Resolve Gain
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Resolve tends to shape how users create builds (and in turn how many meta builds are enabled). For certain game modes & playstyles, Resolve is secondary to strategy, and overall skill with a Class can minimize the need for heavy Resolve gain focus.
It enables each Class to use their Ultimate abilities, which provide powerful support on the battlefield. For Samurai, Hunter, & Assassin, it gives them a powerful damage ability. For Ronin, it gives them the ability to revive/resurrect all players (anywhere on the map) immediately.
In general* Range resolve gain is the most efficient and will dictate how builds are created. Headshots with Arrows/Darts earns 3 resolve for every 8 headshots. Tools like Bottle of Liquid Courage & Sudden Resolve do have their place in certain modes and technically offer ‘faster’ resolve gain than a single headshot (but also require higher cooldowns and better overall ‘tool’ management).
HOW IS RESOLVE GENERATED?
Resolve is generated as a per-strike system not a damage system. What this means is if you are strategic with how you attack, you can generate resolve very quickly (different strike types generate resolve at different rates). In the case of Injured Resolve, it is the same system in reverse (instead of you doing strikes, it is strikes received from enemies; enemy damage does not matter so choosing the right strikes to take matters)
Abilities that consume resolve do not generate resolve (Heavenly Strike, Super Strike, Ultimates, etc). Abilities that add extra damage (ie Fired up, Way of the Flame, Burning/Poison Blade) do not increase Resolve generated for their particular attack type. Area Of Effects typically DO generate Resolve for each enemy struck.
| Type | Description (Action) | 1 | 2 | 3 | Avg Hits/Token | Per Action |
| MELEE | ||||||
| Katana (any stance) | Regular katana strike (Square) Standing or Running strike | 17 | 33 | 50 | 16.67 | 0.060 |
| Water Stance | Water Flurry (1st strike) (Charged/Hold Triangle) | 12 | 23 | 34 | 11.33 | 0.088 |
| Water Stance | Water Flurry (5-strike combo) (Charged/Hold Triangle) | 12 | 23 | 34 | 11.33 | 0.088 |
| Water Stance | Heavy Strike (Tap Triangle) | 9 | 17 | 26 | 8.67 | 0.115 |
| Stone | Stone Stab (3-strike combo) (Charged/Hold Triange) | 9 | 17 | 26 | 8.67 | 0.115 |
| Stone | Heavy Strike (Tap Triangle) | 9 | 17 | 26 | 8.67 | 0.115 |
| Wind | Typhoon Kick (Kick) (Charged/Hold Triangle) | 9 | 17 | 26 | 8.67 | 0.115 |
| Wind | Heavy Strike (Tap Triangle) | 9 | 17 | 26 | 8.67 | 0.115 |
| Moon | Charged Spin | 9 | 17 | 26 | 8.67 | 0.115 |
| Moon | Heavy Strike (Tap Triangle) *Moon Kick or Slash | 9 | 17 | 26 | 8.67 | 0.115 |
| Critical Strike | Stealth Strikes, Critical Strikes | 4 | 8 | 12 | 4.00 | 0.250 |
| RANGED | ||||||
| Longbow | Headshot | 3 | 6 | 8 | 2.67 | 0.375 |
| Longbow | Bodyshot | 7 | 14 | 20 | 6.67 | 0.150 |
| Halfbow | Headshot | 3 | 6 | 8 | 6.67 | 0.375 |
| Halfbow | Bodyshot | 7 | 14 | 20 | 6.67 | 0.150 |
| Blowgun | Headshot | 3 | 6 | 8 | 6.67 | 0.375 |
| Blowgun | Bodyshot | 7 | 14 | 20 | 6.67 | 0.150 |
| Bomb Pack | Concussion Bomb | 10 | 20 | 29 | 6.67 | 0.103 |
| GHOST WEAPONS | ||||||
| Bomb Pack | Black Powder Bomb | 0 | 0 | 0 | – | – |
| Bomb Pack | Flash Bomb | 7 | 14 | 20 | 6.67 | 0.150 |
| Kunai | Any | 7 | 14 | 20 | 6.67 | 0.150 |
| Dirt Throw | Any | 7 | 14 | 20 | 6.67 | 0.150 |
| Sticky Bomb | Any | 7 | 14 | 20 | 6.67 | 0.150 |
| Caltrops | Any | 14 | 27 | 40 | 13.33 | 0.075 |
| OTHER | ||||||
| Taking Damage | Any damage taken | 0 | 0 | 0 | – | – |
| Injured Resolve Gain | Per Strike Received @ 25% | 4 | 8 | 12 | 4.00 | 0.250 |
| Injured Resolve Gain | Per Strike Received @ 50% | 2 | 4 | 6 | 2.00 | 0.50 |
| Injured Resolve Gain | Variable % = x% Per Strike Received | 1/x | 2/x | 3/x | 1/x | x% |
| Revive | Per Revive | 4 | 8 | 12 | 4.00 | 0.250 |
| Parry | Regular (deflect) | 0 | 0 | 0 | – | – |
| Parry | Perfect, Leeching | 4 | 8 | 12 | 4.00 | 0.250 |
| Dodge | Regular (dodge) | 0 | 0 | 0 | – | – |
| Dodge | Perfect | 0 | 0 | 0 | – | – |
| Kill | Any (excludes Attack Type) | 34 | 67 | 100 | 33.30 | 0.029 |
| Kick | *excludes Jump Kick | 9 | 17 | 26 | 8.67 | 0.115 |
| Explosive Barrel | You trigger the Barrel (0.15 resolve per enemy struck) | 7 | 14 | 20 | 6.67 | 0.150 |
| AOE | ||||||
| Demon Cutter | Shockwave (0.115 resolve per enemy struck) | 9 | 17 | 26 | 8.67 | 0.115 |
| CLASS ABILITY | ||||||
| Any Ability | Do not generate resolve | 0 | 0 | 0 | – | – |
| CLASS ULTIMATE | ||||||
| Any Ultimate | Consume Resolve | 0 | 0 | 0 | – | – |

The course of a battle can change in a moment. Victory and defeat are decided in the blink of an eye. A samurai must take every opportunity to train.
Hone your sword technique by slicing through bamboo in a single strike
– Tomoe Gozen
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