BLADE & SOUL Kungfu Master Guide By AURYS


The Kungfu Master guide is written by Aurys of Freedom Blade & Soul Guild. The guide is divided into 3 sections, consisting 3 different builds, namely PVE, PVE-AOE and world boss build.

Kungfu Master PVE-1v1 Guide

Kungfu Master is one of the harder if not the hardest class to play as in Blade and Soul. The usage of certain of their skills have activation requirements and some of these skills overlaps in the same hotkey. “Pressure point” is an example of such skill. With decent gear, Kungfu masters are also usually holding aggro of the bosses as they have stable dps and skills to stack aggro which qualify them as “tanks”. Kungfu Masters also have a variety of play styles and combos in which is affected by the skills you decide to spend points in. It is a difficult class to master or to even play casually. Time, patience and practice is needed to really utilize this class even if it is just to play casually. Also a decent ping. :D

As mentioned earlier on the variety of play-styles and combo, I have identified a few. Two of which is the solo and party play-styles. There could be other variety but in this guide, I will be focusing on solo 1v1 pve build. This skill build is leaned towards party play consisting of more disabling “CC” skills as opposed to a solo build that consist of more resist(i-frame) skills.

In this guide, I will be including my older build as well as the current one I am using. This is due to the recent patch that increases skill points per hongmen level and also the fact that i have unlocked some level 5 hongmen skills. Below is the skill build I am currently using. 51 sp at level50 hongmen level8.


Note: I have binded hotkeys of originally Z and V to the one in the screenshot above V and Z.

Counter Level5 Branch4


This is one of the level 5 hongmen skill I have unlocked and is an important skill to have to ensure survivability as well as assuming the role of a tank. It gives Kungfu masters the role of a tank by increasing or stacking up threat/aggro and ensures survivability by resisting(i-frame) any incoming attacks for 1sec after a successful counter. It is advisable to time your counters as it only has a counter duration of 1sec and you may get hit after the 1sec counter duration is up as some bosses’ skills have slow casting time. This is also due to counter having the cooldown of 1.3s which leaves u vulnerable to attacks for that 0.3seconds. 0.3seconds doesn’t seem much but trust me you’ll get hit more often if u don’t time your counters and instead just spamming it. Counter also serves as an activation skill for other skills like advancing fist(RB) and iron mountain(F).

Different ways of DPS-ing:

Main dps skill combo are explosive fist(2) justice fist(LB) and occasionally kaiten kick(F) if either (LB) or (2) gets a critical hit. This combo can further be improved by adding shoryuken(F) that will be available on hit with kaiten kick(F).




Justice Fist(LB) Level5 Branch1


Applies 1 bleed stack per hit and recover additional 1 chi per critical hit which totals up to 2chi recover on critical hit and a 1chi recover on normal hit. Kaiten Kick(F) becomes available on critical hit.

Explosive Fist(2) Level4 Branch2


Refunds 2 chi on critical hit and recovers 1% of your total health points. Increases aggro per hit on you which is fine as Kungfu Masters are tanks. Kaiten kick(F) becomes available on critical hit.

Kaiten Kick(F) Level3 Branch2


Deals about 2 times more damage on critical hit as compared to explosive fist(2). An essential skill to maintain dps and aggro. Cost 2 chi to cast. Shoryuken(F) available on hit.

An alternate dps skill combo for stunned, weakened, choked or force gripped targets the repeating combo of ankle blow(3), kaiten kick and shoryuken(F) when it is not on cooldown.

and for players who don’t have ping issues or have really stable ping and no lag spikes could try to incorporate justice fist(LB) into the above combo.
Shoryuken(F) Level2 Branch3


Shoryuken works well with the various dps combos mentioned above especially against bosses that are immune knock-up as there will be a damage bonus against such bosses. Not recommended to use this against bosses that can be knock up like mushin etc as knocking them up will mean that u lose valuable time to dish out more damage. Re-spec the 2 sp here to iron mountain(F) when facing such bosses. Cost 2 chi to cast.

Ankle blow(3) Level4 Branch2

Ankle blow is an overlapping skill that shares the same hotkey as low sweep(3). It becomes available on stunned, weakened, gripped or force choked target and is also most commonly used to stack pressure point(X). Kaiten kick(F) also becomes available on hit making is place in the alternate dps combo mentioned above.


Iron Mountain(F) Level3 Branch2 – re-spec with shoryken(F)

Does not put target into weakened state and spin kick available on critical hit. The reason why 2 sp is re-spec here. When fighting foes like mushin, you can’t afford the knock-up effect of shoryuken nor the knockback effect of iron mountain. With 2 sp spent here iron mountain loses both its knockback and weakened effect but now deals damage comparable to shoryuken. A good trade-off I would say. Spin kick available on hit.


Spin kick(4)

A high damage skill which helps to improve overall dps. Hits harder than both shoryuken(F) or iron mountain(F), have an aoe of 2×4 range but have a long cool-down of 24sec as well as activation requirement. Most commonly used after a critical hit with palm strike(X). No sp needed here.

Crushing Fist(4) Level4 Branch4

I included this in my build as there are enough sp to spend here. Basically this is also a high damage skill and have certain activation requirement to meet. Crushing fist will be further explained on my “pve aoe section” section due to this part of the guide already being lengthy.

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