Beyond Nen Nen abilities

Beyond Nen Nen Abilities

Beyond Nen abilities for Place 6016716328: Godspeed, Jajanken, Big Bang Impact, and all 15 public Hatsu with affinity, rarity, tier, and parry notes.

Fifteen public Hatsu, Godspeed through Fan Beam.

~14 min read

At A Glance

Beyond Nen abilities are the Hatsu names you read after Nen turns on, on Place 6016716328 (Beyond Nen). The table is the public 15-name recap, Godspeed through Fan Beam: affinity, rarity, a third-party tier, and the parry or guard-break note. It is a recap, not a developer patch note.

The experience has been live since November 6, 2026. The name arrives after Rohan finishes the meditation quest on how to get Nen. Spins, from codes, are the currency if you chase a different name. Play on Roblox. Checked November 8, 2026.

AbilityAffinityRarityTierNotes
GodspeedTransmutationMythicalSLightning Palm / Thunder Bolt; Speed of Lightning 30s
JajankenEnhancementMythicalSRock/Paper finishers; Pure Rage 30s, ~5 min CD
Big Bang ImpactEnhancementLegendarySSkull Breaker cannot be parried
ArrowEmissionLegendaryAElement arrows; Healing Arrow 35 HP over time
ToolboxConjurationUncommonAWrench Assault unparryable guard break
Ripper CyclotronEnhancementRareARipper Pummeling 32s CD
Rising SunTransmutationExtraordinaryAPain Packer at 50% HP
Crazy SlotsConjurationExtraordinaryARoulette: Scythe / Gun / Wand
Paper ManipulationManipulationLegendaryBAll four moves can be parried
Aura CorruptionSpecializationUnknownBAura Rot heals 30 HP, 50s CD
Super AttackEnhancementUncommonBGut Punch / Super Punch / Super Smash all break guard
BoostSpecializationRareBDamage amp only — no direct hits
Enchanting MusicManipulationRareBSleep stun 3.5s
Earth SludgeTransmutationCommonCEarth Fists +10% Weapon/Strength 1 min
Fan BeamEmissionCommonCGlory of Heaven breaks posture

Types, then ranks

Matched by build plan, shared topics, and guide progression — not random related links.

How do Beyond Nen abilities get onto your character?

A Beyond Nen ability shows up as a name, not a shopping list. Walkthroughs of the unlock show Rohan teaching Nen after the Meditation Mat prompt, then a Hatsu already written in the ability menu. No pass shows a picker with these 15 rows and a confirm button. Treat the first name as a roll. If you spent Spins in Customize before the quest, that name can already be waiting. It still sits idle until Rohan is done, and E techniques plus G charge stay quiet until then.

Each row below is tagged with one affinity: Enhancement, Transmutation, Emission, Conjuration, Manipulation, or Specialization. Your Nen type, written on Nen affinities, decides which skill trees you can finish. Match the tag to your type before you spend points on a kit you can barely train. Whether a mismatched Hatsu is allowed to fire is absent from this recap, so that rule stays TBA. The three S names are the first rows, and the next section is what those moves actually do.

Fan Beam name card on the Beyond Nen ability recap

Rarity and tier are two columns

Mythical, Legendary, Extraordinary, Rare, Uncommon, and Common are the rarity words in the recap. S, A, B, and C are a separate tier someone assigned from the kit. Paper Manipulation is Legendary and B. Toolbox is Uncommon and A. Read both cells. The tier list repeats the same letters across races and lineages. This page is only the Hatsu table.

Spins are a second roll, not a damage buff

Working codes pay Spins. Spend one only after the name on screen is a row you have already rejected. A Spin before you can read the menu is a name you cannot use yet. Paste strings in Customize, from the steps on how to redeem codes. The S-tier kits are the names people hope the next Spin prints.

What do the S-tier Beyond Nen abilities do?

Three Beyond Nen abilities sit in S on the public recap: Godspeed (Transmutation, Mythical), Jajanken (Enhancement, Mythical), and Big Bang Impact (Enhancement, Legendary). They share a letter. They do not share a job. Godspeed is the movement and counter kit. Jajanken is a stance with a long empowered mode. Big Bang Impact is the Enhancement string whose Skull Breaker cannot be parried.

Damage numbers for these three are absent. Cooldowns that the recap does print are below. If your client shows a different timer, the client wins and this table gets a revision. A-tier is the next band, and several of those kits still carry an unparryable hit.

Godspeed name card at the top of the Beyond Nen ability recap
MoveAbilityWhat the recap says
Lightning PalmGodspeedGuard break
Thunder BoltGodspeedGuard break
Speed of LightningGodspeed30 seconds. After a successful dodge you can circle behind the opponent
Raging Whirlwind / Whirlwind counterGodspeedBypass block. Cannot be parried
Rock / PaperJajankenFinishers
ScissorsJajankenExtends the combo
Pure RageJajankenEmpowered mode for 30 seconds. Cooldown about 5 minutes
Impact Train / Ground ShatterBig Bang ImpactOpener or finisher
Skull BreakerBig Bang ImpactExtends the combo. Cannot be parried
Fist of DestructionBig Bang ImpactMulti-hit damage

Godspeed is the dodge kit

Speed of Lightning lasts 30 seconds, and a successful dodge during it is the move-list way to get behind someone. Lightning Palm and Thunder Bolt are the guard breaks. Raging Whirlwind and the Whirlwind counter are the lines that ignore a block and refuse a parry. A second pass groups those bypass-block moves as the reason Godspeed closes the list. If you rolled it, practice the dodge before you practice the palm. The 30 seconds are the window.

Jajanken spends a long cooldown on Pure Rage

Rock and Paper close a string. Scissors keeps it going. A second pass adds that Scissors can break guard and set Rock up. Keep both: extender in the move list, guard break in the card pass. Pure Rage is the mode you plan around: 30 seconds of empowerment, then about five minutes before it returns. Blow the mode on a target that is already leaving and you are back to Rock, Paper, and Scissors for a long stretch. Big Bang Impact’s Skull Breaker cannot be parried. That same pass says almost every Big Bang move can break guard, on top of the named opener, finisher, and multi-hit.

Which A-tier Hatsu still decide a trade?

Five Beyond Nen abilities sit in A: Arrow (Emission, Legendary), Toolbox (Conjuration, Uncommon), Ripper Cyclotron (Enhancement, Rare), Rising Sun (Transmutation, Extraordinary), and Crazy Slots (Conjuration, Extraordinary). Uncommon Toolbox ranking above Legendary Paper Manipulation is the recap being honest about moves, not about the rarity word. Letters are a sort key. The next section is the tag that should change a keep.

AbilityMoves the recap namesThe part that changes a fight
ArrowIce, Poison, Lightning, Flame, HealingHealing Arrow restores 35 HP over time
ToolboxWrench Assault, Ruthless Saw, Strong Hammer, Screw ThrustWrench Assault breaks guard and cannot be parried
Ripper CyclotronRipper Strike, Ripper Demolition, Ripper PummelingStrike and Demolition can be charged. Pummeling breaks guard, extends the combo, 32s cooldown. A second pass says one Ripper move cannot be parried and does not name it. That tag stays unverified
Rising SunPain Packer, Sun JudgementPain Packer turns on at 50% HP. Damage rises as HP falls. Sun Judgement is the high-damage move
Crazy SlotsRoulette into Scythe, Gun, or Wand; Grim ReaperWand can heal. Gun has a charged shot. Grim Reaper is the shared move

Arrow is the only listed self-heal in A

Healing Arrow’s 35 HP over time is the sustain number this table actually prints. The element arrows are the damage shapes: ice, poison, lightning, flame. If your build already has a healer from Crazy Slots’ Wand, Arrow is a second sustain tool with range, because its affinity tag is Emission. Pair that thought with the Emission row on the affinity page before you assume every Enhancement account wants Arrow.

Rising Sun wants you hurt

Pain Packer is locked until you are at 50% HP, and the recap says the kit hits harder as that bar falls. Opening a fight at full health and waiting for Sun Judgement is the opposite of the condition. Toolbox’s Wrench Assault is the A-tier move to throw when the opponent is blocking, because it breaks guard and cannot be parried. Ripper Pummeling is the same idea on a 32-second cooldown, after a charged Strike or Demolition.

Crazy Slots is a roulette, so plan three weapons

The roll can hand you a Scythe, a Gun, or a Wand. Wand is the heal. Gun is the charged shot. Grim Reaper is the move the recap says you keep across the roulette. If you need one specific weapon every life, this Hatsu will frustrate you on the spins that deal the other two. That variance is why it is A with a caveat, and why the parry section is the filter for every letter.

How do parry and guard-break change the keep?

The tier letter sorts the page. The parry tag decides the exchange. A move the recap marks “cannot be parried” still has to connect. A move it marks “can be parried” can be stolen by someone who knows the timing. Use this table when the name is already on your screen and you are deciding whether the next Spin is worth it. With the tags in hand, the B and C rows are a keep-or-reroll list, not a trash pile.

You see thisDo this
Every move can be parriedPaper Manipulation. Legendary rarity and a B tier share that row. Four moves: Paper Lance, Paper Storm, Paper Spike, and the fourth the recap groups with them
Cannot be parriedKeep the tag. Godspeed’s Raging Whirlwind and Whirlwind counter. Big Bang Impact’s Skull Breaker. Toolbox’s Wrench Assault
Guard break, parry not in the move listGodspeed palms and bolt. Ripper Pummeling (unparryable tag unverified). Aura Rot. Black Funeral. Earth Sludge’s Sludge Splash. Fan Beam’s Fan Blast
Super AttackGut Punch, Super Punch, and Super Smash break guard in the move list. A second pass says the cooldowns are short, the damage is lower, and all three can be parried. Keep the guard-break cell. A clean parry still takes them
You are at half HPRising Sun’s Pain Packer turns on at 50%. That is a comeback condition, not a full-HP opener
The kit deals no hit of its ownBoost. It raises basic attacks, Nen moves, and weapon skills. Pair it with a weapon plan
You need a stun windowEnchanting Music’s Sleep, 3.5 seconds. Fan Beam’s Glory of Heaven breaks posture and stuns
Rarity cell says UnknownAura Corruption. Keep the B note and the 30 HP / 50s heal. Leave the rarity word Unknown

Guard break and unparryable are different sentences

A guard break hits someone who is holding block. An unparryable move refuses the parry timing. The recap gives some moves one of those sentences and some moves both. Wrench Assault has both. Super Attack’s Gut Punch, Super Punch, and Super Smash are written as guard breaks, and the recap does not add “cannot be parried.” Quote the cell you actually have. Inventing the second tag is how a B kit gets advertised as an S counter.

Posture is Fan Beam’s word

Glory of Heaven is the Fan Beam move that breaks posture and stuns, and a second pass calls it the setup into your weapon or skill tree. Fan Blast is the guard break. That pass also says the kit is two moves with limited damage, which is why Common and C sit on the row. If your account is already Emission and the alternative is a parry-bait kit, Fan Beam can be the keep while you learn. The fuller keep-or-drop list is the next section.

When should you keep a B or C ability?

Seven Beyond Nen abilities sit in B or C. They are playable kits with a narrower job. Keep one when the job matches the fight you are in. Spend a Spin when the job is a duplicate of something your weapon already does, or when every move is a parry target and you are fighting players who parry.

Once the name is a keep, the next section is what you open beside this table: affinities, techniques, and the keys that were dead before Rohan.

AbilityAffinityTierKeep it when
Paper ManipulationManipulationBYou accept that Paper Lance, Paper Storm, Paper Spike, and the fourth move can all be parried
Aura CorruptionSpecializationBYou want Parasite Mask as an opener, Aura Rot’s guard break plus a 30 HP heal on a 50s cooldown, and Black Funeral’s guard break. Rarity stays Unknown
Super AttackEnhancementBYou want three guard breaks: Gut Punch, Super Punch, Super Smash. Simple Enhancement pressure
BoostSpecializationBYour damage is basics, Nen moves, and weapon skills. Boost does not swing by itself
Enchanting MusicManipulationBYou want Sleep’s 3.5s stun, Rhythm Shock to extend, Rhythm Burst to finish. A second pass says Sleep itself can be blocked or parried, and the follow-up damage is low
Earth SludgeTransmutationCEarth Fists’ +10% Weapon and Strength for 1 minute is the buff you came for. Sludge Field extends. Sludge Splash breaks guard
Fan BeamEmissionCYou want Fan Blast’s guard break and Glory of Heaven’s posture stun on an Emission tag

Boost is a multiplier you build around

The recap is explicit: Boost raises basic attacks, Nen moves, and weapon skills, and it does not deal damage itself. Rolling Boost and then looking for a Hatsu combo inside Boost will feel empty. Pair it with the weapon you already used to pass the Hunter Exam, and with whatever Nen moves your affinity actually unlocked. If you wanted a move list, Boost is the Spin. If you wanted a damage amp on a weapon account, Boost is the keep.

Aura Corruption stays Unknown on purpose

Parasite Mask opens. Aura Rot breaks guard and heals 30 HP, with the heal on a 50-second cooldown. Black Funeral breaks guard. The rarity cell is Unknown in the same recap that labels everyone else. Filling that cell with Mythical or Rare would be a guess. Leave it Unknown until a later recap prints a word. Specialization is also the affinity with no innate stat buff, which is the affinity page’s problem, not a reason to hide this Hatsu.

Earth Fists is a one-minute buff, not a passive

+10% Weapon and +10% Strength for one minute is the whole numeric claim on Earth Sludge. Refresh it when the minute ends. Sludge Field is the combo extender. Sludge Splash is the guard break. Common and C means the public sort put it last among Transmutation options, under Godspeed and Rising Sun. It still has a job on a weapon account that wants a minute of stats and a block punish.

What do you open after the Hatsu name is readable?

Match the affinity tag, then open Nen affinities and read the neighbor cap before you buy nodes. Enhancement, Transmutation, Emission, Conjuration, Manipulation, and Specialization each finish their own tree and then stop at a neighbor limit, usually 8, in that recap. A Godspeed tag on a Specialization account is a different training plan from a Godspeed tag on a Transmutation account. The Hatsu table does not replace that plan.

E is the technique wheel. G charges Nen. M opens the skill tree: combat style, the ability, Nen skills, Nen techniques. Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo live on Nen techniques, with their own numbers. The footer Next opens affinities. The FAQ under that catches rarity, rerolls, and the moves this page refuses to invent.

  • Do01Read the Hatsu name in the ability menu
  • Do02Find that name on the 15-row table and copy the affinity tag
  • Do03Check unparryable, guard-break, heal, and cooldown cells before a Spin
  • Do04Open the affinity page and stop at the neighbor cap
  • Do05Leave Aura Corruption’s rarity as Unknown

Where a Spin belongs in the order

Unlock Nen first, from the exam and Rohan path. Read the name second. Spend a Spin third, and only if the row fails the job you wrote down. Codes that pay Spins are on the codes page. A loader that promises a chosen Hatsu is asking for the account. Nothing on this table is delivered by a script.

Names that are not one of the 15

Way of Nen is a talent from the player node-open route, not a row here. Chaos Fist, Mud Stomp, Nen Blast, Rope Binding, and the other affinity skills are tree moves, written on the affinity page. Ten and the rest are techniques. If the menu prints a 16th Hatsu, add it when a recap agrees. Until then the list ends at Fan Beam.

What next

Next: match the affinity tag on Nen affinities, including the public affinity tier list and the neighbor caps.

Still unlocking: how to get Nen. Cross-system letters: tier list. Technique numbers: Nen techniques.

FAQ

What are the Beyond Nen abilities?

The public recap lists 15 Hatsu: Godspeed, Jajanken, Big Bang Impact, Arrow, Toolbox, Ripper Cyclotron, Rising Sun, Crazy Slots, Paper Manipulation, Aura Corruption, Super Attack, Boost, Enchanting Music, Earth Sludge, and Fan Beam. Each row has an affinity, a rarity, a third-party tier, and a move note.

How do I get a Hatsu in Beyond Nen?

Pass the Hunter Exam, finish Rohan’s meditation quest, and read the name the game wrote. Walkthroughs do not show a 15-button picker. Spins can chase another name after you can read the menu.

Which Beyond Nen abilities are S tier?

Godspeed, Jajanken, and Big Bang Impact. The letter is from a public recap, not an official chart. Skull Breaker and the Godspeed counters are the unparryable notes inside that band.

Why is Paper Manipulation only B if it is Legendary?

The recap says all four of its moves can be parried. Rarity and tier are different columns. Toolbox is the mirror case: Uncommon rarity, A tier, because Wrench Assault breaks guard and cannot be parried.

What is Aura Corruption’s rarity?

Unknown. The same recap gives it a Specialization tag, a B tier, Parasite Mask, Aura Rot (guard break, 30 HP heal, 50-second heal cooldown), and Black Funeral. Leave the rarity cell blank of guesses.

Does Boost hit anyone?

The recap says it raises basic attacks, Nen moves, and weapon skills, and that it does not deal damage itself. Keep it on a weapon plan. Spin it if you wanted a move list.

Where do Nen types and Ten fit?

Nen types and the neighbor caps are on the affinities page. Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo are on the techniques page. This page is the 15 Hatsu names.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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