Lahn Guide
Lahn Guide
Welcome to the Lahn Discord’s Class Guide! This document is the culmination of
all of our previous guides which were hosted directly in the discord across various
channels. Covering topics for both Awakened and Succession, this guide will give
you all the information you’ll need.
Did you find a typo, mistake, incorrect or out-of-date information? Ping a @Mod in the discord
and we’ll work to get it corrected.
Would you like to be a contributor working to expand this guide or keep it up to date? Ping
@SnakeChomp#3950 in the discord and we’ll be in touch with you.
July 2023
Updated section on accuracy requirements
Table of Contents
Introduction
Credits and Special Thanks
Change Log
General Information
Awakened or Succession?
What buffs should I use?
How much accuracy do I need?
Kzarka or Offin or Blackstar?
Evasion or DR?
What Crystals should I use?
Gear Guide
Flying 101
Main Skills
Secondary Skills
Skill Enhancements
About Lahn's E and Q buffs
Animation Cancels and Skill Chains
Skill Addons
Advanced Techniques
Double Jump Tech
Awakening
Skills
Skill Builds
Core Skills
Locked Skills
Animation Cancels
PvE Skill Rotations
PvP Combat and Combos
Black Spirit’s Rage Abilities
Succession
Skills
Skill Builds
Locked Skills
Animation Cancels and Skill Chains
PvE Skill Rotations
PvP Combat and Combos
Black Spirit’s Rage Abilities
General Information
Awakened or Succession?
Awakening and Succession are both viable choices to play on Lahn for PvP and PvE content,
but both have their pros and cons. The choice largely comes down to personal preference and
we encourage you to try each spec for yourself to see which one suits your playstyle. We've
highlighted some of the major differences below to help you decide.
Awakened
Awakened Lahn is a 1v1 queen with a ranged grab, fast attack animations and strong burst
damage. She also has good burst movement with Bloody Stride, allowing her to move towards
targets quickly. Awakening has good protected skills for 1v1 scenarios, but is a bit lacking in 1vX
situations due to how easily she will be blown up. Awakening has good engagement tools but
lacks the skills needed to disengage effectively due to the long cooldowns on her mobility skills.
That being said, Awakened Lahn can still do well in 1vX, you can do well in your own role,
picking off stragglers and such. Her performance in PvE is strong, her skills have ridiculous
amounts of HP sustain, and most importantly of all she can do just as well as Succession can,
although it requires more effort than Succession to play well.
Succession
Succession is a weaker duelist but makes up for it more in the 1vX side. Succession loses the
grab, but gains bigger AOEs, more protection and the ability to quickly disengage with the long
distance mobility of Spring Breeze. Succession is very good at getting into groups, dropping
skills and getting out, easily disrupting groups, repairs of forts and other things. Her PvE is
stronger than Awakening at high end spots and is a lot easier to play because of her AOEs and
many protected skills, lending itself to a very chill playstyle. However, she loses the HP sustain
of Awakening, so you will need to use lots of pots and sustain elixirs at spots where mobs hit
hard.
Food
Simple Cron Meal is generally the best food for PvE, although there are a few cases where
Exquisite Cron Meal is better. See the ‘How much accuracy do I need?’ section for more
information on this.
Draughts / Elixirs
Giant’s or Beast’s Draughts should cover most of your needs, especially in lower AP/DP areas.
If you have the suitable DP then Frenzied Draughts are very strong in combination with Spirit
Perfume Elixirs to max out crit.
Villa
If you have the pearl tent, the Body Enhancement villa buff is recommended for high end zones
(Aakman / Hystria and higher).
Alchemy Stones
For high end zones (Aakman / Hystria and higher) you should use an alchemy stone of
destruction. Depending on your budget use either sturdy or sharp alchemy stones. For the ultra
budget option, use a blue Spirit Destruction Stone. For the uber rich, there is of course Vell’s
Heart.
If you cannot reach or come close to 100% accuracy at your preferred grind spot, it is
recommended to use Exquisite Cron Meal to help make up the difference. It is in this particular
case that Exquisite Cron Meal outperforms Simple Cron Meal. If that isn’t enough, you may
have to change your crystal build to prefer accuracy over other stats.
If using the calculator is too much trouble for you, here is a cheat sheet of some pre-calculated
values for Succession players. Note that these values may or may not be perfectly accurate for
you, so it is still recommended to use the calculator yourself.
Aakman 700
Miru 757
Hystria 761
Turos 792
Hexe 853
Quint 881
When it comes to PvP, the amount of accuracy you need depends on the amount of evasion
that your opponents have. Check out the Accuracy & Evasion Spreadsheet for more insight on
this. Garmoth.com also has tools to help calculating PvP hit rates.
Blackstar was a weapon which was added with the Stars End expansion. Blackstar has similar
stats to Kzarka, but is unable to have caphras, has extra monster damage, and is a lot harder
and more expensive to enhance. A Blackstar at TET is the same AP and accuracy as a Kzarka
at PEN level 0 caphras.
Evasion or DR?
Our recommendation is that you should build DR. You should only look at running Evasion when
you have all PEN level gear and a lot of caphras because of the way evasion scales vs DR.
Lahn is extremely squishy and needs the additional DR to soak up the hits that go through, as
well as her needing to maintain high AP and a decent amount of accuracy.
You need to have at least 650 evasion (not including base class stats) before you should even
think about switching to an evasion build, but the difference compared to a damage reduction
build won’t be very noticeable until you reach 700+ evasion(not including base class stats). You
won’t be able to reach 700 evasion without having some PEN level armors. Especially when it
comes to PvP, we do not recommend running evasion unless you have all PEN level gear with
caphras level 13+.
This section hasn’t been updated for the new crystal sets feature
Crystals are asked about a lot but there isn't really any set up that is the best, and it all boils
down to personal preference.
This is a basic set of PvP crystals, with a focus towards defense using Hooms and Special
Evasion crystals. If you can’t afford the Corrupted Magic crystals, then the basic Critical Hit
crystals will work just fine.
This is a PvP build focused on offense by trading Hooms for Human Damage. Special Evasion
crystals are used here, instead of RBF Cobelinus, to help mitigate damage during Forward
Guard. It may be a glass cannon build, but you do at least have to survive long enough to get
your damage out.
This build is specialized for maximizing trash per hour numbers in PvE by stacking lots of hidden
AP. It doesn’t add much of any defenses, so you’ll need to ensure you have sufficient DP in
order to grind safely at your chosen spots. If you have evasion gear, you can move the pair of
Macalods from the helm to boots, adding JIN Harphia crystals in the helm for more evasion.
One thing to note with this build is that you shouldn’t run Carmae crystals in your weapon unless
you have enough accuracy from other sources, otherwise your damage will suffer. See the
section on How much accuracy do I need?
This is a niche build for people that like having a lot of stamina. You lose out on HP and other
defense stats so it substitutes a little with HP crystals in your offhand. You can still use crit
offhand crystals if you prefer.
This is a risky build I only recommend you do if you have full TET including accessories. You will
lose a lot of accuracy so it is required to have Bheg's Gloves and Kzarka along with the TET
accessories for their extra accuracy too. It will give you HP and stacks A LOT of human DMG.
Main Hand Crystals
Crystal of Elkarr
Best-in-slot crystal for Main Hand but they are SUPER expensive. That 12 accuracy is juicy
though.
Flying 101
Flying is one of the Lahn’s signature abilities and is a really fun aspect of the class. Glide over
rivers, canyons or other annoying terrain features with ease.
Flight Skills
Nimbus Stride: This is the first flight skill you will gain access to. The distance traveled
increases as you level up the skill. After you reach the end of the flight animation, you’ll begin to
do a gliding animation towards the ground. This glide animation cannot be interrupted by any
other skills and is actually quite dangerous. Upon starting the skill, you gain a 10 second buff
which renders you immune to falling damage. If you are stuck in the slow gliding animation
when you’re high in the air, the falling damage immunity buff might wear off before you land,
which will likely lead to your death. You’ll want to end Nimbus Stride with a landing skill instead
of the gliding animation. These skills are discussed later in this section.
Nimbus Dismount: This skill allows you to end Nimbus Stride early, but you typically won’t
use it for that purpose. Instead it is mostly used in extended flight combos, which are discussed
later.
Flow: Nimbus Stride: This skill allows you to extend flight by holding shift to cover an
even greater distance. The 10 second fall damage immunity buff is refreshed when you use this
skill. As with Nimbus Stride, if you reach the end of the skill animation, you’ll begin to do the
slow gliding animation towards the ground.
Prime: Spring Breeze: This Succession Only flight skill allows you to glide at skill level
three, which requires level 58 to obtain. Gliding uses stamina. As long as you have stamina
remaining when you land you won’t take falling damage, unlike Nimbus Stride which relies on
the 10 second falling damage immunity buff. Compared to your other flight skills, gliding with
Spring Breeze travels downwards and is not effective at travelling up slopes. While the skill may
be used while on cooldown, the glide portion cannot be.
Important: This skill only allows you to glide at rank three, which requires level 58!
Note: You can cast this skill during Prime: Primrose Sprint to enter the gliding state
immediately, and you can do so even if Prime: Spring Breeze is on cooldown. Casting
Prime: Spring Breeze in this way won’t put the skill on cooldown, either. Take advantage
of this to double up on your mobility.
Note: You can transition from gliding state directly into Flow: Nimbus Stride by
pressing shift, and you can also transition into Nimbus Stride if you press and hold
space and then press shift. Do be aware however that the inputs for these transitions
conflict with each other. If you press shift first and then space, you will transition into
Flow: Nimbus Stride instead of the regular Nimbus Stride.
Note: You can also transition from Nimbus Stride or from Flow: Nimbus Stride
directly into the gliding state by casting Prime: Spring Breeze during either of these skills.
Doing so does not put Prime: Spring Breeze on cooldown, and works even when Prime:
Spring Breeze is on cooldown.
Landing Skills
Fragrant Stigma: This skill is our most used landing skill. There is a slight wind-up
animation using this skill with your main hand weapon, after which your character will travel
straight down. If used with the awakening weapon the wind up animation is eliminated making it
an extremely quick skill. The skill inflicts bound state and a movement speed debuff on your
opponents, but do keep in mind the attacking animation once you land is unprotected.
Note: When used from Awakened stance, you can use this skill to land from extreme
heights safely. No matter how far downwards you travel, you’ll remain in the attack
animation.
Note: When used with your main weapon, you cannot use this skill to land from extreme
heights. After a certain distance you will transition into a falling animation and will belly
flop / face plant into the ground.
Ethereal Dance: Our secondary landing skill, this one travels forwards instead of straight
down like Fragrant Stigma. There is a smaller wind up animation so you can use this to land
more quickly with your main hand weapon than with Fragrant Stigma. This skill stuns your
opponents, instead of bound.
Note: You cannot use this skill to land from extreme heights. After a certain distance you
will transition into a falling animation and will belly flop / face plant into the ground.
Note: This is the only landing skill you may use while gliding using Prime: Spring Breeze.
Morning Dew: Our least useful landing skill. When used, you will throw your weapon
forwards at an angle towards the ground. If it hits an opponent, it will stiffen them and you will be
pulled towards them. However, if you miss, you’ll very slowly float downwards until you reach
the ground, and this animation cannot be interrupted by any other skill. You’ll need to level this
skill even if you don’t use it in order to access the White Heron skill enhancement.
You will go further with this combo rather than straight up using the skill! Starting from
pre-awakened stance, begin by using Nimbus Stride, then use C Swap to switch to Awakened
stance. While in Awakened stance, Shift + A/D will do a roll to either side, which can be useful
for avoiding a fence, tree or other obstacle. Afterward rolling hold Shift to continue into Flow:
Nimbus Stride.
Here is a video comparison to show how much more distance is travelled with this combo:
https://gfycat.com/scaredcoolantarcticgiantpetrel
( or )
Spring Breeze Glide → Nimbus Stride or Flow: Nimbus Stride → Spring Breeze Glide
W+F → Hold F → (Space+Shift or Shift)→ W+F
Note: In order to glide you must have Prime: Spring Breeze skill at level 3!
Succession can transition from Spring Breeze Glide into Nimbus Stride and back again to cover
extreme distances, especially if gliding down a slope. You can use either Nimbus Stride and
Flow: Nimbus Stride depending on which of these skills is off cooldown. You can extend flight
even further by casting Nimbus Stride again after the second glide, and further still by gliding
again after that.
Main Skills
Moondance: Our auto attack. Only useful for some cancels and PvE stuff. Skip this unless
you’re flush with skill points.
Moon Slash: A modified auto attack that triggers after some skills, notably Eye of the
Phoenix. A good skill to use while leveling up in conjunction with Eye of the Phoenix spam,
otherwise skip this unless you’re flush with skill points.
Pendulum Cleaver: Attack speed buff. Required for Succession builds to unlock Prime:
Pendulum Cleaver.
Blade Dance: Spammable DPS skill, only useful while leveling up. Required for
Succession builds to unlock Prime: Blade Dance.
Blade of Blood: One of our most used utility skills. Has lingering super armor, can be hot
barred and used from Awakened stance to transition into your main weapon. You can chain into
this skill after Wind Orchid, but we recommend that you lock it instead and use it from your hot
bar.
Dismemberment: AP buff that uses stamina. Useful for Succession if you can fit it into
your combos.
Catasetum: Very niche quick float skill. Useful for hitting between enemy gaps in
protection or behind someone. Crescent barrage is an okay follow up skill to this.
Furious Chase: Gap closer with forward guard for the entire skill animation. Very useful as
an engagement or movement tool for Awakened builds. Required for Succession builds to
unlock Prime: Furious Chase.
Eye of the Phoenix: Filler skill which restores HP and stuns your target. This is a good
place to put nice-to-have addons like +dp or +acc depending on your needs. Note: May
sometimes prevent you from jumping when spacebar is pressed after certain skills. Required for
Eyes of Blood and Phoenix Chase skill enhancements.
Salp’uri Purge: Protected DP debuff with float and a decent AOE. You’ll use this often as
Awakened as a CC in PvP and occasionally as a debuff in PvE. Required for Succession builds
to unlock Prime: Salp’uri Purge.
Note: While you may be tempted to use this version as a Succession player to benefit
from SA, you should not do so as you will be forfeiting too much utility by giving up the
chain.
Cymbidium: DPS skill with a cone shaped AOE, inflicts bound and also has FG. Useful as
a protected CC for Awakened builds in PvP. You can extend the forward guard using Three
Point Stipple and Four Point Splatter. Required for Succession builds to unlock Prime:
Cymbidium. Also required for White Heron skill enhancement.
Coax: Super armor skill with slight movement backwards, uses stamina. Useful as a very
short disnegage SA but not really needed for protection.
Deadly Restraint: A ranged and lengthy frontal guard skill. Can be mouse/camera moved
and air smashes/down smashes. Useful when extending the frontal guard on cymbidium.
Three Point Stipple: Short ranged frontal guard which can be used after Cymbidium.
Bounds on hit.Useful for catching classes that engage unprotected and for extending the FG of
Cymbidium.
Four Point Splatter: Useful for extending the frontal guard on Cymbidium and Three Point
Stipple, also has a 10% movement slow.
Spring Breeze: This is a useful protected movement tool for Awakened builds with FG
during the movement animation. Required for Succession builds to unlock Prime: Spring
Breeze.
Crescent Barrage: Required for Succession builds to unlock Prime: Crescent Barrage.
Not really useful for Awakened builds, but there are some skill chains where it comes up.
Soul Ascent: Unprotected skill with a quick stiff. Very very fast but stiff is unreliable. Has a
cancel after spring breeze but a bit redundant since spring breeze has a stiff as well.
Blooming Nether Flower: One of our better pre-awaken DPS skills, unprotected but has a
knockdown. Can be cancelled by a few skills, most notably Primrose Sprint and Sacred Dance.
High skill point cost.
Wind Orchid: Extremely useful utility skill with a frontal guard and an AoE knockdown.
Wind Orchid can be cancelled by many other skills (see the section on animation cancels) with
both frontal guard and knockdown on a single hit. Awakened builds don’t typically take this skill
because of the input clash with Bridled Despair, but it can technically be hot barred.
Note: This skill used to have lingering forward guard when cancelled, but it was removed
in the August 26 2020 patch. The forward guard is only while attacking now.
Sacred Dance: Decent skill with a frontal guard while charging and super armor while
attacking. Can be hotbarred to skip the charge but still retains a small window of FG on cast.
This is Lahn’s most reliable down smash and is often used in PvP combos.
Secondary Skills
Note: for flight skills such as Nimbus Stride or landing skills such as Fragrant Stigma, see the
Flying 101 section.
Stately Dignity: Pulls mobs in an AOE around you and can be used on cooldown. Also
gives a 15 second buff allowing you to sprint without using stamina.
Primrose Sprint: Backwards dashing i-frame with no collision and an evasion buff on a
fairly short cooldown (5 seconds). Can be used in Awakened stance.
Pendulum Kick: Mid-ranged knockdown without protection. Has an okay Black Spirit
Rage form which gains super armor and does decent damage, but is hard to pull off. Required
for Succession builds to unlock Prime: Pendulum Kick.
Flow: Pendulum Kick: Slow attack when chained after pendulum kick. Has low-moderate
damage and a downsmash. Can be hotbarred but in general lock and skip.
Skill Enhancements
Phoenix Chase: Stuns with a 10 second cooldown. You can take either this or Eyes of
Blood, depending on personal preference.
Eyes of Blood: Knockdowns with a 10 second cooldown. You can take either this or
Pheonix Chase, depending on personal preference.
Cymbidium Trail: Full Super Armor. You can cancel out of the animation using Primrose
Sprint. Useful for protection in PvP.
White Heron: DP debuff with forward guard. You can cancel out of the animation using
Primrose Sprint.
Blade of Souls: Unprotected stiffen into knockdown, this skill offers a speedy CC for your
enemy. 17 second cooldown.
Sacred Dance of Souls: Protected with Super Armor, applies a -20 DP debuff and is
useful for protection in PvP and also for applying the DP debuff as Succession. 17 second
cooldown.
About Lahn's E and Q buffs
Lahn's special buffs are very useful and you should know how they work.
Duration: 30 seconds
Cooldown: 3 minutes
Stats: Attack Speed +20%, Movement Speed +30%, All Resistance +30%
This buff lets you Phantom Dance infinitely due to using no stamina as long as the buff is
active. Remember that Phantom Dance is an i-frame, but while on the 1 second cooldown, it is
super armor. You CAN get caught out of spamming the sidestep, due to desync and other
things, be careful.
Stately Dignity: Q
This is Lahn’s pulling skill for PvE, masquerading as a buff.
Duration: 15 seconds
Cooldown: 15 seconds
Stats: Attack Speed +3%, Movement Speed +3%, +250 HP Recovery
This buff will allow you to sprint (basic running forwards) without using stamina. More
importantly than this, it also pulls mobs, and you can use it to pull mobs while it is on cooldown.
Using this skill effectively is extremely important for efficient grinding in end game spots.
RMB Cancels:
Spring Breeze Cata Orchid:
F Cancels:
Spring Breeze Morning Orchid:
Furious Orchid:
W+RMB → RMB
Catasetum Orchid:
Shift+Z → RMB
Stigma Orchid:
Ethereal Orchid:
Jump Orchid:
W (run forwards) + Spacebar (jump) → LMB (while airborne) → RMB (after landing)
Cymbidium Chains
Cymbidium Extended Forward Guard Chain:
Skill Addons
A Note About Stacking...
It is important to keep in mind that multiple sources of the same buff will not stack. Instead, the
stronger version of that buff will take precedence over the weaker versions. So if you have one
skill with All Defense +10 and another with All Defense +15, then the +15 version will overwrite
the +10 version. If the buffs are of the same strength, then the duration will be refreshed when
the new buff is applied.
Skill Addons
Because of the new skill addon system that was implemented in the October 28th patch, skills
that can have addons applied to them, can now take a large variety of skill addons. This allows
players to build creative builds that work around their combo, and their skills that they wanna
have buffed.
If you wanna check out some other Lahn’s skill-addon builds, check out the 2 channels in the
discord, #lahn-succ-addon, and #lahn-awake-addon. Those are skill-addon builds that you
can use if you’re lost and confused about all these new possibilities compared to the old system!
If you do make your own build, and want it to be showcased in that channel, ping a @Mod in the
discord and we can take care of it.
Advanced Techniques
https://streamable.com/vlk2aa
Credits to Gorgonnus#1311 aka Azurlia for this clip and discovery
Skills
Flailing Blades: This is your attack speed buff. You want to keep this up at all times.
Taunting Death: This is your self AP buff. You can cancel out of the animation with
Phantom Dance, or transition directly into Flow: Mangler.
Flow: Mangler: High damage AOE down attack that will knock down enemies both behind
and in front of you. You can flow directly into this skill after Bleeding Hearts and Bridled Despair.
Deadly Dance: AOE attack that hits all around you and restores HP. It is your primary
source of sustain while grinding, in combination with Furor. It does decent damage with a float
and also air smashes. You will travel forwards a fair distance while using this skill, but if you
collide with an enemy you’ll remain in place. Be careful using this against mobs that can be CCd
as they will be sent flying in all directions. This skill will also restore WP, you can use it when
your mana bar is low.
Furor: This skill is a down attack which does decent damage with a decent AOE and
restores HP. It is your primary source of sustain while grinding, in combination with Deadly
Dance. Can be used on cooldown for reduced damage, but try not to spam it. It’s best to use
this skill in conjunction with Flow: Dancing with Death, which has a slightly longer cooldown.
This skill will also restore WP, you can use it when your mana bar is low.
Flow: Dancing with Death: This skill is activated by holding down LMB while casting
Furor for extra hits. These extra hits have SA, but keep in mind that Furor itself is unprotected.
Tailspin: Strong down attack with SA and 100% crit rate for the 2nd hit. Also includes an
eva debuff, our only one. Can be used during cooldown for less damage and without SA, but try
not to spam it. You can cancel directly into the 2nd hit from various skills.
Flow: Vice: High damage down attack with 100% crit rate and SA, also down smashes.
You can use this to transition into Awakened stance. Recommend to put on your hot bar. The
cooldown is long so you need to keep track of it.
Bridled Despair: High damage skill with FG. Try to use it for back attacks to optimize your
damage with this skill. Has both a short animation version and longer animation version. The
short animation version does slightly less damage (7 hits vs 10) but is still good. You need to
hold the input in order to extend the animation for maximum damage. Has a stun in PvE only,
except when used as a 100% black spirit rage skill, then it’ll stun in PvP also.
Eradication: Very fast gap closer with stiffness on the first hit.
Bleeding Hearts: Strong DP debuff (-20) with SA, does good damage and is a down
attack. If the mobs can be CCd then this skill will shuffle them around a little bit with a
knockback and a bound, and it will also pull the mobs towards you slightly. This is useful to
tighten the pack so your followup AOE attacks will hit more mobs at once.
Binding Chains: This is our new awakened skill. The first hit has a CC (bound) but it is
unprotected and the damage is negligible. The second hit has downsmash and does decent
damage. You can (and should) cancel into the second hit of the skill by using it after certain
Awakened abilities. Most notably, this skill flows very nicely after Flow: Vice. You can also
cancel into the second hit using Bridled Despair, Tailspin (after the 2nd hit), Flow:
Bloody Stride: Our forward double dash that comes with Super Armor. Not only that, you’ll
heal 250 HP everytime you dash! (On the first dash, not on both dashes).
Phantom Dance: Our side dash with I-frame, has super-armor if used during cooldown
with no collision. May have a small unprotected frame between constant usages or it could be
desync/lag.
Soul Raid: This is the Lahn’s signature ranged grab. You can use it to transition into
Awakened stance. If the grapple fails due to resists or no targets being in range then your
character will dash backwards, but this move has no protection.
Annihilator: E buff, greatly increasing attack speed and movement speed. While active
you can cast Phantom Dance and Bloody Stride without using stamina, in addition to some
other skills. You can spam Phantom Dance infinitely while this is active, but remember that
Phantom Dance is only SA when used on cooldown.
Earthly Pain: This skill is a DP debuff (-20) and heals you, but the damage is not that
great. Use the first hit to apply the DP debuff as part of your combo.
Blood Moon Twist: Ranged knockdown and downsmash. Has a slow windup animation,
but can be used more quickly following certain skills.
Skill Builds
Skill builds used to be a thing, because you used to need a lot of skill points to unlock stuff. Now
you don’t and skill builds aren’t a thing anymore. Just take every Awakened skill, and then take
all the utility skills.
Core Skills
Core skills, also known as Bon Skills to some, have been added into the game to upgrade 1 skill
in your awakening kit. Down below is a picture of the possible Core Skills you can learn, but
here’s a list of what they are.
The top picks are Deadly Dance for PvX or Eradication for PvP based on your
preference, although some Lahns choose Furor. Eradication works well in PvP as a
protected CC. While Deadly Dance is primarily for PvE, it can help in PvP as well,
especially because you can use mouse-movement to change the direction of the skill to control
which way your forward guard is facing. Furor is primarily for PvP and can be used to
catch people and safely flow into Dancing with Death, but it can be used in PvE as well if
Locked Skills
As an Awakened player you should lock the following skills.
Evasion: You need to lock this so that you can continuously cast Phantom Dance,
otherwise you’ll roll in between.
Spring Breeze: The input for this skill clashes with Deadly Dance. Lock it and put it on
your hot bar.
Soul Ascent: The input for this skill clashes with Eradiation. Lock it and forget about
it.
Wind Orchid: The input for this skill clashes with Bridled Despair. Lock it so that you
can transition from pre-awakened into awakened stance using Bridled Despair.
Rage Absorption (Innate): As awakened you should use the crit Z buff, so lock the attack
speed version.
Animation Cancels
Nimbus Stride
You can cancel the startup of Nimbus Stride from the following skills, good for quickly escaping
or traveling between packs.
Bloody Stride
Shift+W → Shift+Space
Phantom Dance
Shift+A/D → Shift+Space
Deadly Dance
W+F → Shift+Space
Shift+F → Shift+Space
Tailspin Cancels
You can cancel into the second hit of Tailspin from the following skills. The first hit is weak, so
you should look to use these cancels whenever possible.
Bloody Stride
Shift+W → Shift+RMB
Phantom Dance
Shift+A/D → Shift+RMB
Deadly Dance
W+F → Shift+RMB
Bridled Despair
S+RMB → Shift+RMB
Flow: Mangler
Flow: Vice
Tailspin
Shift+RMB → Shift+Q
Bleeding Hearts
LMB+RMB → Shift+Q
Bridled Despair
S+RMB → Shift+Q
Flow: Mangler
Shift+W → F
Phantom Dance
Shift+A/D → F
Flow: Vice
For all of the below combos, it is assumed that you are maintaining the attack speed buff from
Flailing Blades.
Eradication (Shift+F) → Deadly Dance (W+F) → Bleeding Hearts (LMB+RMB) → Taunting Death
(W+RMB) → Bridled Despair (S+RMB) → Flow: Mangler (RMB) → Furor (Shift+LMB)
This combo provides good amounts of protection throughout and ends with Flow: Mangler to kill
the pack quickly. Eradication is used as an opener to quickly apply Monster Damage and Attack
Speed addons. If there is anything still alive at the end, you can use Furor to finish them off. Be
aware that Flow: Mangler is not protected, so if you think you’ll be taking hits that will CC you,
use the below combo instead.
Note: Depending on your gear and the spot you are grinding, you can choose to omit Taunting
Death if you’ll kill the pack without it. This will speed up your skill rotation and you’ll finish the
packs faster as a result.
Recommended Addons:
● Eradication: Extra AP Against Monsters and Attack Speed up
● Deadly Dance: Critical Hit Rate up and Critical Hit damage up
● Bleeding Hearts: All Accuracy Rate up and All DP down for target
● Bridled Despair: Movespeed Speed up and Back Attack damage up
● Tailspin: Extra AP Against Monsters and All DP down for target
● Furor: Attack speed up and All DP down for target
Why so many DP down addons when the effect doesn’t stack? Because you won’t always apply
the DP down debuff to all the mobs with the first skill you use in your rotation (Bleeding Hearts in
this case). If the pack is not tightly clumped at the beginning, you’ll appreciate having another
DP down effect later in your rotation to help get through the rest of the pack. It will save you time
and make your grind more efficient.
Eradication (Shift+F) → Deadly Dance (W+F) → Bleeding Hearts (LMB+RMB) → Taunting Death
(W+RMB) → Bridled Despair (S+RMB) → Tailspin (Shift+RMB) → Vice (RMB) → Binding Chains
(Shift+Q) → Furor (Shift+LMB)
This combo is similar to the previous, except it finishes with Tailspin into Vice into Binding
Chains. Here Tailspin and Vice are used in place of Flow: Mangler to remain protected for
longer. As before, if anything is still alive, you can finish it off with Furor. The recommended
addons and core skill are the same as well.
Earthly Pain (S+LMB) → Taunting Death (W+RMB) → Phantom Dance (Shift+A/D) → Tailspin
(Shift+RMB) → Flow: Vice (RMB) → Phantom Dance (Shift+A/D) → Bridled Despair (S+RMB) → Flow:
Mangler (RMB) → Deadly Dance (W+F) → Bleeding Hearts (LMB+RMB) → Furor (Shift+LMB)
An alternative to the first two combos, this one opts for Earthly Pain at the start to apply addons
as well as a DP debuff and utilizes Phantom Dash to reposition and cancel into the second hit of
Tailspin before continuing on with the primary damage skills of Bridled Despair and Deadly
Dance. Depending on your play style this combo may feel more comfortable than the others.
Note: Because of the relatively long cooldown of Flow: Vice and Flow:Mangler, you may not be
able to use them every rotation. If that happens, use them every other rotation instead.
Recommended Addons:
● Earthly Pain: Extra AP Against Monsters and Attack Speed up
● Taunting Death: Critical Hit Rate up and All DP down for target
● Flow: Vice Back Attack Damage up and Critical Hit Damage up
● Bridled Despair: Back Attack Damage up and Critical Hit Damage up
● Deadly Dance: All Accuracy Rate up and Critical Hit Rate up
● Bleeding Hearts: Attack Speed up and All DP down for target
Node Wars
Awakened Lahn is a class that has below average performance in node war compared to other
classes. Although she is super protected in 1v1, her ability to protect herself and do damage at
the same time is minimal and she is one of the squishier classes in the game. On the flipside,
she performs well when she picks fights with stragglers, partakes in smaller skirmishes and can
also disrupt backlines extremely well. She shines well in float/flex and disruption squads, and
also is a great pick for cannon as she can reach some nice places with Nimbus Stride. She will
be weak if she tries to facetank large scale offensive fights, and must pick and choose when she
goes in. Lahn can still be played effectively in node war when in the right hands.
Siege
Her role in Siege is pretty similar to her role in NW.
She is good at special teams. Even in Siege she can be amazing when on cannons, flex, or
cannon hunting. Anything that requires small scale and high mobility.
She can dance the edges of a ball and play dive defense extremely well.
Lahn’s Grab
You probably know Lahn's grab is ranged, but for reference, the distance to grab
someone is about here.
Note: This was taken with MAX FOV. This might affect how your range will appear
Combos
Here are some combos we recommend following the class reboots. Combos 1 and 2 are the
basic grab combos, you can start with them first. Once you are more comfortable, try combos 5
and 7 for alternative openers.
Combo 1
⬜
XB: X > RB+RT > ⬆️⬆️
+R2 >
+RT >
+
⬆️⬆️ ⚪
PC: E > LMB+RMB > W+RMB > W+F > Shift+RMB > RMB > Shift+Q > Shift+LMB
PS: > R1+R2 > > L2+R2 > R2 > L2+L1 > L2+R1
+B > LT+RT > RT > LT+LB > LT+RB
Combo 2
⬜ ⬇️⬇️
XB: X >
+R1 > L2+R2 > R2 > L2+L1 >
+RB > LT+RT > RT > LT+RB >
+
⬆️⬆️ ⚪
PC: E > S+LMB > Shift+RMB > RMB > Shift+Q > W+F > LMB+RMB > LMB+RMB
PS: > > R1+R2 > R1+R2
+B > RB+RT > RB+RT
Combo 3
Combo 4
PS: ⬜ ⬇️
S+RMB > Shift+LMB
> +R1 > L2+R2 > R2 > L2+L1 > L2+ ⚪> R1 > R1+R2 > R1+R2 > +R2 > ⬇️
L2+R1
XB: X > ⬇️ +RB > LT+RT > RT > LT+LB > LT+B > RB > RB+RT > RB+RT > ⬇️
+RT > LT+RB
Combo 5
XB:
⬆️
⬆️ ⚪
+ > L2+R2 > R2 > L2+L1 > ⬜
PC: W+F > Shift+RMB > RMB > Shift+Q > E > LMB+RMB > LMB+RMB
PS: > R1+R2 > R1+R2
+B > LT+RT > RT > LT+RB > X > RB+RT > RB+RT
Combo 6
⚪ > R1 >
XB: LT+B > RB > ⬇️⬇️ +R2 > L2+R2 > R2 >
+RT > LT+RT > RT > ⬆️⬆️
PC: Shift+F > LMB > S+RMB > Shift+RMB > RMB > W+RMB > LMB > LMB+RMB
PS: L2+ +R2 > R1 > R1+R2
+RT > RB > RB+RT
Combo 7
Combo 8
Core Skill: Eradication
Note: Eradication 1st hit only
⚪
XB: L2+B > LT+RT > RT > ⬆️⬆️ ⚪
+ > R1+R2 > R1+R2 >
+B > RB+RT > RB+RT > ⬇️ ⬇️
PC: Shift+F > Shift+RMB > RMB > W+F > LMB+RMB > LMB+RMB > S+RMB > Shift+Q
PS: L2+ > L2+R2 > R2 > +R2 > L2+L1
+RT > LT+LB
Combo 9
⚪
W+F > S+RMB
PS: L2+ > L2+R2 > R2 > L2+L1 > ⬜
> R1+R2 > R1+R2 > L2+ /
XB: L2+B > LT+RT > RT > LT+LB > X > RB+RT > RB+RT > LT+ / >
>
⬅️ ⬅️➡️ ➡️ ⬆️ ⬆️ ⚪⬇️ ⬇️
+
+B >
>
+RT
+R2
CC's
Lahn has MANY CC's to utilize. Once you get used to how to use them all, you will have an
easier time with CCing a target.
Core: Deadly Dance: AOE float, forward guard with Core version.
Core: Eradication: Stiffness, knockdown on 2nd hit, forward guard with Core version.
Core: Furor: Bound on 1st hit, down smash on 2nd hit, forward guard with Core version.
Flow: Dancing with Death: Knockdown, super armor, only recommended for catching
opponents in combination with Core: Furor.
Blood Moon Twist: Ranged knockdown, unprotected, use it from a safe distance.
Salp’uri Purge: AOE float, has lingering SA throughout the entire animation.
Fragrant Stigma: Bound, super armor, this is your primary landing tool from flight.
Morning Dew: Ranged stiffness, unprotected after landing, this is an alternative landing
tool from flight. Can be used in 1v1s if you’re confident.
Ethereal Dance: Stun, unprotected after landing, this is yet another alternative landing tool
from flight. Fragrant Stigma is better for catching opponents thanks to having better protection.
Phoenix Chase or Eyes of Blood: Stun or knockdown, unprotected, also useful as a
movement tool.
Blade of Souls: Very quick stiffness into knockdown, unprotected, can be used in 1v1s if
you’re confident.
Cymbidium: Bound, forward guard, more useful for its forward guard than catching your
opponent.
Blade of Blood: Stiffness, lingering super armor, risky to use for catching an opponent.
Eye of the Phoenix: Stun, unprotected, risky to use for catching an opponent.
Protections
Lahn has A LOT of protection. It's kinda ridiculous. You can basically rotate super armor
permanently.
Super Armor
Tailspin: Shift+RMB
Forward Guard
Crimson Glaives of Antiquity: C Swap. W+C and S+C swaps into Awakened stance
have lingering forward guard throughout the entire animation.
Furious Chase: W+RMB (or LMB while sprinting, but why are you sprinting?)
Cymbidium: S+F
I-Frame
Primrose Sprint: Shift+S. Combine with Phantom Dance for an extended iframe:
Stance Swaps
Abilities you can use to swap stances
Pre-Awakening to Awakening
Soul Raid: E
Awakening to Pre-Awakening
Cymbidium: S+F
Eradication: 10% - You can knock people off horses with it, but other than that it’s
garbage.
Bleeding Hearts: 25% - Lackluster. It takes too much time to charge and already has SA
without BSR. Recommended to lock.
Flow: Mangler: 50% - Can be used in large scale PvP as it offers protection. Not useful in
1v1.
Bridled Despair: 100% - Very stationary, only really worth the risk with high AP. Damage
is pretty bad at low AP. Lock if low AP.
Pendulum Kick: 100% - Pretty good damage, hard to pull off, but can be done.
Succession
While losing those Crimson Glaives seems sad, don’t worry! Succession has cool
things to offer too! Succession offers more long distance movement in the form of
Spring Breeze now gaining a glide. Bigger AoE’s! Bigger Damage! Swing the pendulum
around! Have fun!
Skills
Prime: Cymbidium: One of the three primary DPS skills. Has FG on the first three hits
(looks like the deadly restraint animation) and SA on the dash and two slashes (looks like
Catasetum animation). Most of the damage comes from the two slashes at the end, be sure to
keep holding the input until the two slashes come out.
Prime: Blooming Nether Flower: One of the three primary DPS skills. Hold LMB when
casting for a no-collision version which will pass through mobs (useful for getting back attacks).
Can be cancelled early with Prime: Primrose Sprint or Prime: Pendulum Kick. If used from a
quickslot, the collision version will be activated.
Prime: Blade Dance: One of the three primary DPS skills. Has a long animation and roots
you in place. Has a stiffen on first hit with no protection then has SA for the rest of it.
Prime: Pendulum Cleaver: This skill used to have an attack speed buff, but it was
removed in the August 2023 patch. Now, there isn’t much of a reason to use this skill. It has WP
regen on it, if you’re desperate…
Prime: Spring Breeze: “Mini nimbus” and most used mobility skill. Has issues going up
cliffs (hot bar alleviates this somewhat). FG and stiff on hit can be transitioned into a nimbus like
descent with W+F. Note that the ending attacks are not protected (except for W + F). The glide
portion, which requires rank 3 of the skill, uses stamina and lasts as long as you have stamina
remaining. On cooldown it can be used to cancel many different skills. Overall a very complex
skill with a lot of skill transitions afterwards.
Prime: Crescent Barrage: Main sustain skill with down attack and air attack. No
protection on first hit, SA afterwards. Does big damage with modifiers.
Prime: Pendulum Kick: Mid-ranged damage skill with knockdown, no protection on first
hit and SA afterwards. Used for proccing addons in PvE and as an attack speed buff. Useful in
PvP as a CC and a good skill to poke with. The first kick’s aftercast can be cancelled by
Pendulum Cleaver or auto attack (LMB).
Prime: Furious Chase: Bread and butter engage skill with frontal guard and a stiffen CC
can cancel wind orchid, uses stamina. Has a very short linger FG in succession. W+RMB will
use the second unprotected leap that bounds. RMB after either the first or second hit will cast
Wind Orchid.
Prime: Salp’uri Purge: Super armor skill with a float, -15 DP debuff, and a bit of damage.
When cast after Furious Chase this skill will lunge forward. You can cast it using the hotbar to
remain in place instead of lunging. This skill hits in a wide, 360 degree area around you and is
good for catching people.
Prime: Bleeding Hearts: DP debuff that pokes and does little damage. Has a pull effect
for PvE that pushes sometimes.
Prime: Phantom Dance: Our side dash with I-frame, has super-armor if used during
cooldown with no collision. May have a small unprotected frame between constant usages or it
could be desync/lag.
Prime: Primrose Sprint: Backwards i-frame with no collision, has a weird protection hole
in the beginning of it and an evasion buff. Can be used to cancel a spring breeze like descent
with W+F (this might have SA, FG or nothing).
Prime: Crescent Charm: Succession E-Buff. Identical to the awakening version, letting
you spam Prime: Phantom Dance without using stamina.
Skill Builds
Skill builds used to be a thing, because you used to need a lot of skill points to unlock stuff. Now
you don’t and skill builds aren’t a thing anymore. Just take every Prime skill, and then all the
utility skills.
Locked Skills
As Succession you should lock the following skills.
Evasion: You need to lock this so that you can continuously cast Phantom Dance,
otherwise you’ll roll in between.
Blade of Blood: This skill comes out automatically after a number of other skills which
gets in the way of your skill rotation. Lock it and put it on your hot bar.
Rage Absorption (Common): As succession you should use the +Crit Z buff, so lock the
+Attack Speed version.
Note: When grinding in Elvia spots with weapon buff, the attack speed version is better.
Depending on your playstyle and personal preferences, you may also wish to lock Wind Orchid.
Wind Orchid: Wind Orchid can be chained into an animation canceled version from many
other skills (furious chase, spring breeze, catasetum, ethereal dance, fragrant stigma, sacred
dance, white heron, cymbidium, jump + LMB) with both frontal guard and knockdown on a single
hit. Some people dislike this and feel that Wind Orchid gets in the way of skills they would rather
use instead. You should experiment for yourself to see if you like these skill chains or not.
Jump cancels (at the max height of spring breeze - before descending):
Spring Breeze Fragrant Stigma:
Descent:
Spring Breeze Ethereal Dance Landing:
(glide)
Spring Breeze → W+F → F (whenever)
(glide)
Spring Breeze → W+F → Shift + Space
S+F (hold until after the dash and two slashes) → RMB
S+F (only the first three hits, not including the two slashes) → RMB → RMB
W+RMB → RMB
Furious Orchid 2:
Furious Salp’uri:
W+RMB → Shift+Q
Note: requires Prime: Salp’uri Purge
Note: you can turn your camera to change the direction of Salp’uris lunge
Furious Salp’uri 2:
Self Buffs
Stately Dignity and Dismemberment are your primary self buffs, granting you attack speed and
AP. Stately Dignity also aggros mobs and can be used on cooldown for this purpose. Pendulum
Kick serves as a secondary source of attack speed which is useful when looping the PvE
combo.
Note: You can cancel the animation of Dismemberment with Eye of the Phoenix,
which can help you to use your next skills faster at the cost of additional stamina.
DP Debuffs
Salp’uri Purge, White Heron and Sacred Dance of Souls are the three DP debuffs available to
Succession. Use whichever skill is not on cooldown.
Note: You can cancel the animation of Sacred Dance of Souls with Phantom Dance
more quickly than you can cancel White Heron with Primrose Sprint, which gives it
an advantage over White Heron, in addition to having the stronger DP down effect.
Note: Most of the damage from Cymbidium comes from the two slashes at the end of the
skill, remember to hold down S+F until the animation is finished!
Note: You can hold LMB while casting Blooming Nether Flower to use the “flying” version
which does not collide into enemies. You can use this to move through the pack to reposition
behind the mobs for back attacks.
Stately Dignity & Dismemberment for self buffs → Pendulum Kick → Cymbidium → Nether Blooming
Flower → Blade Dance
Video example of this rotation (credits to Limex#6044): https://www.youtube.com/watch?v=6rmqo-40DMQ
Note that the video shows Pendulum Cleaver at the start instead of Stately Dignity due to its age.
This is the core PvE skill rotation. Only the first hit of Pendulum Kick is used in the rotation, to
proc addons, but you can full cast it if you need to wait for the mobs to group up. Normal addon
choices for Pendulum Kick are Monster Damage and Attack Speed. The combo loops from
Blade Dance back into Pendulum Kick.
CC Catches
Nimbus Stigma [bound]
Nimbus → Stigma
Shift+Space → LMB
Note: Airborne moves have SA only while your character is airborne
F [unprotected]
Note: This skill is unprotected
Combos
Ball Disruption Combo 1
Nimbus Stride → Fragrant Stigma → Furious Chase → Furious Chase 2nd hit bound → Salp’uri
Shift+Space → LMB → W+RMB → W+RMB → Shift+Q
Note: There is a protection gap at the end of Fragrant Stigma
Note: Furious Chase is unprotected except for the attack animations themselves which have FG
T1 SA Rotation
Nimbus Stride → Stigma → Salp’uri → Blooming Nether Flower → Cymbidium → Blade Dance
Shift+Space → LMB → Shift+Q → LMB+RMB → S+F → RMB
Cymbidium → Three Point Stipple → Four Point Splatter → Crescent Barrage → Fragrant Stigma
S+F (only the first hit) → LMB → LMB → S+LMB
Note: You must input S+LMB for Prime: Crescent Barrage to come out. If you merely hold LMB, the
non-prime version will come out which is unprotected and will chain into Fragrant Stigma.
[ (or) ][ (or) ]
Furious Chase or Salpuri → Blade Dance or Blooming Nether Flower → Pendulum Kick → Cymbidium
W+RBM or Shift+Q → RMB or LMB+RMB → F → S+F
Note: You’ll want to cancel either Blade Dance or Blooming Nether Flower with Pendulum Kick due to the
long skill animations or your opponent will escape.
Protected Mobility
Eyes of Blood → Furious Chase → Spring Breeze → Nimbus Stride → Eyes of blood → Furious Chase
Shift+Z → W+RMB → W+F → Shift+Space → Shift+Z → W+RMB
Primrose Sprint → Spring Breeze → Nimbus Stride (Hold LMB) → Salpuri Purge
Shift+S → W+F → Shift+Space+LMB (hold LMB) → Shift+Q
Demonstration: https://www.youtube.com/watch?v=8Dsn3yZmm5A
T1 Strategy/Tactics
If you want to play in the ball you’ll still be required to use (Spring Breeze → Nimbus
Stride) to dive enemy backline. Focus Archers/Rangers and people out of position or on cliffs.
You have slight vertical gain with so you don't have to climb much to get to people on
cliffs.
Lahn has a really long CC engage with (Eyes of Blood → Furious Chase →
Salp’uri) that catches many people off guard.
Furious Slash is unprotected until the blade attack comes out at the end of the animation
(FG). W+RMB → W+RMB is a good way to disrupt enemy balls but is unprotected
When facing grab classes the main idea is you do more damage with SA trading but a grab will
end you. Play your Phantom Dance 1 second i-frame, Primrose i-frame, (Blooming
Nether Flower → Phantom Dance) cancel to bait. Salp’uri has a HUGE AOE range around
you. I’ll bait grabs with [ (or) ] (Blade of Blood → Dash → Salpuri →
Cymbidium or Blooming Nether Flower) for easier trading dmg often.
Realistically - you’re squishy. Ideally you want them to either all peel for you so your ball gets
their damage off, CC the enemy ball for your team to clean up (Furious chase → RMB flow →
Salpuri from an angle to catch people behind their FGs (behind or side)) or take on enemy
flex/do other flex things like de-annex or dive bomb bases by yourself and kill defenders.
You’ll be using Primrose Sprint into Phantom Dance for i-frame a lot. Keep in mind
Spring Breeze isn't protected in the beginning of it but it's only a small gap.
Also, the class damage tables are really important to keep in mind. Hunt rangers, tamers, lahns,
archers, shais, guardians, any flex classes (when you can) as Lahns do more damage to these
classes than normal or enough burst to down them quickly. Avoid Warriors, Valks, Mystics,
Strikers, Zerkers if possible.
Pendulum Kick - Slow, doesn’t do too much damage, if timed well, you can use it for
demounting.
Cymbidium - Just lock it. You’ll be sad at the damage, waste of people’s BSR%.
In conclusion, if you’re playing Succession Lahn, press that ALT+B and lock it please. Your BSR
should be used for either your Z buff, or giving it to your teammates with X.