Absolute: Charging Slash
Shield Push
Absolute: Deep Ground Slash
Evasion (Do not confuse with Prime: Evasion)
Absolute: Charge Counter
PvP-viable option. Requires precise timing - if mistimed, it can whiff completely and make you use Shield Strike instead. Not recommended for beginners.
Whirl Smash
Strong skill with very janky input, often forcing auto-attack by mistake. Safer to keep locked until PA adjusts its activation.
Absolute: Kick
Only used for BM/Reset combos in PvP.
Meditation
Inputs can interfere with Spin Counter. Extremely niche use overall.
⭐Seismic Strike – Quick, reliable SA that’s easily cancelable in PvP. Preferred PvE Rabam.
Frenzied Spear – Offers CC and movement, but unprotected.
Shield Assault – Just don’t.
⭐Shield Tide – Movement skill, SA into FG during the latter portion of the skill.
Counter Slash – Flows into the 2nd slash from Seismic Strike. Basically a weaker Dusk Slash but with FG. Stick to Dusk Slash.
⭐Dusk Slash – Flows into the 2nd slash from Seismic Strike. Solid damage filler.
Absolute: Piercing Spear – No innate input. Useful ranged CC + add-on proc. 100% mandatory.
Prime: Scars of Dusk – Input (C) often fails to activate when hit in Q-block stance. Mandatory hotbar.
Highly Recommended
Prime: Solar Flare – Lets you instantly engage from non-combat stance. Extremely useful when leaving respawn iframe during nodewars or using safezone immunity.
Prime: Ground Smash – Same reasons as Prime: Solar Flare
Absolute: Deep Thrust – Only accessible via hotbar due to Severing Thrust override. Niche use for scaling vertical terrain without triggering fall animation.
Meditation – Small 500 HP/MP self-heal on 20s cooldown. Occasionally saves you from DoTs. Original inputs are janky and can interrupt Spin Counter, so hotbar is smoother.
Seismic Strike – Original input (Shift+X) can feel clunky for some. Optional hotbar.
Shield Tide – Same case as Seismic Strike (Shift+Z input can feel janky). Optional hotbar.
Irrelevant
War Cry – Only usable on hotbar, but purely a roleplay skill nowadays with no practical use.
Guard (Block)- +40 DP for 20s
Counter- +28 AP for 10s
Spinning Slash- Crit Rate 100% for 3s
Ground Smash- Movement Spd -20% for 5s
Ground Slash- -25 DP for 10s
Solar Flare- -12 Evasion for 10s
Enhanced Spirit (E-Buff)-
+1500 HP
+80 Accuracy
+40 DP
+40% Movement Speed
Take Down (Grab)- -25 DP for 10s
War Cry- +20 DP for 20s
Meditation- +500 HP/WP
In terms of mobility, succession warrior has a better sustain of movement over long range than Awakening and also on par when it comes to burst movement with lesser protection due to Solar Flare being unprotected and Frenzied Dash being FG. The movement is not that different from the awakening kit because you will be using the same skill in pre-awakening, although you have some more mobility from the Succession kit as well.
Prime: Forward slash - Main mobility skills over long range, unprotected so use sparingly in PvP or when you know it's safe to do so.
Prime: Solar Flare - Main burst mobility skill, unprotected, and while really fast, you should learn when it's safe to use it in PvP.
Prime: Evasion - Our main iFrame (also the only one) and smooth mobility skill transition, as well as an important pseudo-cancel.
Charging Thrust - Series of FG dashes, automatically upgraded when playing succession, which makes it cover a bit more distance.
Frenzied Dash - FG Burst Dash, very useful for chaining movement
Shield Charge - Small FG movement, very useful for chaining flows and a stiff.
Chopping Kick - Small SA movement, vital pseudo-cancel, very useful for chaining flows.
In my opinion, most important section of this guide, class requires you to properly flow from skill-to-skill for it to feel nice and smooth, i highly recommend practicing in BA to get it down.
Flows from Charging thrust (W+F)
Flows from Solar Flare (W+C)
Flows from Frenzied Dash (Shift + Q)
Flows from Quick Counter and cancels it (S + LMB)
Has a faster animation when used from Prime: Evasion (A/D + LMB)
Flows from Ground Smash (Shift + F)
Holding Shift + F makes you cast Earth Tremor at the same spot as Ground Smash
Holding F makes you jump in the direction you're looking in
Flows from Pulverize (S+C)
Flows from Frenzied Dash (Shift+Q)
Flows from Quick Counter (S+LMB)
Can be used when Ground Smash is on CD
Flows from Sideways cut but only if you moving right (D+RMB)
Flows from Shield Charge (W+RMB)
Flows from Severing Thrust (Shift+LMB)
Flows to Scars of Dusk (C)
Flows from Block (Hold S prior to input)
Flows to Earth Tremor (Leap version, use only F, if you use Shift+F, it will trigger Ground Smash if off-CD)
Flows to Counter (S + LMB)
Flows to Scars of Dusk on its 3nd hit (C)
Flows to Spinning Slash (S + RMB)
Flows from Shield Strike (RMB)
Flows from Pulverize (S + C)
Flows to Severing Thrust (Shift + LMB)
Flows to Chopping Kick (S + F)
Flows to Scars of Dusk ( C)
Flows to Shield Strike 2nd hit (RMB)
Flows to Spin Slash (S+RMB)
Succession Warrior: Solar Flare flows
Succession Warrior: Solar Flare flows
The key to maximizing DPS for succession warriors is to make use of Lingering Crit, Lingering Crit is a unique succession warrior mechanic that allows your skills to have 100% Crit rate. Lingering crit can be achieved by casting Spinning Slash which gives you a 3 second window to cast our main dps skills - Heavy Strike and Ground Slash or in group situations, Pulverize, giving all of the skills 100% crit rate. Remember that Jump Slash refreshes the duration of the lingering crit buff.
Here are some examples on how lingering crit can be used to maximize your DPS output in PvE scenarios:
Lingering Crit combos:
Spinning Slash > Jump Slash > Ground Slash > Heavy Strike 3x - Counter > Heavy Strike 3x
Solar Flare > Jump Slash > Ground slash > Heavy Strike 3x - Counter - Heavy Strike 3x
Lingering Crit combos with Z-buff and/or Shai buff:
Spinning Slash > Jump Slash > Ground Slash > Heavy strike 3x - Counter - Heavy strike 3x
Solar Flare > Jump Slash > Heavy strike 3x - Counter - Heavy strike 3x - Counter > Heavy Strike 3x
Counter and Shield Strike can be used interchangably for flowing from Heavy Strike into Heavy Strike, depending on what you prefer, although after patch on March 13th 2025, Counter is the superior option after getting it's damage buffed.
Heavy strike, Ground Slash, Pulverize and Shield Strike are the only skills that do not have 100% crit rate which is why it is important to make use of lingering crit to maximize damage, after addon and z-buff changes however, using lingering crit on pulverize is inconsequential, as now you can reach 100% crit rate on the skill without utilising this tech (50% skill base crit, 18% crit from 5 stat points, 30% from addon, 30% from z-buff = 128% crit rate with z-buff = 98% crit rate without z-buff)
This section might be confusing to some, but to summarize it, couple skills on warrior leave you in a "uncancelable" hang-time at the end of animation after skill is finished casting, and that applies to many succession skills. You cannot however, do animations cancels in middle of animation, hence the name "pseudo-canceling". The main skill used for "pseudo-canceling" is Prime: Evasion(also known as sidestep), but Chopping kick, Shield charge and Forward Slash can be utilised in such manner as such as well.
Skills that call for always being "pseudo-canceled":
-Solar Flare (I recommend watching this video: Solar Flare flows)
-Ground Smash (Could leave you open to being grabbed)
-Shield Strike (FG, therefore could leave you open to CC)
Note: it's worth to keep in mind that some skills cancel better with Prime: Evasion, while others cancel better with other options, but at the end of the day, you should pick whichever skill best suits the situation and based on what skill isn't on cooldown to posture yourself to best suit the scenario.
Counter is unique skill, in a way where you can cast it 2 ways, one version of the skill will be a horizontal slash around yourself to produce an AoE KD, while the other will be a slash in front of you, that will release an energy wave that will float CC your enemies.
Spin Counter (Knockdown) S + LMB + Space - KD version of the skill, one of 2 KD's in our kit, input is replaced by just Space when used as flow after these skills:
Severing Thrust
Heavy Strike (3rd Strike)
Chopping Kick
Pulverize
Prime: Evasion
Shield Charge
Sideways Cut
Guard (Q-Block)
Shield Tide
Energy Counter (Float) S + LMB - Float version of the skill, our main ranged CC catch, personally my favorite skill in the whole kit, can be casted as Quick Counter to cast instantly when used as flow after these skills:
Severing Thrust
Heavy Strike (3rd Strike)
Chopping Kick
Pulverize
Prime: Evasion
Shield Charge
Sideways Cut (but only if moving right)
Guard (Q-Block)
Counter gives a 6% accuracy buff for 10 seconds upon use.
Shield Strike fixes our over reliance on Counter to re-cc opponents who are using adamantines, Shield Strike has a KD which adds another instance to trigger KD right after Counter
I recommend you learn how to play with it unlocked, the sooner the better.
List of all skills that proc 3rd hit of Shield Strike:
Ground Slash, Spinning Slash, Jump Slash, Counter (both energy and spin) , Pulverize, after the first hit of Scars of Dusk, Chopping Kick
List of all skills that proc 2nd hit of Shield Strike:
Sideways Cut (only going Right), Solar Flare, Forward Slash, Kick (both 1st kick of F and 1st kick of A+F)
Skill used mostly after Ground Slash to go into Stiff > KD
To secure a higher chance of KD you can use it after counter and immediately use evasion to cancel the animation.
Note: The end animation can only be canceled by Prime: Evasion and to some extent Severing Thrust and Heavy Strike.
Used to be a bound CC, useful for punishing blockjumps and sorceress when she was leaving nightmare to pop out behind us out of Q-block, nowadays it's main use is triggering flows, chaining movement, small repositioning and pseudo-canceling, i highly advice keeping track of this skill's cooldown at all times.