Kinesis

Kinesis Notes

Written by a reboot player. Mileage may vary for Interactive players

(as of Jun 20, 2025)

Think something should be added or updated?

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Upcoming Changes (v1.2.186)

TLDR

  • All classes are becoming 2m, so many of our skills get adjusted. Notably:
  • Overdrive:
  • 3m -> 2m
  • No adjustments to duration
  • Afterimage:
  • 45% AP -> 30% AP
  • Psychic Tornado:
  • 3m -> 2m
  • Duration 20s -> 15s
  • Continuous damage (1500% -> 1360%)
  • Throwing damage (413% -> 255%)
  • Explosion damage (900% -> 590%)
  • MoM:
  • Continuous damage (1350% -> 1050%)
  • Explosion damage (1045% -> 750%
  • Press:
  • 1295% -> 1245%
  • Grab:
  • 1034% -> 1000%
  • BPM:
  • 310% -> 280%
  • Kinetic Orbs:
  • 620% -> 560%
  • We also get a new dash skill (because they forgot Deep Impact exists . . .)
  • Cooldown for Mind Tremor has been removed, resulting in fast passive gauge charging
  • There's also some oz ring adjustments, but don’t know what's best for us going forward yet.

Implications:

  • Kinesis was already mostly a 60s class, well suited for a 2m meta. However Nexon decided to nerf all aspects of our kit, including our 60s, despite only 2 skills needing adjustments, overdrive and psychic tornado. While the nerf isn’t incredibly bad, most other classes got positive changes, and work well with a cooldown hat, leaving us behind.

Upcoming Changes (v1.2.181)

TLDR

  • We are estimated to get around ~28% FD from how Kinesis plays before this patch
  • Train must now be maintained throughout the rotation
  • Combo orbs now activates on some of the Ultimate skills, increasing activations by 75%
  • Change Passive Hyper Skill to Kinetic Orb - Reinforced. Replace either:
  • Mind Tremor - Overwhelm (IED party support goes from 36.25% -> 27.75%)
  • Psychic Grab - Reinforce

HEXA Ultimate - B.P.M

  • Damage increases from 175% -> 310%
  • Larger range in front of player and now behind player as well

HEXA Kinetic Combo

  • [Non-HEXA change] Combo orbs now proc with most skills, except Psychic Force, Psychic Drain, B.P.M, and Psychic Shot
  • This will increase activations by a minimum 75%
  • Damage increased from 350% -> 620%

Implications:

  • Kinetic Combo - Reinforced will be the better hyper passive to take. Since it now procs kinetic combo, it’ll be best to maintain full uptime on Trainwreck.

HEXA Ultimate - Trainwreck

  • Reduced cost from 15PP to 13PP
  • Damage increases from 120% -> 370% for 9 seconds.
  • Overall width of skill is increased, but still is placed ahead of the player

Implications:

  • The damage increase with the added combo procs should encourage maintaining 100% uptime.

Inner Ability

Top 1st Line Options

Passives +1

Notable affected skills:

  • Psychic Clutch (Default damage skill)
  • Telepath Tactics (+1 FD%, +1 DMG%, +2 MAtk)
  • Awakening (+1 FD%, +1 C.DMG% on Ultimate Skills)
  • Mastery (+2% Mastery, +1 C.DMG%)

Note: In most party bossing situations, you’ll have someone to give you an attack speed bonus to hit AS10, so this is preferred for party bossing. But some players prefer always having AS10 due to the class feeling sluggish without it.

Attack Speed +1

Noteable affected skills:

  • Metal Press

Note: While Metal Press is Kinesis' most damaging skill, it is limited by the gauge. You can empty out your gauge quicker (good for bursts and within Oz ring activations or fatal) but it’ll take the same amount of time to recharge, which is the bulk of the off burst. In addition, Kinesis has a lot of summons that are not affected by attack speed, and an 8s origin cutscene which takes away from spamming Metal Press during your burst.

20% Boss DMG

Min-max option if both real Combat Orders (replacing Passives +1) and someone providing Attack Speed (replacing Attack Speed +1) are in the party.

Note: Settle-able for boss mules, just not ideal.

Top 2nd/3rd Line Options

10% Boss DMG

Raw damage

8% Abnormal DMG

Mind Quake, Psychic Clutch, Metal Press, and Explorer Mage Link all count as abnormal status

21 MAtk

Weakest option - used to min-max with 20% Boss as first line in a party with AS+1 and real Combat Orders.

Crit Rate %

Only if you need it

Critical Rate

Breakdown

Base Rate: 5%

Skills

(Beginner) ESP: 10%

(2nd Job) ESP Mastery: 10%

(3rd Job) Third Eye: 20%

(5th Job) Decent Sharp Eyes: 10%

Links

Lynn - Focus Spirit: 10%

Phantom - Phantom Instinct: 20% (supplement)

Legion

Night Lord Legion Piece (Lv200/250): 4-5%

Marksman Legion Piece (Lv200/250): 4-5%

Artifact: Up to 20%

Legion: Up to 40% (supplement)

Other Sources

  • Hyper Stat (supplement)
  • Inner Ability (supplement)
  • Fam Badges (supplement)
  • Ocean Badge: 1%
  • Rebel Badge: 1%
  • Commerci Badge: 1%
  • Holy Badge: 1%

Attack Speed

Breakdown

Base (+4), Pure Power (+1), ESP Booster (+2), DSI (+1), Green Pot (+1) = AS9

With AS+1 Inner, AS10 is achievable

Hypers

Passive Skills - Best Options

Psychic Grab - Poss Point

Doubles Psychic Points charged. Faster charging means you can use other skills more often, like Metal Press

Psychic Grab - Reinforce

Most of your time off-burst will be spent using Psychic Grab and charging gauge. So good to pick +20%

Mind Tremor - Overwhelm

Increase DEF reduction of enemy by +10%

Kinetic Combo - Opportunity

Increases chance for Kinetic Combo to proc from 70% to 100%.

Kinetic Combo - Extra Strike

Each proc of Kinetic Combo is 1 hit, so this effectively increases the skill damage by 100% FD.

Active Skills

Mental Tempest

7 second iframe and restores full PP. Using Jaunt, Kinesis is able to animation cancel out of Mental Tempest but retains the iframe

Mental Overdrive

Burst skill - Reduces PP usage by half and passively gain PP over the 26s duration

Mental Shock

Class bind with mediocre range

Hyper Stat Note:

Max out DF/TF/PP/Mana hyper stat. We have skills that regenerates PP based on max gauge and is an extremely good QoL for training and bossing. More PP in circulation = more damage.

Links

Innate

Kinesis

4% Crit Dmg

Bossing Core

Demon Slayer

20% Boss Dmg

Ark

16% Dmg at 5 stacks

Demon Avenger

15% Dmg

Lynn

10% Boss Dmg, 10% Crit Rate

Angelic Buster

60% Dmg for 10s (extended by buff duration). 60s cooldown

Kanna

10% Dmg

Luminous

20% IED

Explorer Mages

9% Dmg and 9% IED at 3 stacks

Explorer Thieves

18% Dmg for 10s upon debuffing an enemy. 20s cooldown

Bossing Situational

Resistance

Up to 8s of invincibility upon revival. Use if uncomfortable reviving or want to greed damage upon revival.

Phantom

20% Crit Rate. Only if needed

Cadena

6% Dmg against enemies with abnormal statuses. An additional 6% Dmg if player is higher level than target

Adele

4% Boss Dmg. Adds 2% Dmg for each party member up to 8% for a maximum of 12% Dmg

Xenon

10% All stat. More damage if nothing else

Kain

17% Dmg for 20s after 5 stacks. 40s cooldown. More damage if nothing else

Training

Mercedes

20% EXP

Evan

70% Duration increase on runes

Aran

+900% Kill Marble EXP

Hoyoung

14% Dmg against monsters with 100% HP. Helps 1-shotting

Lara

5% Dmg. Gain 11% Normal Monster Dmg after defeating 20 monsters


Oz Rings

Continuous Ring

Good for solo bossing, Level 5 is really good with the recent change to Kinesis becoming more DPM than Bursty

Ring of Restraint

Good for party bursts, especially with origin. Primary ring if ring swapping

Weapon Jump I

Secondary ring if ring swapping. Not much added value at level 5 since mini-bursts fit in 15s

Totaling

Tertiary ring if ring swapping. Not much added value at level 5 since mini-bursts fit in 15s

Risk Taker

Can do some fun things if playing in a 2 minute party. Bind + Origin Bind + Gene Iframe + Class Iframe is enough to last the entire ring. Tertiary ring alternative.

On a 6m dummy rotation, RoR4-WJ4-Totaling4 was slightly better than a Cont4 (3% difference). However it is theorized that a Cont5 will outperform RoR5-WJ5-Totaling5. In a burst oriented party, RoR5 would still be preferred.


Notable Pre-5th Job Skills

Notable 1st Job Skills

Metal Press

7PP: This is Kinesis’ most damaging skill used extensively in burst and in off-burst. Applies 15% IED Debuff. Not too useful mobbing

ESP Booster

+2 Attack Speed Buff. This is still an active buff for Kinesis

Psychic Force

Early stages, this skill is not important. It does no damage, but it can push mobs around. It's important for maneuvering a 5th job skill called Mind over Matter

Kinetic Step

Double flash jump

Notable 2nd Job Skills

Psychic Drain

Passive Effect: 40% to restore 1 PP when attacking bosses, but doesn’t apply to some summon skills.

Active Effect: Can be used for super stance, creates a small zone that does damage, on normal monsters can be used to generate 1 PP per damage tick

Deep Impact

2PP: Kinesis’ teleport skill with negligible damage. Has a slow wind up animation. Also upgrades the damage of Metal Press

Kinetic Piledriver

Spammable super-stance skill

Notable 3rd Job Skills

Psychic Grab

Main attacking skill outside of burst. Picks up objects and nearby mobs on the first cast, then used to hit in front of Kinesis the next 5 casts.

[4th Job Upgrade] Adds 15% IED debuff. Does not stack with Metal Press

Mind Tremor

Slows target by 25% speed. Applies 10% FD debuff to target for Kinesis only. Applies 10% IED debuff (applies to party).

[4th Job Upgrade] Increases to 15% FD from Kinesis and 15% IED debuff

Trainwreck

15PP: Summons a train that does damage over 12s. Also upgrades the damage of Metal Press

Kinetic Combo

70% chance for additional attacks automatically triggered by non-ultimate skills.

Kinetic Jaunt

Kinesis’ float skill. Can only air-stall or move in an upward direction. Also can be used to cancel animations. 4s cooldown, but 8s cooldown and 2PP cost when canceling animations.

Notable 4th Job Skills

Psychic Shot

5PP: After using Psychic Grab, you can throw objects in an outward direction. The coverage range and number of hits landed are inconsistent until the 6th job upgrade. Could be used for mobbing but would recommend against it

B.P.M

Damage toggle that costs 1 PP per tick. Automatically turns off when PP runs out but also automatically turns back on when more than 3 PP is recovered. Also increases damage to Trainwreck and Metal Press

Psychic Charger

Restores 50% of maximum PP and passively increases Boss Dmg by 30%

Clear Mind

Clears Abnormal Status


5th Job

Primary Nodes

Psychic Grab

Metal Press

B.P.M

Kinetic Comb

Secondary Priority

Trainwreck

Psychic Drain

5th Job Nodes

Mind over Matter (MoM)

60s Burst Summon. Can be pushed with Psychic Force or recalled by pressing the  MoM again

Psychic Tornado

180s Burst Summon. Rubix cube that floats over your head dealing damage. At the end of the skill, it is automatically thrown in front of the player and explodes, dealing more damage (disappears if thrown on a rope).

Can press the skill again to throw early.

Law of Gravity

(LoG)

60s Burst Summon. Attaches a black hole to a nearby target with the most HP and pulls enemies or objects in, dealing damage over time. At the end of the skill, the black hole explodes, dealing more damage.

Can press the skill again to explode early.

Psychic Shockwave

Long range skill with a large hitbox. Used primarily for mobbing and long range chip damage in bossing.

Summons a black hole at the end of the shockwave that recharges some PP


Unique Nodes

Afterimage of the Otherworld

+5% Crit Damage and +50% AP investment for 50s with a 60s cooldown

Otherworld Goddess’s Blessing

11% FD for 40s and every 4s receive one random effect:

Pray for these
Blessing of Recovery: Restore 30% of your max PP gauge

Otherworldly Void: Deals Damage to nearby target

Pray against these

Aegis Blessing: -75% Damage Taken

Blessing of Fortitude: Ignore one debilitating status effect

5th Job Node Priority

Mobbing

Bossing

 >  >  >  >  > 

Utility


6th Job

Masteries

HEXA Ultimate - Metal Press

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  • Decreases PP Cost of Metal Press from 7 to 6
  • Deals 1295% damage 10 times against up to 12 targets
  • Applies 15% IED debuff that does not stack with Psychic Grab or Psychic Shot

HEXA Psychic Grab

[Psychic Smash] Grabs up to 8 targets and hits for 1034% damage 5 times. Recovers 1 PP each use

  • Applies 15% IED debuff that does not stack with Metal Press or Psychic Shot

HEXA Psychic Shot

  • Throws grabbed objects and enemies as projectiles, dealing 765% damage 4 times against up to 15 targets
  • Recovers 1 PP on use (net 4PP cost)
  • Applies 15% IED debuff that does not stack with Metal Press or Psychic Grab

This upgrade makes Psychic Shot much more reliable with consistent trajectory and hit boxes, allowing this to be a reliable mobbing alternative to shockwave.


Skill / Origin

From Another Realm

Costs 5 PP to use

Creates 32 Fissures, each dealing 1575% damage 12 times against 15 enemies. Then creates 44 explosions that deal 1586% damage 13 times.

Cutscene Duration: 8s


6th Job Priority

6th Job priority is largely dependent on current progression and goals. For example, solo bossing and party bossing have different priority graphs so make adjustments that make sense for you. Use Maple Scouter for a tailored recommendation. Below is a general priority guide.

Notes:

  • For burst-oriented party bossing like Kalos, Origin has higher precedence
  • HEXA Psychic Grab retains its value when using a Continuous ring and loses value when using multiple Oz rings (RoR, WJ, Totaling/Risk Taker)
  • Shockwave in theory should never be used for bossing aside from ranged chip damage, so it is completely deprioritized.
  • Sol Janus is not listed. This largely depends on the user’s training style and regime. If you want to level faster and farm lazier earlier on in your HEXA progression, Sol Janus should be a high priority. Sol Janus has some milestones to target:
  • Lv 1 Dawn gives 1 ring
  • Lv 10 Dawn gives 2 rings
  • Lv 20 Dawn gives 3 rings
  • Lv 1 Twilight releases 9 crystals
  • Lv 15 Twilight releases 10 crystals
  • Lv 30 Twilight releases 11 crystals

Hexa Stat

HEXA Stat provides added stats upon upgrade. These stats, unlike the rest of the HEXA grid, provide damage gains across all skills instead of a single skill. In general, HEXA stat is good to invest early. Priorities:

  1. M.Att
  2. INT
  3. Crit Dmg

Training

Pre-6th Training Skills

Shockwave: This is the primary mobbing skill. High base damage which should make 1-shotting mobs easier early on.

Drain: Summon that will help regenerate PP as you farm

Fountain: Extra summon to help clear maps and ease PP usage

PP Recovery

Spammable skill in between spawns to regenerate PP

Notes:

  • Shockwave has a huge hitbox that should help clear multiple platforms at once
  • For Psychic Drain to work effectively, it needs to be weak enough so that mobs continuously take damage from it. Kill the mobs where Psychic Drain is located last.
  • Cycle through PP recovery skills from lowest CD to highest CD. Charger is CD skippable and the lowest CD so use it first. Goddess is also not that reliable as a PP recovery option so whenever you feel like it.

Sample Maps

These are only sample rotations. There could be easier, lazier, or more efficient rotations out there. Create your own rotation with Maple Maps

Rock Zone

(200-205)

T-Boy’s Research Train 2

(205-210)

Mottled Forest 2

(210+)

Occupied Dance Floor 2

(220+)

Where Water and Sunlight Meet

(225+)

Shadowdance Hall 2

(230+)

Plunging Depths 3

(240+)

Last Horizon 6

(245+)

Labyrinth of Suffering Core 3

(250+)

World’s Sorrow Midpoint 2

(255+)


Post-6th Training Skills

With 6th Job unlocked, Janus becomes available alongside all pre-6th training skills

HEXA Psychic Shot also becomes a fair alternative, adding more height and range than Shockwave does

Sample Maps

This list is not comprehensive. These are only sample rotations. There could be easier, lazier, or more efficient rotations out there. Rotations will be without Janus to accommodate all onlookers. Adjust with Janus as you please. Create your own rotation with Maple Maps

Eastern City Ramparts in Battle 3

(260+)

Outlaw Infested Wastes 3

(270+)

Laboratory Behind Locked Door 4

(280+)

Harsh Winter 4

(275+)

Top Deck 4

(280+)

Among the Tainted Trees 1

(285+)


Bossing

Kinesis is a 3 minute class with 60s bursts. Both triple ring swapping for each set of 60s and using a continuous ring are both viable options. In testing, triple ring swapping was slightly better on a dummy.

Burst Order

There are several philosophies on burst order since Kinesis’ burst is based on PP usage. Ultimately, there's an element of RNG with Goddess procs and CD skip which allow flexibility in the order we press skills. Below are some sample burst orders but other permutations exist based on personal preference.

Common setup: Apply debuffs, use long buffs, Will & Seren before bursting. Psychic Drain does not add much and therefore optional.

Pre-6th:

Philosophy 1: Reduce all PP usage from the start by using Overdrive early

......

Philosophy 2: Use some burst skills and a PP regen skill before Overdrive.

....

Post-6th: Origin basically fully charges the PP gauge when it hits a boss. You could press all your summons and buff, origin, then Mental Overdrive before spamming Metal Press, but this then makes it awkward to off-origin burst since overdrive will be delayed 1 cutscene length. Ideally origin as late as possible while still in your buffs. Also skipping Trainwreck is perfectly fine and really only benefits with excess PP now that HEXA Metal Press is much more valuable.

Philosophy 1: Reduce all PP usage from the start by using overdrive early

........

Philosophy 2: Use Charger/Tempest early so it can be used again earlier. Start Pressing with more PP

.......


Off-Burst

When off-bursting, it's generally good to always have some PP in the tank for emergency situations where you need to use Deep Impact (TP Skill) and avoid downtime on B.P.M and Trainwreck.

Pre-6th:

(until near full gauge)(until last full bar)(maintain full uptime)

Post-6th: With Metal Press getting its HEXA Mastery upgrade, it's more PP efficient (at max upgrade) to skip Trainwreck completely and only use Metal Press for off-burst. Trainwreck can still be used during burst with excess PP.

(until near full gauge)(until last full bar)

Reapply Debuff: Every 30s

Mini-Burst

Kinesis has a min-burst every 60s. If ring swapping, it's best to swap 5 seconds before the mini-burst since there is a small window where Afterimage is down.

(other rings or continuous)

Party Utility

Mind Tremor and Psychic Grab/Metal Press/Psychic Shot IED debuffs stack. When using the hyper passive skill that boosts the DEF reduction of Mind Tremor, Kinesis provides a 25% slow and 36.25% IED debuff to a party.


Culvert

Sample With -4CD And Lv250 Merc

Before Entering

 -Offset to your liking

Upon Entry

Before Boss Spawns

Swap off CD gear into full damage gear

When Boss spawns

Whenever Low PP

90s/60s/30s

Off Burst

Off Cooldown

At 53s

At 50s

Off CD

At 24s

Off CD

Whenever Fatal

Sample with No CD

Without -4CD (hat + tengu cape), it's difficult to get a decent 3rd burst off at the end, so it's best to hold on to MoM after the initial use for the end when you likely have an Oz ring and Goddess up again.

Before Entering

 -Offset to your liking

Before Boss Spawns

When Boss Spawns

At Level 5/6

Whenever Low PP

90s/60s/30s

Off burst

At 53s

At 50s

Off CD

At 24s

Whenever Fatal

Kinesis Quirks and Issues

Jaunt is able to ani-cancel out of skills at the cost of 2PP and longer cooldown. In greed situations (Fatal, burst), you can cancel out of the Metal Press animation and immediately use Metal Press again to get 2 quick Metal Presses in quick succession. Jaunt can be used to cancel out of the Mental Tempest animation to give Kinesis an 7s iFrame with the freedom to move.

B.P.M is known to randomly turn off when at low PP and bouncing between empty and regenerating 3+ PP. Ideally, it should never turn off unless the player toggles the skill again.

Mana Overload and Ethereal Form both consume HP for Kinesis since Kinesis does not use MP.


Credits

  • SupImJay for the HEXA priority graphic and proofreading
  • HaneOmoi for proofreading

Change Log

6/20/2025

  • Added info on 2m change

1/3/2024:

  • Updated with upcoming KMS patch (v1.2.181) with 3rd & 4th masteries

12/2/2024:

  • Initial release