All 51 skills
Passive skills are always on. Active skills trigger during the duel. Use the filter to find the effect you want.
Passive and active skills
- Passive skills change your numbers for the whole fight: more damage, dodge, block, armour, health, tempo or critical chance. Some are trade-offs, such as more damage for less health.
- Active skills roll to trigger at the start of your action, often a limited number of times per fight. They include healing, berserk, nets and hugs that pin an enemy, bombs, roars that scare enemy pets away, hypnosis that steals them, and unavoidable crushing blows.
- Reaction skills trigger outside your own action, for example after you dodge or block.
A fighter can own up to 8 skills, signature skill included, and at most two secondary schools. See schools for how that limit works, and how stats and skills combine.
The list
Nothing matches.
Hammerfist

Iron Knuckles Passive
+2 Strength, +10% damage.

One-Two Passive
Chains punches: +12% combo chance.

Knockout Punch Active
Once per fight: an unavoidable blow at 200% power.

Haymaker Passive
+6% critical, +5% damage.

Opening Bell Active
Opens the fight with an unavoidable blow at 220% power.

Back to the Ropes Active
Once, below 35% health: +60% damage for 3 actions.
Rootgrip

Rooted Stance Passive
+1 armour, +6% block.

Hip Throw Active
Pins the target to the ground: it loses 2 actions.

Mountain Body Passive
+3 Endurance, +10% max health.

Bear Hug Active
Twice per fight: squeezes the target, which loses 2 actions.

Catch Breath Active
Up to 3 times, below 50% health: recovers 7% of max health.

Bell Tabard Passive
+1 armour, +15% max health, -8% evasion, acts 4% less often.
Willow Step

Ginga Sway Passive
+12% evasion.

Cartwheel Tempo Passive
+2 Speed, acts 10% more often.

Untouchable Passive
+8% evasion, +6% counter.

Rooftop Run Passive
+2 Speed, +6% evasion.

Showboat Passive
+20% damage, -6% max health.

Gap in the Guard Passive
After you dodge or block, 60% chance your next blow is a critical.
Old Steel

Blade Discipline Passive
+10% accuracy, +4% critical.

Parry-Riposte Passive
+10% block, +10% counter.

Disarming Bind Passive
+25% chance to knock the opponent's weapon away.

Heron Lunge Active
Twice per fight: an unavoidable thrust at 160% power.

Padded Doublet Passive
Takes 8% less damage from every blow.

Thin Cut Passive
Hits have an 18% chance to make the target bleed: 1.8% of its max health, 4 times.
Thornkick

Snap Kicks Passive
+2 Speed, +8% combo.

Flying Knee Active
Twice per fight: an unavoidable knee at 180% power.

Shin Guards Passive
+1 armour, +8% counter.

Clinch Knees Active
Locks the clinch: +30% damage for 4 actions.

Warm-Up Active
Starts the fight warmed up: +30% damage for 5 actions.

Closing Kick Active
Once, when the rival is below 35% health: an unavoidable kick at 220% power.

Ankle Kick Passive
Hits have a 15% chance to slow the target 35% for 3 actions.
Tavern Rules

Liquid Courage Passive
Survives the first knockout blow with 1 HP and heals 15% of max health.

Bottle Break Active
Goes berserk: +50% damage for 3 actions.

Rowdy Roar Active
Scares every enemy pet out of the yard.

Hair of the Dog Active
Once, below 30% health: heals 25% of max health.

Second Helping Passive
Heals 15% of the damage you deal.

Sore Loser Passive
Every blow you take adds +3% damage, up to +18%.
Skills for every school

Second Wind Active
Once, below 40% health: heals 35% of max health.

Thick Hide Passive
+2 Endurance, +1 armour.

Beast Friend Passive
Your pets gain 40% health and +2 damage.

Hypnotic Whistle Active
Steals every enemy pet for the rest of the fight.

Powder Keg Active
Blasts every enemy (fighter and pets) for 20 damage.

Stubborn Passive
+2 Strength, +1 Endurance.

Quick Feet Passive
+3 Agility.

Pack Leader Passive
Your pets gain 20% health and +1 damage.

Keen Eye Passive
+6% critical.

Sticky Fingers Passive
+15% chance to knock the opponent's weapon away.

Firecrackers Active
Pops every enemy (fighter and pets) for 14 damage.

Millstone Arm Passive
+24% damage, acts 12% less often.

Burr Coat Passive
Returns 15% of the damage you take to the attacker (at least 1).

Taped Grip Passive
Your weapon is 60% harder to knock away or lose; +4% block.