Progression, practical choices and current mode rules.
Stamina, Spirit and health
Stamina supports ordinary attacks, guards and dodges. Long strings, repeated rolls or blocking an entire combo can leave too little for the next response. Start with a short sequence you can stop safely.
Spirit is a separate resource for the Javelin and Spirit-consuming skills. Build it through combat; extra Spirit from particular defensive actions depends on learned skills or equipment.
A Spirit-consuming skill does not guarantee that every part of its effect is stamina-free. A skill that triggers guards can still involve stamina costs. Read its tooltip and current balance notes.
Health measures damage you can survive; stamina measures actions you can sustain. If you repeatedly become exhausted with health remaining, review action costs before adding damage.
| Resource | Main role | What to check |
|---|---|---|
| Health | Surviving damage | A safe window to heal |
| Stamina | Ordinary attacks, guards and dodges | Enough remaining for defense or escape |
| Spirit | Javelin and specific skills | Costs, activation conditions and recovery |

Defensive options at a glance
Button assignments vary by platform and custom controls. Identify Guard, Dodge, Counterattack and Reflection in the controls menu before practising their timing.
Ordinary guard can help you observe a blockable string, but do not hold it indefinitely. Check stamina after each exchange, including elemental damage and ailment buildup.
Brink Guard is a guard timed just before impact. It reduces stamina loss relative to ordinary guarding and damages enemy stamina; it does not block every move or make defense universally free.
Brink Dodge is a well-timed dodge that briefly enhances dodge attacks. The resulting opening still determines whether a follow-up is safe.
| Action | Timing cue | Purpose | Common mistake |
|---|---|---|---|
| Guard | Hold before a blockable hit | Observe unfamiliar attacks | Blocking a whole string with little stamina |
| Brink Guard | Guard just before impact | Efficient defense and stamina damage | Reacting to the windup instead of impact |
| Dodge / Brink Dodge | Read the path and evade before impact | Escape danger and adjust position | Spending all stamina on repeated rolls |
| Counterattack | Read the Burst cue and wait for impact | Answer a Burst Attack and create an opening | Inputting as soon as the warning appears |
| Reflection | After unlocking it, meet an attack with the skill’s animation | Create an opening against a learned move | Confusing it with Brink Guard or Counterattack |
Burst Attacks, grabs and Counterattack
A Burst warning gives you time to prepare. Watch the actual incoming move rather than countering the moment the icon, sound or red flash appears.
Ordinary guard and Brink Guard do not stop Burst Attacks. Evade their path or time the unlocked Counterattack action at impact. A successful Burst counter restores stamina and creates an opening.
Do not assume grabs can be guarded. Move out of reach or dodge, and do not treat every special visual effect as the same counterable attack type.
Countering an ordinary attack does not promise the same recovery or interruption as a Burst counter. Beginners should first practise against clear Burst warnings.
Reflection is not Brink Guard
Reflection is an active skill with unlock requirements. Its interception animation must meet the incoming attack; that differs from simply timing a guard before impact.
Practise on a familiar slower move before attempting it against a new multi-hit string. Failure can cost health and stamina, so keep using the other defensive options.
Weapon-specific skills such as Greatsword’s Counterstrike have their own costs and conditions. Do not treat similarly named actions as interchangeable.
Stamina damage, exhaustion and Brutal Attacks
Health damage is only part of an exchange. Attacks and effective defense can wear down enemy stamina toward exhaustion; running out yourself can leave you unable to act.
When the red Brutal Attack prompt appears, position correctly and act before its window ends. Extra normal hits must leave enough time to perform the finisher.
A Brutal Attack damages the target and restores stamina. Secure the finisher first, then practise adding damage before it.
Exhaustion windows vary by enemy and version. The first three main bosses received duration changes in June 2025; do not use one fixed timer for every boss.
A practical learning order
First, use one weapon and a short string against ordinary enemies. Check the stamina left when you stop.
Second, learn a slower blockable string and its final hit before practising Brink Guard. Change one timing at a time.
Third, dodge when you need to leave an attack’s range or avoid a poor guarding matchup. Do not ignore grabs or elemental threats to force an all-guard approach.
Fourth, practise Burst counters at clear teaching encounters such as the Chapter 2 bear. Read the warning, then the path and impact.
Fifth, secure Brutal Attacks consistently before extending strings with Spirit skills and Reflection.
Troubleshooting failed attempts
Always out of stamina: shorten strings, reduce aimless rolls and check weight and learned skills instead of adding health alone.
Damaged while guarding: identify a Burst Attack, grab, elemental effect or guard break before choosing a different response.
Punished while healing: wait out the full projectile sequence or combo, then heal during recovery. Distance alone is not a safe window.
Unused Spirit: choose one reliable skill and test it in a clear opening while retaining a defensive exit.
Correct buttons but failed counters: distinguish Counterattack, Reflection, Brink Guard and weapon skills, then check unlocks and animation timing.
Sources and version notes
Checked on 2026-10-21. Recommendations are editorial; patch-specific rules are identified in the text.