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How to Play Kintarō in Ravenswatch: Abilities, Builds, and Combat Tips

By Freedom251 Team · · 11 min read

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Kintarō is a two-character hero. His Trait switches between mounted combat, where he rides Kuma, and dismounted combat, where Kintarō fights on foot while Kuma attacks and can be repositioned independently. They share one health bar: damage dealt to Kuma becomes Internal Damage for Kintarō, and remounting lets that damage recover gradually. Winning with Kintarō therefore depends less on staying in one form and more on managing Kuma’s position, choosing the right ability set for each stance, and finding safe moments to remount.

This guide covers the version 1.6.0 launch kit released on October 12, 2026. It explains every confirmed ability, the control scheme, a practical combat loop, and three early build directions. There is not yet enough evidence to call any Kintarō build the strongest, so the build section treats Power, dash, and Attack/Defense themes as experiments rather than prescriptions.

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Kintarō’s central mechanic: one hero, two stances

Kintarō’s Trait changes the relationship between him and Kuma. While mounted, you control the pair as a conventional melee unit and use Kintarō’s mounted action set. When dismounted, Kintarō moves and attacks on foot, while Kuma becomes a separate creature that attacks nearby enemies automatically. You can also direct Kuma to a different location.

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The stance change is not a cosmetic switch. Every basic action slot changes, so your Attack, Power, Special, and Defense buttons produce different abilities depending on whether Kintarō is riding. A useful habit is to think of the Trait as a positioning and resource decision: mounted play keeps the pair together, while dismounted play lets you create two points of pressure and control where Kuma stands.

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How to control Kuma

The official version 1.6.0 notes specify right-stick control for Kuma. On keyboard and mouse, point with the mouse and press A. The PlayStation product description likewise says that Kuma can be guided directly, either toward nearby enemies or away from danger. The control is available while Kintarō is on foot; Kuma also attacks nearby enemies without requiring a separate attack command.

  1. Use Kintarō’s Trait to enter the dismounted stance.
  2. Point the right stick toward the target area, or point with the mouse and press A on keyboard and mouse, to move Kuma.
  3. Place Kuma where his automatic attacks can reach enemies without leaving him in avoidable danger.
  4. Use Kintarō’s dismounted abilities while watching both characters’ positions.
  5. Use the Trait again to remount when staying separated would expose Kuma or when you need to recover Internal Damage.

The exact Trait button depends on your control layout, so check the controls screen rather than assuming a keyboard key or controller button that may differ from your configuration.

The shared health bar and Internal Damage

Kintarō and Kuma use one health bar. When Kuma is hit, the resulting damage is transferred to Kintarō as Internal Damage. The PlayStation listing describes this damage as gradually recoverable when Kintarō remounts. Remounting is therefore a recovery window, not an instant heal: you still need enough safety to remain mounted while the damage restores over time.

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Keep the Internal Damage indicator in view whenever Kuma is taking hits. If you leave him in a damaging area because his automatic attacks are convenient, you are also spending Kintarō’s future health. Conversely, pulling Kuma out of danger can preserve the same health pool even if it temporarily reduces his attack uptime.

Every confirmed ability

Passtech Games’ launch notes list eight stance-specific abilities. They establish the names and action slots, but do not publish Kintarō-specific damage values, cooldowns, range data, or frame data. Do not use an online number unless it comes from a current in-game tooltip or a later official update.

Stance Attack Power Special Defense
Mounted Claw Swipes Charge Leap Roar
Dismounted Axe Whirl and Pound Double Leap Roar and Shout

Mounted abilities

Claw Swipes — Attack: This is the mounted basic attack slot. Use it when you want to remain with Kuma and apply the ordinary mounted attack pattern.

Charge — Power: Charge occupies the mounted Power slot. It gives the mounted stance a distinct Power action, so remember that selecting a Power talent during a run does not automatically tell you how the move behaves in both forms; the slot changes when you dismount.

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Leap — Special: Leap is Kintarō’s mounted Special. It is the Special action available while riding, whereas Double Leap replaces it on foot.

Roar — Defense: Roar is the mounted Defense action. It is separate from the dismounted Defense combination, Roar and Shout.

Dismounted abilities

Axe — Attack: On foot, Kintarō’s Attack becomes Axe. This is the basic action to practice when learning how his personal attacks feel away from Kuma.

Whirl and Pound — Power: The dismounted Power slot combines Whirl and Pound. It is not the same action as mounted Charge, so a build that emphasizes the Power category still asks you to learn two different moves.

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Double Leap — Special: Dismounted Kintarō uses Double Leap instead of Leap. The changed Special is important when you are navigating around hazards or trying to rejoin Kuma.

Roar and Shout — Defense: This replaces mounted Roar as the Defense action while Kintarō is on foot. Treat the two Defense entries as stance-specific tools, not alternate names for one universal ability.

A practical Kintarō combat loop

The following sequence is a safe starting pattern derived from the documented controls and health rules. It is a framework, not an official ability rotation.

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  • To defeat the Nightmare and reach the final chapter, you will need a strong build, focus and excellent teamwork.
  • Increase your fighting power in battles then face the level boss when you feel ready… or when you no longer have a choice.
  • The world of Reverie is built on old folk tales and legends. From the three little pigs to Norse mythology to One Thousand and One Nights.
  • Run after run, play as different heroes, make the most of the upgrades and items you find, and explore a randomly generated map with new activities and new enemies.

1. Enter the fight mounted when you need control

Mounted Kintarō keeps both characters together and gives you the Claw Swipes, Charge, Leap, and Roar set. Start here when you want simple movement, need to cross a room together, or do not yet have a reason to expose Kuma separately.

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2. Dismount before you need two positions

Use the Trait before a pull or encounter in which separating the pair is useful. On foot, Kintarō can operate on one side of the engagement while Kuma’s automatic attacks work near another target. Do not wait until Kuma is already standing in a damaging effect; creating distance is easier before he is surrounded.

3. Place Kuma deliberately

Direct Kuma with the right stick, or with mouse pointing plus A. Move him toward nearby enemies when you want his automatic attacks, then move him away when the same position becomes unsafe. His ability to attack automatically does not make him invulnerable, and his damage is still connected to Kintarō’s health through Internal Damage.

4. Use the dismounted action set consciously

On foot, Kintarō has Axe, Whirl and Pound, Double Leap, and Roar and Shout. Players who continue pressing buttons from the mounted muscle memory can waste a slot or misread the situation. Call out the four dismounted names mentally until the stance change becomes automatic.

5. Remount for recovery or regrouping

When Kuma has accumulated avoidable damage, remount in a safe location. The documented recovery happens gradually while mounted, so choose a window in which you can stay out of immediate danger rather than swapping forms in the middle of an attack. Remounting also reunites the two characters, which can be more valuable than maintaining a split position.

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Positioning rules that prevent most early mistakes

Manage Kuma as a second position, not as a disposable shield

The official description supports directing Kuma toward enemies or keeping him out of harm’s way. It does not establish that Kuma is a tank, that he can be sacrificed without consequence, or that Kintarō should remain dismounted for an entire encounter. Treat every Kuma placement as a health decision because incoming damage becomes Internal Damage for the shared bar.

Use separation only when you can monitor both spaces

Dismounted play adds tactical options but also increases the amount you must watch. If you cannot see an incoming threat near Kuma, reposition him instead of leaving him on a target out of view. The best location is not always the closest enemy; it is the location that keeps his automatic attacks active without forcing unnecessary damage.

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Do not confuse stance switching with instant healing

Internal Damage recovers gradually when Kintarō remounts. A quick swap in and out does not erase the damage immediately. Plan a real recovery window, and avoid spending the restored health immediately by sending Kuma back into the same danger.

Learn both action bars before chasing optimization

There are eight named abilities across the two forms. Practice the mounted and dismounted Attack, Power, Special, and Defense actions in a low-risk encounter so you know what is available after the Trait changes. Familiarity is especially important when a run offers a talent that affects a category rather than a single stance.

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What is known about Kintarō builds

The launch notes confirm 26 unlockable Talents and two Ultimates. They do not publish enough detail to identify a universally strongest talent sequence. The official BuildMaker showed several Kintarō entries shortly after launch, and launch-day player discussion mentioned Power, dash, and defensive directions. Those are signs of early experimentation, not comparative performance data.

Build around the talents and items your current run actually offers. A fixed list copied from another player can fail when the offered choices do not support it, and the hero had been available for only about a day in the early discussion. Use the following paths as decision frames rather than guaranteed recipes.

Path What supports it How to use the idea What is not established
Power-focused A launch-day player described a Power-oriented direction. When your run repeatedly offers useful Power choices, test how the mounted and dismounted Power slots fit your preferred stance changes. No verified talent list, damage ranking, or win-rate advantage.
Dash-focused The official BuildMaker displayed a “Kintarō Dash build.” Choose dash-related options when the run presents them and evaluate whether the extra mobility helps you reposition Kintarō or Kuma safely. The listing title alone does not prove superior results.
Attack/Defense brawler BuildMaker displayed “Brawler Kintaro (Attack & Def).” Use this as a direct-combat experiment when your choices reinforce Attack and Defense actions across both stances. No sourced durability target, damage target, or best solo/co-op claim.

How to choose among the paths

  • Ability emphasis: Pick the category that appears in your run with the most useful, compatible choices. Power, dash, and Attack/Defense are documented exploration themes, not tiers.
  • Positioning burden: A plan that depends on frequent dismounted play requires you to guide Kuma while operating Kintarō. If you prefer one controllable position, favor choices that let you remain mounted more often.
  • Risk tolerance: Decide whether you would rather keep Kuma exposed for longer automatic attacks or reposition him sooner and remount to recover Internal Damage.
  • Run flexibility: Let the offered talents and items refine the plan. Do not skip a clearly useful option merely to preserve a build label chosen before the run began.
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A simple build-testing checklist

  1. Write down which stance you naturally use when an encounter becomes dangerous.
  2. Note whether Kuma spends most of the fight near targets, moving between targets, or away from danger.
  3. Track how often Internal Damage forces you to remount; this identifies whether your current positioning is sustainable.
  4. Compare the practical value of your selected category in both action sets. Power choices, for example, should be judged with Charge and Whirl and Pound in mind rather than one move alone.
  5. Change one major direction at a time so you can tell whether a different talent or a different positioning habit caused the improvement.

This method produces information about your own control preferences without pretending that a launch-week community label is a validated ranking.

Launch facts, availability, and platform details

Kintarō is a paid hero DLC released alongside the free version 1.6.0 update. The official launch announcement states that the update is available on Steam, PlayStation, Xbox, and Nintendo Switch. Regional prices and current availability can change, so check the store for your platform rather than applying a price from another country.

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The launch materials also list seven fully voiced pages of Kintarō’s Memoirs, four unlockable outfits, and three premium outfits. These are feature counts, not indicators of combat strength.

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An official roadmap mentioned a limited physical Nintendo Switch 2 version of Ravenswatch. The roadmap wording does not verify a current retail listing or confirm whether that package includes the Kintarō DLC. If you are considering that edition, check the box contents and the retailer’s current listing before purchase.

What the launch information does not answer

At launch, the published notes establish the ability names, stance controls, shared-health behavior, Talent count, and Ultimate count. They do not establish exact damage, cooldown, range, frame data, a recommended talent order, a win rate, or a best solo or co-op setup. Those details can change with balance patches and should be checked against current in-game information or later official notes.

That distinction matters when reading build posts. A community title such as “Dash build” tells you what its author wanted to explore; it does not tell you that the build has been tested against every difficulty, map, party size, or item offering. Kintarō’s two action bars also mean that a choice can feel different depending on how often you switch stances.

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Quick troubleshooting for new players

Kuma is taking too much damage

Move him with the right stick, or mouse pointing plus A, before he remains in the danger zone. If the Internal Damage overlay is already high, remount somewhere safe and allow the documented gradual recovery to work.

Your attacks feel unfamiliar after switching

Read the stance row rather than assuming the previous action remains equipped. Mounted play uses Claw Swipes, Charge, Leap, and Roar; dismounted play uses Axe, Whirl and Pound, Double Leap, and Roar and Shout.

You cannot decide on a build

Choose the path that matches the choices your current run supplies. Power, dash, and Attack/Defense are all documented early exploration directions, and none has a sourced claim to superiority.

You are losing health while trying to deal automatic damage

Automatic attacks do not remove Kuma’s exposure. Reposition him, shorten the time he spends in danger, and use a remount recovery window instead of treating him as expendable.

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Bottom line for playing Kintarō

Kintarō rewards deliberate stance management. Mounted play gives you the Claw Swipes, Charge, Leap, and Roar set and keeps the pair together. Dismounted play gives Kintarō Axe, Whirl and Pound, Double Leap, and Roar and Shout while Kuma attacks nearby enemies and can be guided separately. The shared health bar makes every Kuma positioning choice consequential: protect him, watch Internal Damage, and remount when you have a safe recovery window.

For builds, begin with the run in front of you. Power-focused, dash-focused, and Attack/Defense brawler directions are all visible in early community experimentation, but the launch evidence does not support ranking them or naming a best build. Learn both stances first, then let your offered talents and your comfort managing Kuma determine the direction.

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