WWM Skill Priority

RULESET

Learn how stagger and defense calculate in the game.

Read Ruleset →

Combat Lab

Test 1v1 skill interactions or search for counters to specific weapons and mystic skills.

Enter Combat Lab →

Skill Priority Data

See overall Weapon and Mystic Skill Priority data.

View Data →

Attunements / Inner Ways

Configure gear attunements and Inner Ways that modify skill stagger and defense.

Configure Attunements →

Combat Laboratory

Compare all priorities between 2 weapon sets. Helpful to visually see specific matchups priority strengths and weaknesses.

Some skills leverage Inner Ways and Attunements for priority, such as adding Tenacity to said skill etc; however, several are still being implemented and may be missing. Ongoing testing is in progress for all synergistic additions.

Want to understand how stagger/defense logic is functioning? Read the full Ruleset →

Skill A

Weapon / Skill Strategic Sword

Skill B

Weapon / Skill Nameless Sword

Counter Selection

Select a skill to see everything that can break it.

Target Weapon / Skill Strategic Sword
1 S
0 D

Potential Counters

Select a skill to analyze.

YOUR BUILD

Player Loadout

Primary Weapon Strategic Sword
Secondary Weapon Nameless Sword
Skill 1 Meridian Touch
Skill 2 Cloud Steps
Skill 3 Lions Roar
Skill 4 Leaping Toad
Skill 5 Guardians Palm
Skill 6 Flaming Meteor
Skill 7 Flute of the Tides
Skill 8 Talon Strike
VS
ENEMY BUILD

Opponent Loadout

Primary Weapon Heavenquaker Spear
Secondary Weapon Nameless Spear

Enemy Mystic Skills are currently unknown and excluded from analysis.

Tactical Matchup analysis

Analyzing build interactions based on current loadouts.

Combat Ruleset

A comprehensive guide to understanding Priority, Stagger, and Combat Outcomes.

Core Principle

To win a trade, your Stagger (S) must be greater than their Defense (D), while your Defense successfully holds against their Stagger.

Victory Example: Martial Art (S2, D1) vs Light Attack (S1, D0) = Winner: (Stagger beats Defense and Defense holds against Stagger).

If both players break through defense (Stagger > Defense for both), you both Stagger. In this state, generally whoever casts the ability first wins the trade; however, high Ping and Animation Speed can cause variations.

$

The Four Outcomes

1. Victory (Win)

Your Stagger is higher than their Defense, AND their Stagger is lower than or equal to your Defense. You will cleanly break their attack and Stagger them.

Example: Your Martial Art (S2, D1) vs Their Light Attack (S1, D0). Your Stagger breaks their Defense, and your Defense successfully holds against their Stagger.
2. Defeat (Loss)

Their Stagger is higher than your Defense, AND your Stagger is lower than or equal to their Defense. They will break your attack and clearly Stagger you.

Example: Your Light Attack (S1, D0) vs Their Martial Art (S2, D1). Their Stagger breaks your Defense, and their Defense successfully holds against your Stagger.
3. Both Staggered (Clash)

Both players have a Stagger that successfully breaks the opponent's Defense. The winner goes to whichever attack hits and registers first. Due to varied animation speeds, a player who casts their ability first can sometimes lose to a player who casted second, due to a faster animation speed, allowing that player to Stagger first.

Example: Heavy Attack (S1, D0) vs Light Charged Skill (S1, D0). Both attacks possess a Stagger (1) capable of breaking the opposing Defense (0). Whoever directly lands the hit first will win the trade.
4. Both Defend (Draw)

Neither player has a Stagger high enough to break the opponent's Defense. Both players safely hit each other, but not Stagger.

Example: Special Skill (S0, D1) vs Special Skill (S0, D1). Neither Stagger (0) is high enough to punch through a Defense (1), causing both players to draw. (A Stagger of 1 vs a Defense of 1 also results in a draw, as Stagger MUST be higher in value.)

Skill Priorities

Click any skill below to see a video preview.

X No Attack
0 No Stagger/Defense
1 Low Stagger/Defense
2 Mid Stagger/Defense
3 High Stagger/Defense (Tenacity)
4 Extreme Stagger/Unstaggerable (Super Armor)

Skill priorities can change dynamically based on active Inner Ways and Attunements. Please refer to the Attunements/Innerways tab to toggle these effects, as these numbers stand as base levels without modifications.

Attunements & Inner Ways

Configure gear attunements and Inner Way modifiers that change skill stagger and defense priorities.

Toggle attunements on/off to configure which gear modifiers are active. Enabled attunements will eventually modify the Skill Priorities stagger/defense values. Items marked 🔒 TESTING are still being validated and cannot be toggled yet.

Active Attunements

0 / 0 active

Create a Ticket

GET IN TOUCH

Have a question, feedback, or found an issue? I'd love to hear from you. Your input helps me make the site better.