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Hello! Welcome to the 3rd rendition of my beginner KFM guide. I am Turbo, a KFM who has
been playing since the launch of Blade and Soul in NA and have tanked almost every instance in
the game. I’m not the best KFM out there, but I felt like I had enough knowledge of the class to
write up a guide and help new KFMs. I have played both Fire and Wind KFM, started the game
with Fire and switched to Wind with the release of BT. My KFM
This is a guide to help newer KFMs that are starting out and to help new players to the game who
are interested in playing the class. In this guide, I will be going over KFMs skills, combos, and
general KFM knowledge to help you through the leveling process and into endgame content.
Please keep in mind, that KFM is a melee class and is considered one of the most difficult classes
in the game. The class is also considered to be a tank class; however, you can still play as a pure
DPS + buffer (but let’s be real, tanking is pretty fun). Newer players to Blade and Soul, keep in
mind that this game does not rely on the “holy trinity” unlike other MMOs. Every single class
can be a DPS and every class can tank a boss. Where KFM shines is its ability to tank and keep
the boss still in one position without having it move around and to keep the boss facing one
direction so that the rest of the party can DPS without getting hit. Remember, this is only a guide
meant to help and give advice. Experiment with different skills and see which ones you prefer.
Most importantly, have fun!
To see a list of updates that have been made to this guide, check the reddit post
Abilities
https://bnstree.com/classes/kung-fu-master
I will be going over all of the KFM abilities down the list based on level for both Wind and Fire
build. Keep in mind some of these skills are used in PvP and I will not be covering those in
detail. BEFORE WE START: You need to know what iframes are if you do not already. iframes,
or invincibility frames, are skills that let you become invincible from damage and cc for the
duration of the ability’s animation. These are very important in Blade and Soul as it will be your
best way to avoid damage in this game. Every class has them, but they are essential to the KFM’s
kit as you will need to use these to play the class properly. To see which abilities are iframes,
hover over the ability and it will say “User resists damage and status effects”. Alright, onto the
abilities.
Note: for newer players to the game, I will mark basic rule of thumbs for the game with: RULE
OF THUMB.
[F] Smite
For Wind KFM, this is one of the ways you will be procing [X] Searing Palm. For Fire KFM,
this ability will restore a big chunk of your focus, allowing you to spam more [2] Tiger Strikes.
● Move 1: used in PvE, not much to say here, spec this unless you are doing PvP.
● Move 2: used in PvP to knockup the opponent for an air combo.
[E] Footwork/[Q] Shadow Dance
This is KFM’s main iframe skill. USE IT. Q and E on resist will give you additional movement
speed, recovers focus, procs [X] Searing Palm, and gives you a stack of agility. If you gain 3
stacks of agility, you gain 100% evasion for 6 seconds. The main attribute that makes this ability
so good is that you can iframe as many attacks during the animation of the ability AND 1 second
after. It might not sound like a lot, but this makes KFM one of the most slippery classes in the
game in PvP and makes you virtually invincible in PvE. The iframe will feel very long, so don’t
be afraid to iframe a bit early to avoid attacks as it lasts quite a bit. And as a bonus, if you iframe
3 attacks during a Q and/or E, you gain max agility which gives you that 100% evasion for 6
seconds, letting you survive hits for even longer. Be careful, however, as these abilities have 16
second cooldowns each. Keep track of your iframes and plan ahead during a fight to see what
iframes you have left at your disposal and how many you will need. Be careful of moving or
spinning the boss while using this ability if you are tanking so as to not let the boss hit your party
members.
[1] Tornado
Basic getup ability after you have been knocked down. Remember, that if you get hit during this
abilities animation by any normal attack, it will put you back on the ground. Be careful when
using this ability however, as it will knockback targets hit and might cause the party to miss a
joint cc onto a boss.
[SS] Backstep
Another one of KFM’s major iframes. It is very similar to [E] Footwork/[Q] Shadow Dance,
although it does not provide the extra 1 second iframe. It will stack agility and give buffs similar
to [E/Q]. It has the benefit of only having an 8 second cooldown compared to the 16 seconds of
[E/Q]. Be careful of moving or spinning the boss while using this ability if you are tanking so as
to not let the boss hit your party members.
[F] Retreat
Basic escape ability after you have been dazed, knocked down, or rendered unconscious. It does
move you back 4 meters so be careful of moving the boss if you are tanking.
[LMB/R] Tiger’s Pounce
A knockdown ability that can be used after using [SS] Backstep. Pair this with [3] Leg Sweep to
perform a double knockdown.
[V] Tremor
This is another major ability for KFM as it boosts the damage of your main damage ability by
20% ([F] Cyclone Kick for Wind and [2] Tiger Strike for Fire) and buffs your party’s crit
damage. Use it on cooldown, or try to time it with your [Tab] Fighting Spirit.
● Move 1: stuns targets, only used in PvP.
● Move 2: used in PvE if you are tanking, the ability will give you the 150% threat buff as
well as generating 300% threat from the damage of the ability itself. Pulls enemies
towards your location, good for grouping up trash mobs.
● Move 3: used in PvE if you are not tanking. Pulls enemies similar to Move 2, but also has
the added benefit of doubling your Attack Power for 10 seconds if you pulled more than
3 mobs. Great for getting rid of trash mobs quickly.
[RMB] Triple Kick/Firestorm Kick/ Firestorm Kick (Fire)/Chained Mace (Wind)
This ability is not used as much but is a nice filler to your damage rotation.
● Move 1: basic stun to your target. Used in PvP, not used in PvE
● Move 2: similar to Move 1, but stuns in an aoe and has a longer cooldown. Used in some
matchups in PvP, not used in PvE.
● Move 3, Chained Mace (Wind): basic damage dealing ability that recovers focus, can be
used on resist with [E] Footwork/[Q] Shadow Dance, [C] Flurry, or [SS] Backstep. This
should be animation canceled with [F] Cyclone Kick as soon as the animation for
Chained Mace starts.
● Move 3, Firestorm Kick (Fire): unlike its Wind counterpart, Chained Mace, Firestorm
kick cannot be animation canceled so it is used less. It is useful if you do not need to use
the resist to proc [X] Searing Palm and you can use it to recover focus to keep spamming
[2] Tiger Strike.
FIRE
Fire build is quite easier, as [F] Searing Blow is part of your main rotation. [F] Searing Blow will
reduce the cooldown of [X] Searing Palm by 7 seconds. This makes it so Fire build can rush to
stage 4, and by then the cooldown of [X] Searing Palm should be back up as you will be using
[F] Searing Blow quite a bit. This doesn’t mean that the skills that reduce the cooldown of
Searing Palm are not important, skilled Fire KFMs will rarely use [F] Searing Blow as it
decreases their DPS (will be explained later in the rotations part of the guide).
One other thing that makes Fire different is [X] Leading Palm. Unlike [X] Roaring Tiger for
Wind build, [X] Leading Palm has a damage multiplier added onto it. The higher stage [X]
Searing Palm is, the more damage [X] Leading Palm does. So, you want to ideally save [X]
Leading Palm for use at the very end of stage 4, where you will once again stack to stage 1. The
activation period of [X] Leading Palm is enough to where if you use [X] Leading Palm with 1-2
seconds remaining on [X] Searing Palm stage 4, you can activate stage 1.
Another complicated thing about Fire KFM is that you will often find yourself not having
enough activators, unlike Wind build. If you look up to the list of activators, you will see that
you cannot use [F] Smite to activate [X] Searing Palm. Instead you only have to rely on [4]
Hellfire kick and [RMB] Avenging Fist. You want to save [X] Leading Palm for stage 4 burst,
and you want to save [4] Comet Strike to use at stage 4 for extra damage. Since [4] Hellfire Kick
has a 9 second cooldown, I tend to use Hellfire Kick to stack a lot. If your ping doesn’t allow
this, feel free to use [4] Comet Strike, but try to save [X] Leading Palm for stage 4 use.
WIND
● HM Comet Strike [4] [Move 1,3] (Comet Strike - Volume 2) - This skill is a straight up
damage increase to your hardest hitting ability (until VT gear, which if you are new and
starting out will be a long ways away). Get this ASAP if you are starting up a fresh KFM.
● HM Straight Jab [LMB] [Move 1,2] (Hongmoon Secret Technique - Straight Jab) - This
skill will let you do the RF combo, as it allow Cyclone Kick [F] to be used after a crit
with Straight Jab [LMB]. A pretty easy skill to get, this is on the same level priority as
HM 4 and should be gotten ASAP.
● HM Counter [1] [Move 2,3] (Fateful Tome - Counter) - This skill adds a 1 second iframe
after blocking, which boosts KFM survivability substantially and is a must have in high
end boss fights.
Again, any skills not mentioned are either reserved for PvP or not cost effective enough to be
worth grabbing them unless you got some money hanging around that you want to use.
FIRE
● HM Comet Strike [4] [Move 1,3] (Comet Strike - Volume 2) - This skill is a straight up
damage increase to your hardest hitting ability (until VT gear, which if you are new and
starting out will be a long ways away). Get this ASAP if you are starting up a fresh KFM.
● HM Tiger Strike [2] [Move 1] (Swift Strike Mastery) - This skill is a straight dps increase
to your main damage ability, Tiger Strike [2]. A must have for fire KFMs. This skill is on
the same level priority as HM 4 and should be gotten ASAP.
● HM Counter [1] [Move 2,3] (Fateful Tome - Counter) - This skill adds a 1 second iframe
after blocking, which boosts KFM survivability substantially and is a must have in high
end boss fights.
Again, any skills not mentioned are either reserved for PvP or not cost effective enough to be
worth grabbing them unless you got some money hanging around that you want to use.
Alright, now that you know how KFM works, time to find out how KFM plays.
Rotation
To start off, we’ll go over the leveling process. You want to be using Fire build to level, as [2]
Tiger Strike is aoe and makes killing mobs quite easier. The only problem is you’ll run out of
focus pretty quickly. Use [LMB/R] Straight Jab when you run out of focus, and don’t forget your
various focus recovery skills. Alternatively, you can spam [2] Tiger Strike and [LMB/R] Straight
Jab for a simple combo of 2r2r2r2r. Remember to use [F] Searing Blows whenever it is up to
recover focus also.
When it comes to endgame however, both builds play VERY differently. Both perform about the
same, so pick whichever one you prefer or whichever one your ping allows.
WIND
Wind build’s main rotation is: 2rf
Since [F] Cyclone Kick is your main damage ability, you want to use [2] Swift Strike to proc [F]
Cyclone Kick. You use [LMB/R] Straight Jab in between so you don’t run out of focus. Here is
what it should kinda look like. Alternatively if you are having focus problems you could also
use: r2rf. Remember to maintain your [X] Searing Palm and use your other skills to maintain
focus if you are having focus problems.
When you have the Hongmoon skill for LMB (Hongmoon Pellet), you can rf. HM LMB makes it
so when you crit on [LMB/R] Straight Jab, it procs [F] Cyclone Kick. The reason rf does more
damage than 2rf is because of the skill speed. Because you can animation cancel rf much faster
than 2rf, you end up doing more damage. This is only possible if your ping allows. If you cannot
properly do the animation cancel, you will do more damage if you stick to 2rf. But if you CAN
do the cancel properly, you will end up doing a lot more damage. You also need 100% crit
chance. Because of this, you need to have the buff from [Tab] Fighting Spirit, Stage 4 of [X]
Searing Palm, or have the buff from [X] Awakened Searing Palm. If you do it correctly it should
kinda look like this.
Wind is the harder spec because you have to animation cancel. Animation canceling is the act of
performing an action, then canceling the animation of that action, but still having its intended
effect go through. The animation of [F] Cyclone Kick is going to be canceled (as seen in the gif)
but its damage still goes through. This makes it so you can perform many more actions, resulting
in more damage. Combine this with managing your [X] Searing Palm, doing boss mechanics,
and even tanking, you end up with one of the hardest classes to play in the game. It’s hard, but
rewarding; and if you find it enjoyable, then go ahead and play it!
So, in review, your main rotation is 2rf, and at Searing Palm stage 4, your rotation changes to rf
(if you can do it properly), while maintaining your Searing Palm buff at all times.
FIRE
Fire build’s main rotation is quite simple: 22f
Since your main damage ability is [2] Tiger Strike, you want to spam this as much as possible.
Your only limit is the amount of focus you have, because of this you want to have good focus
management. Stacking Searing Palm, using [F] Smite for the 7 focus regen, and other abilities to
keep the focus up. Obviously, if you can fit more [2] Tiger Strikes into your rotation, do so. 22f
works when you have minimal focus. Also keep in mind that you have to crit with [2] Tiger
Strike to proc [F] Searing Blow so stacking to the higher stages of Searing Palm will be
important to keeping your crit rate as high as possible to consistently be able to proc [F] Searing
Blow. Simple enough, it should look kinda like this. Because of this, Fire build is the easier build
to play, but the class overall is still complicated enough that I enjoy it. If you love KFM and
don’t want to get carpel tunnel playing Wind build, Fire might be for you!
So, in review, use Tiger Strike as much as possible, use Searing Blows to regen focus and to keep
the cooldown of Searing Palm as low as possible. Use focus regen skills to maintain good focus
while spamming Tiger Strike.
Skills during buffs (What buttons do I press?)
So more often than not, you will have a Warlock in your party to provide Soulburn or another
KFM/Sin to provide another Blue Buff (Fighting Spirit buff). Your rotation will change when
these buffs are active, so here’s what you will be doing.
● [Tab] Fighting Spirit (your own): During your own blue buff, you want to get as many
Comet Strikes out as possible. Make sure to stack Searing Palm stage 3 before popping
Blue Buff to get 100% crit and maximize your damage.
○ Wind: 4rf4rf4rf4rf. Assuming you have HM LMB, your rotation will be 4rf. Since
you have 100% crit with Searing Palm stage 3 and Blue Buff, you can rf and at
the same time fit those Comet Strikes in there. Remember to cancel the animation
of [4] Comet Strike with [R] Straight Jab and the animation of [F] Cyclone Kick
with 4. And don’t forget to stack that last stage of Searing Palm to enjoy another
10 seconds of 100% crit and rf away.
○ Fire: 4r24r24r24r2. Even though Tiger Strike’s animation is quite a bit longer
than rf, since Fire Comet Strike doesn’t let you hit twice, you have the time to fit
in Tiger Strikes. Just remember to cancel the animation of 4 with r similar to the
Wind rotation and stack the last stage of Searing Palm at the end of the 10
seconds.
● Soulburn: During Soulburn, you get access to [X] Awakened Searing Palm. This will
change up your rotation quite a bit as it does different things for both builds. Do
remember that Soulburn lasts 15 seconds, while the buff you get (Awakened Unleashed
Flow) lasts 10 seconds, so be sure to refresh the buff after it ends the first time so when
Soulburn ends, you’ll have the buff for another 5-10 seconds.
○ Wind: rf. After using Awakened Searing Palm, [F] Cyclone Kick becomes
available for 10 seconds without any conditions. This means you can rf even
smoother than before and push out even more damage. The damage of Cyclone
Kick gets increased also, so it is not worth it to use Awakened Searing Palm other
than to activate the use of Cyclone Kick. Remember to reapply the buff near the
end of Soulburn to have another 10 seconds of rf.
○ Fire: 22f. Awakened Unleashed Flow will also buff your Tiger Strike, so
spamming more Tiger Strikes will get you tons of damage. Remember to reapply
the buff near the end of Soulburn to have more uptime on the extra Tiger Strike
damage.
● Soulburn + Fighting Spirit (Your own): Now you have the ability to reset Comet Strike as
well, so let’s implement it into your combos. Remember to apply Awakened Searing
Palm at the beginning and near the end of Soulburn.
○ Wind: 4rf4rf4rf4rf. This combo will still do massive damage, so you want to spam
this as much as you can. After your Blue Buff wears off, reapply Awakened
Searing Palm and go back to rf.
○ Fire: 4rx4rx4rx4rx. Since Awakened Searing Palm can also be activated by using
[4] Comet Strike, this combo does massive burst damage. Remember reapply
Awakened Searing Palm and go back to 22f.
As with anything, these combos are for lower geared characters. When you progress and get
higher gear, combos will change according to your gear. I am aware that many of these combos
can be adjusted to get the most damage out of the class, but this is what I am comfortable with.
There are many different combos, find the ones that work for you!
Gearing
When it comes to gear, KFM is pretty straightforward. Here is a spreadsheet with most of the
KFM gear. Do keep in mind that if you get some of these pieces of gear, your rotation and
combos can change depending on what gear you have. Again, these combos that I have been
using and they have been working for me. Many combos exist out there, find the ones that fit
your playstyle and ping. Also keep in mind the higher you gear up, the more these combos will
change.
Soul Shields
You want to aim for 8-piece MSP ASAP. This is core for KFM and will get you into BT for later
soulshields. Next aim for 3 BT 5 MSP into 5 BT 3 MSP. 8 BT can be used, but only in a party.
This is because 8 set will give 30% cooldown reduction on Fighting Spirit. It also synergizes
well with Warlock’s 8 piece as it gives 30% cooldown reduction on Soulburn. Use 5 BT 3 MSP
for solo play as it provides the most solo damage.
Legendary Weapon
Most KFMs will go Baleful as it is the better path. Seraphs can be used for Fire KFMs also,
although personally I have not used it. Raven is super strong for KFM and provides a massive
DPS increase. The Dawnforged/Riftwalk path is much cheaper however, so if you can afford to
wait for it, go Dawn/Rift as you will save thousands of gold in the long run. But if you need
damage immediately or don’t care about costs too much, go Raven. Dawnforged/Riftwalk want
to eventually go Raven, as it is the best path in the game currently.
Soul Badge
The best Soul Badge at the moment is the blue Magnum badge. This badge will change your
rotation significantly and make you do a lot more damage. The badge lets you apply stage 1 of
Searing Palm using [RMB] Guiding Fist, regardless of the cooldown on Searing Palm. It will
only apply stage 1 if there is no Searing Palm active, and doesn’t put Searing Palm on cooldown
after applying stage 1. The badge also resets the cooldown of [X] Roaring Tiger and [X] Leading
Palm after using [RMB] Guiding Fist. With this:
● Wind build can rush stage 4 Searing Palm without having to worry about timing the
cooldown of Searing Palm, significantly increasing their damage and making it so they
do not have to use 2rf anymore and can just rf after rushing stage 4.
● Fire build can stack Searing Palm a lot easier. You can use Leading Palm to stack without
having to save it for the stage 4 burst, as the cooldown can easily be reset. This is a must
have for KFM.
Bracelet
Both elements want to be using the Divine Dragon Bracelet.
Final Thoughts/Credits
Thanks so much for reading! This guide took a while to write, and being the 3rd version, many
hours were sunk into doing the research and writing up this guide. I appreciate you all who made
it all the way through ^-^ All KFMs play differently, many people have different preference and
ways to approach situations during a fight, and the dynamic nature of the class makes it my
favorite class in the game. Of course, if anyone notices mistakes in my guide, please point them
out so I can get them fixed and get the right information out to readers ASAP. If anyone else has
tips, feel free to leave them in the comments. Thanks once more for reading :D
A shoutout to the guys over at BnS Academy, they have helped me a bunch with the content in
this guide. For more advanced tips and tricks, I recommend joining the BnS Academy Discord
They have many skilled KFMs that can help you polish and fine tune your gameplay to get the
most out of the class!