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Ken's Phoenix Flurry stuns one enemy for a turn while granting him a three-turn vigor stance and building Fighting Spirit, making him a hard control unit that locks a priority target down. Once in vigor, his Celestial Kick and Knockout ignore Effect Resistance, shred Defense, and add Burn, so the control and Defense break land reliably. He is a Fire Warrior bruiser whose damage scales off his own max Health, so he wants a big HP pool while staying durable. All of his attacks are single-target, not area sweeps.

Counters

  • High-Defense tanks and walls — He stacks Decrease Defense from both Knockout and Celestial Kick and his damage grows with his own max Health, so armor-reliant frontliners get melted while he stays bulky himself.
  • Single priority threats he can lock down — Phoenix Flurry stuns the target for a turn while Celestial Kick grants him bonus Speed, letting him chain into a struck-down enemy and deny its turn, ideal for shutting off one dangerous carry.
  • Enemies leaning on Effect Resistance — While in his vigor stance, Celestial Kick ignores Effect Resistance, so high-resist targets cannot shrug off his Defense break or control the way they would against ordinary debuffers.
  • Sustain-reliant bruisers — His vigor-empowered Knockout applies a Burn that ticks each turn and his Defense breaks amplify incoming damage, wearing down opponents trying to out-heal the fight.

Countered by

  • Cleanse and debuff removal — His pressure is Decrease Defense, Burn, and Stun; an ally that cleanses removes the armor break and unsticks the stunned target, leaving his single-target hits far less threatening.
  • Effect Resistance and immunity — His Stun and Defense break can be resisted or fully blocked by immunity, and his resistance-ignore only applies while in vigor, so a target immune before he sets up walks free.
  • Buff strip and duration cuts — His kit keys off his self-granted Vigor and Speed-up; Vigor is undispellable so it can not be stripped or stolen, but removing his Speed-up still slows his Burn and resistance-penetration loop.
  • Unhealable and spread-out teams — He only hits one enemy at a time with no area damage, so wide teams can absorb him on a throwaway target, and unhealable counters undercut the HP-pool durability he relies on.
Who counters Ken? — full guide ›

Skills

S1Knockout

Attacks the enemy with a flurry of strikes and has a 50% chance to inflict --decreased Defense-- for 2 turns. When granted vigor, additionally inflicts --burn-- on the target for 2 turns. Damage dealt increases proportional to the caster's max Health.

Decrease DefenseBurn
S2Celestial KickCD 3

Attacks the enemy with a series of kicks, --decreasing Defense-- for 2 turns before granting the caster increased Speed for 2 turns. When the caster is granted vigor, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health.

Increase SpeedDecrease Defense
Soulburn −20 soulsGrants an extra turn.
S3Phoenix FlurryCD 5

Attacks with a flurry of strikes before delivering a powerful blow, --stunning-- for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health. At the start of the first battle, gains 40 Fighting Spirit.

Penetration (Haki)Stun