| Healing Rune | Hold to chant, then summon a Healing Rune at the target location, recovering Health for all allies within range for a period of time. Limited uses per match, with more uses available in trio mode. Healing Rune is a Construct, more durable in trio mode. |
| Shelter Rune | Hold to chant, then summon a Shelter Rune at the target location, providing a shield to all allies within range. For a period of time, the rune also provides a shield at a fixed rate to the ally with the lowest Health within range. Shield value scales with Attack. Shelter Rune is a Construct, more durable in trio mode. |
| Stealth Rune | Hold to aim and summon a Stealth Rune at the target location, granting Stealth to all allies within range. This Stealth state remains active even when taking damage. Stealth Rune is a Construct, more durable in trio mode. |
| Burst Rune | Hold to chant, then call down a runic impact on the target area, dealing Magic Damage to all enemies within range and recovering Psionic Energy based on the number of enemies hit. The Burst Rune leaves rune energy on the ground for a period of time. Enemies who come into contact with the rune energy will be marked by the rune. After a delay, the mark will explode, dealing Magic Damage and inflicting stagger. Magic orbs passing through the Reverent's Burst Rune carry its energy, marking enemies they hit. Burst Rune is a Construct. |
| Binding Rune | Hold to aim and summon a Binding Rune at the target location. After a short delay, it establishes connections with all enemies within range. Enemies connected by the Binding Rune are immobilized and cannot jump for a period when breaking free and leaving the area. Each successful binding of a player restores Psionic Energy to the Reverent. Binding Rune is a Construct. |
| Intimidation Rune | After using the skill, immediately summon an Intimidation Rune nearby, dealing Magic Damage to all enemies in the area and knocking them back. When the Intimidation Rune is shattered, it deals Magic Damage again to all enemies in the area and knocks them back. Intimidation Rune is a Construct. Summoning Intimidation Runes does not consume Psionic Energy. |
| Windwalker Rune | Hold to chant, then summon a Windwalker Rune at the target location, increasing dodge distance for all allies within range while reducing enemies' dodge distance. Windwalker Rune is a Construct, more durable in trio mode. |
| Healing Art | Hold to perform Area Targeting, restoring Health to selected units. Healing Art cannot be used on downed targets and has limited uses per match, with more uses available in trio mode. |
| Psionic Shield | Hold to chant and enable Area Targeting. After chanting ends, provide a shield to selected units. Shield value scales with Attack. Psionic Shield cannot be used on downed targets and can store multiple charges. |
| Wind Surge | After using the skill, launch a high-pressure cyclone toward the crosshair direction, dealing Magic Damage and knocking back all enemies within range. |
| Death Ward | Hold to perform Area Targeting and provide powerful buffs to selected units, granting them Super Armor and preventing death for a period of time. Death Ward cannot be used on downed targets. |
| Blinding Rune | Hold to aim and summon a Blinding Rune at the target location. After a short delay, all enemies facing the rune within range have their vision obstructed. The farther enemies are from the Blinding Rune, the shorter the vision obstruction lasts. |
How to Unlock Weapon Skills
You unlock more Weapon Skills as you level up. Check the in-game description for the exact level requirement on each one.
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