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Water Breathing

Water Breathing is the most well-rounded style in KimetsuCraft. It covers single-target pressure, crowd control, mobility, and a defensive answer for high-pressure moments. A strong pick if you want a style with tools for almost every situation.

Forms

Water Surface Slash

First Form: Water Surface Slash

Lv 1 10 Stamina 6s CD AP 2 8.0 Dmg (+0.75/DEX)
Basic frontal slash with wide coverage and upward knockback. It is cheap, available from the start, and works as your default filler when you are not trying to win a priority clash.

Surging Current

Second Form: Surging Current

Lv 3 25 Stamina 13s CD AP 3 / DP 1 4.0 Dmg (+0.7/DEX)
Dash attack that carries you through enemies. It gives you a brief invulnerability window followed by super armor, so it can force entry, escape pressure, or reposition through a pack.

Water Wheel

Third Form: Water Wheel

Lv 5 21 Stamina 13s CD AP 3 / DP 1 2.0x6 Dmg (+0.75/DEX)
Spinning multi-hit attack that roots and silences enemies. This is Water's main crowd-control answer and one of its best setup tools for a guaranteed follow-up window.

Drop Ripple Thrust

Fourth Form: Drop Ripple Thrust

Lv 16 8 Stamina 8.5s CD AP 4 / DP 2 5.0 Dmg (+1.0/DEX)
Precision strike built for clean trades. Among the early forms, it is the most efficient way to punish openings and punch through pressure.

Flowing Dance

Fifth Form: Flowing Dance

Lv 10 18 Stamina 9s CD AP 2 / DP 1 6.0 Dmg (+0.6/DEX)
Wide sweeping attack with strong pushback. Use it to create space when you are surrounded or to reset melee range on your terms.

Whirlpool

Sixth Form: Whirlpool

Lv 24 35 Stamina 20s CD AP 1 / DP 3 2.0 Dmg (+0.4/DEX)
Zone-control vortex that pulls enemies inward, lifts them, and slows them. The damage is secondary; the real value is pinning a group in place while you recover or prepare the next technique. Not a clash winner — use it when enemies are already committed.

Constant Flux

Seventh Form: Constant Flux

Lv 37 60 Stamina 32s CD AP 3 / DP 2 6+2+12+6 Dmg (+0.5/DEX)
Three-phase combo built around dash, launch, and slam. It is Water's big commit button and works best when the target is already locked down or out of position.

Dead Calm

Eighth Form: Dead Calm

Lv 50 95 Stamina 52s CD AP 5 / DP 5 7.0 Dmg (+0.6/DEX)
The ultimate defensive form. It carries top-end priority, shuts down enemy momentum, and is best saved for the one moment in a fight when nothing weaker will do.

Dead Calm — in-game technique detail

Passive Bonuses

These bonuses are always active while Water Breathing is equipped. You do not need to be in combat mode.

Bonus Value
Attack Speed +15%
Entity Reach +0.75 blocks
Armor +8 points (hidden)

The armor bonus does not appear on your HUD, but it still reduces incoming damage through the vanilla armor formula. You are tougher than your stat screen suggests.

For the configurable values of each Water Breathing form, see Technique Balance.