What are the six Beyond Nen affinities?
Enhancement, Transmutation, Emission, Conjuration, Manipulation, and Specialization. The public affinity tier list puts the first two in S, the next two in A, and the last two in B.
Beyond Nen affinity tier list for Place 6016716328: six types from Enhancement to Specialization, innate buffs, neighbor caps of 8, and matching Hatsu tags.
Six Nen types and the affinity tier list.
~14 min read
A Beyond Nen affinity is your Nen type on Place 6016716328 (Beyond Nen): Enhancement, Transmutation, Emission, Conjuration, Manipulation, or Specialization. The affinity tier list below is the public S–B sort of those six, with the innate buff and the neighbor skill cap. It is a recap, not a developer chart.
The listing has pointed players at discovering a Nen affinity since November 6, 2026. The type becomes something you can train after Rohan, on how to get Nen. Hatsu names that carry the same six tags are on Nen abilities. Play on Roblox. Checked November 8, 2026.
| Affinity | Role | Tier | Notes |
|---|---|---|---|
| Enhancement | Melee | S | Defense buff. Full Enhancement tree. Up to 8 Transmutation and 8 Emission |
| Transmutation | Burst | S | Strength buff. Full Transmutation tree. Up to 8 Enhancement and 8 Conjuration |
| Emission | Range | A | Stamina buff. Full Emission tree. Up to 8 Enhancement and 8 Manipulation |
| Conjuration | Utility | A | Speed buff. Full Conjuration tree. Up to 8 Transmutation |
| Manipulation | Crowd control | B | Control kit. Full Manipulation tree. Up to 8 Emission |
| Specialization | Hybrid | B | All six trees. Up to 8 Manipulation and 8 Conjuration. No innate buff |
Matched by build plan, shared topics, and guide progression — not random related links.
The official line is that you discover your Nen affinity. Walkthroughs put the moment you can use Nen after the Hunter Exam, the librarian’s routes, and Rohan’s meditation. They do not show a six-button picker labeled with these tiers. Read the type the game prints, then use this page to interpret it. If a friend offers to “open your nodes” instead, that shortcut is the low-success route on the unlock page, and it is a different conversation from which tree you train.
Affinity and Hatsu are two labels that share a vocabulary. Your type is the tree access and the innate buff. The ability name (Godspeed, Arrow, Boost, and the rest) is the kit on Nen abilities, and that kit is tagged with one of these six words. Train the type you have. Then check whether the Hatsu tag agrees. The two S rows are the melee and burst starts, and the next section is why the affinity tier list puts them there.

S is Enhancement and Transmutation. A is Emission and Conjuration. B is Manipulation and Specialization. Nobody in this recap is C. The tier list uses the same letters for techniques, races, and lineages. This page is only the six types. A B type with the right Hatsu still fights. The letter is a sort of the innate package, not a ban.
Five types bring a stat identity: defense, strength, stamina, speed, or control. Specialization brings tree access and no innate buff. Every non-specialist finishes their own tree, then buys a limited number of neighbor skills. The recap’s usual ceiling is 8. Conjuration’s recap names only Transmutation as that neighbor. Specialization’s recap names all six trees and then puts an 8 on Manipulation and on Conjuration. Read the cell for your type before you copy someone else’s shopping list.
Enhancement is the melee row and an S on the Beyond Nen affinity tier list. The innate package is a defense buff. You fully unlock the Enhancement tree, and you can learn up to 8 Transmutation skills and up to 8 Emission skills. Chaos Fist is the named move: it breaks guard and extends the combo. Public beginner notes call this the straightforward start, because the buff, the neighbors, and the move all point at standing in range and hitting. A six-type ranking pass puts Enhancement first overall, and names Jajanken (burst) or Big Bang Impact (pressure) as the Hatsu that make the type.
Transmutation is the burst row, also S, and that same pass ranks it second. The innate package is a strength buff. You fully unlock Transmutation, and you can learn up to 8 Enhancement skills and up to 8 Conjuration skills. Mud Stomp is the guard break, and that pass says you have it before your best Hatsu, with Godspeed as the mobility kit on the same type. Strength plus a block punish is why it shares the top letter with Enhancement. The letter does not change because one pass sorts them 1 and 2. Emission and Conjuration are the A pair, and they change the range and the speed of the same fight.
| Type | Innate | You can finish | Neighbor ceiling | Named move |
|---|---|---|---|---|
| Enhancement | Defense | Enhancement | 8 Transmutation, 8 Emission | Chaos Fist: guard break, extends the combo |
| Transmutation | Strength | Transmutation | 8 Enhancement, 8 Conjuration | Mud Stomp: guard break |
Eight Transmutation skills means you can borrow a slice of the strength-side kit. Eight Emission skills means a slice of the ranged kit, including whatever of Nen Blast’s family your tree actually sells you. You do not become a full Emitter. The ceiling is the point. Buy Chaos Fist and the Enhancement nodes you press every life before you spend the eighth neighbor point on a move you have not equipped.
The strength buff is the reason a burst account lives here. Eight Enhancement skills cover the melee support. Eight Conjuration skills cover tools. Mud Stomp is the move the recap bothers to name, and it is a guard break, so a Transmutation account has a block answer inside its own type. If your Hatsu is Godspeed or Rising Sun, both tagged Transmutation on the ability table, this is the type those kits were sorted beside.
Emission is the range row, A on the affinity tier list. The innate package is a stamina buff. You fully unlock Emission, and you can learn up to 8 Enhancement skills and up to 8 Manipulation skills. Nen Blast and Powerball break guard and cannot be parried. Blast Jump resets distance. That is a kit for poking, crossing space, and hitting a block that a parry-happy opponent is relying on.
Conjuration is the utility row, also A. The innate package is a speed buff. You fully unlock Conjuration, and the recap’s neighbor line is up to 8 Transmutation skills. It does not print a second neighbor the way Enhancement does. Rope Binding passes through block and cannot be parried. Speed plus a guard-ignoring bind is the job. The keep-or-switch table is next, once all four top letters are on the table.

| Type | Innate | Neighbor ceiling | Moves that change the block |
|---|---|---|---|
| Emission | Stamina | 8 Enhancement, 8 Manipulation | Nen Blast and Powerball: guard break, cannot be parried. Blast Jump resets distance |
| Conjuration | Speed | 8 Transmutation | Rope Binding: through block, cannot be parried |
Range falls apart if you cannot leave a bad distance. Blast Jump is the recap’s reset. Use it to leave a melee string or to re-enter on your terms, then throw Nen Blast or Powerball at the block. Both of those refuse a parry. Enhancement neighbors (up to 8) are there if you still need a melee answer. Manipulation neighbors (up to 8) are there if you want a slice of the control tree. You still are not a full Manipulator.
Speed is the buff. Rope Binding is the move that ignores a held block and cannot be parried. The only neighbor ceiling this recap writes for Conjuration is 8 Transmutation skills. If your client later shows a second neighbor, trust the client and treat this sentence as the public writeup. Until then, do not copy Enhancement’s two-neighbor plan onto a Conjurer. Toolbox and Crazy Slots, both Conjuration-tagged Hatsu, are the ability-page kits that sit next to this type.
Use the job, not the letter, when the type is already on your screen. A ranking pass sorts the six from the bottom as Specialization, Manipulation, Conjuration, Emission, Transmutation, then Enhancement. That order matches the letters on this page. S is a strong default for a new melee or burst account. A is the right keep when the job is range or a bind. B is the right keep when the job is control, or when you knowingly want every tree and will live without an innate buff. This is the decision block. The next section is how the number 8 actually limits the cart.
| Your job | Keep | Why the recap supports it | Spin or rethink when |
|---|---|---|---|
| Stand in range and hit | Enhancement | Defense buff, Chaos Fist guard break, Transmutation + Emission neighbors | You wanted a ranged poke and you keep eating the approach |
| Short, hard exchanges | Transmutation | Strength buff, Mud Stomp guard break, Enhancement + Conjuration neighbors | You need a heal or a bind more than you need the strength line |
| Hit from outside melee | Emission | Stamina buff, Nen Blast and Powerball unparryable, Blast Jump | You are spending the whole fight in grab range anyway |
| Cross a block and move faster | Conjuration | Speed buff, Rope Binding through guard and unparryable, 8 Transmutation | You needed two neighbor trees and the recap only gives you one |
| Stun, fear, and extend | Manipulation | Mind Scramble stun that extends the combo. Maddening Gaze fear through block. 8 Emission | You wanted raw defense or strength and this row has neither as an innate |
| Sample every tree | Specialization | All six trees, with 8 Manipulation and 8 Conjuration called out. No innate buff | You needed the defense or strength buff more than the extra trees |
You fully unlock Manipulation and you can learn up to 8 Emission skills. Mind Scramble stuns and extends the combo. Maddening Gaze applies fear through a block. That is a setup kit: the stun and the fear create the window, and the Emission neighbor is the damage you borrow. The B is the public sort saying the innate package is control rather than a stat steroid. A Manipulation Hatsu such as Enchanting Music (Sleep, 3.5 seconds) stacks another window on top. Paper Manipulation’s four parryable moves are a warning on the ability page, not a reason to abandon the type.
The recap says a Specialist can learn all six skill trees, and it specifically includes up to 8 Manipulation skills and up to 8 Conjuration skills. It also says there is no innate buff. Read both sentences. “All six” is the freedom. “No innate buff” is why the affinity tier list leaves it in B next to Manipulation, under types that walk in with defense, strength, stamina, or speed. Boost and Aura Corruption are the Specialization-tagged Hatsu. Boost multiplies other damage and does not hit. Aura Corruption’s rarity is Unknown. Neither one replaces the missing buff.
“Up to 8” is a ceiling in the public recap, not a quota you must fill. Finish the nodes on your own type that you press every fight. Then buy a neighbor skill you have already seen land. An 8th point in a tree you do not equip is a worse account than a 3rd point in the tree you do. Requirements inside the skill menu can also ask for mastery ranks. One unlock pass showed nodes asking for things like mission mastery and an affinity mastery before they would sell. Read the requirement on the node. This page does not invent a point price.
Own-type access is “full” in the recap. Neighbor access is the capped one. Specialization is the exception that can enter all six, with Manipulation and Conjuration called out at 8. If two guides disagree on a second neighbor for Conjuration, stay with the single Transmutation cap until your menu shows otherwise. The Hatsu pairing, which is the last training choice on this page, comes next.
| Type | Buy freely | Stop and choose | Do not assume |
|---|---|---|---|
| Enhancement | Enhancement tree, Chaos Fist | Which 8 Transmutation and which 8 Emission | That you own full Transmutation or full Emission |
| Transmutation | Transmutation tree, Mud Stomp | Which 8 Enhancement and which 8 Conjuration | That Mud Stomp is optional flavor. It is the named guard break |
| Emission | Emission tree, Nen Blast, Powerball, Blast Jump | Which 8 Enhancement and which 8 Manipulation | That Blast Jump is cosmetic. It resets distance |
| Conjuration | Conjuration tree, Rope Binding | Which 8 Transmutation | A second neighbor tree. The recap does not name one |
| Manipulation | Manipulation tree, Mind Scramble, Maddening Gaze | Which 8 Emission | An innate strength or defense buff. The package is control |
| Specialization | Whichever of the six you will actually press | The 8 Manipulation and 8 Conjuration the recap names | An innate buff. There is none in this writeup |
The Meditation Mat that Rohan asks for is also how later technique experience moves, once Nen exists. Affinity nodes and Nen techniques are different menus. Ten’s percentages, Ryu’s stances, Shu’s weapon damage, Ken, Ko, Zetsu, and Gyo stay on that page. Buying eight neighbor skills does not apply Ten. Equip the mat again when a node asks for meditation experience.
If the menu hides neighbor skills until a mastery rank, you have not hit the cap. You have hit the requirement. Level the mastery the node prints. The 8 is the limit after those skills exist, and it is a recap limit. A patch can move it. When your tree shows a different number, the tree is the one you are playing, and this table is the public snapshot from the check date in the lead.
The ability recap tags every public Hatsu with one type. Use the tag as a pairing hint. It is not a promise that the game will delete a mismatched name. That deletion rule is TBA. What you can do today is refuse to spend neighbor points on a tree your Hatsu never uses, and refuse to Spin a Hatsu whose tag fights the type you just decided to keep.
The footer Next opens the full move notes, including parry lines this page does not repeat. The FAQ holds the short answers: beginner type, Specialist buff, and where the letter came from.
| Affinity | Hatsu the recap tags this way | Pairing note |
|---|---|---|
| Enhancement | Jajanken, Big Bang Impact, Ripper Cyclotron, Super Attack | Melee strings. Skull Breaker cannot be parried. Pure Rage is a 30s mode on a long cooldown |
| Transmutation | Godspeed, Rising Sun, Earth Sludge | Godspeed is the S movement kit. Rising Sun wants you at 50% HP. Earth Fists is +10% Weapon and Strength for 1 minute |
| Emission | Arrow, Fan Beam | Healing Arrow is 35 HP over time. Glory of Heaven breaks posture. Your tree also has Nen Blast and Powerball |
| Conjuration | Toolbox, Crazy Slots | Wrench Assault is the unparryable guard break. Crazy Slots rotates Scythe, Gun, and Wand |
| Manipulation | Paper Manipulation, Enchanting Music | Paper’s moves can be parried. Sleep is a 3.5s stun. Your tree adds Mind Scramble and Maddening Gaze |
| Specialization | Aura Corruption, Boost | No innate buff on the type. Aura Rot heals 30 HP on a 50s cooldown. Boost amplifies and does not hit. Rarity of Aura Corruption is Unknown |
A matching tag can still be a bad keep. Paper Manipulation matches Manipulation and remains the kit whose four moves can be parried. Toolbox matches Conjuration and brings Wrench Assault, which the ability recap says cannot be parried. Open the ability page for that cell every time. This table only answers “does the tag agree.”
Celestial, Cyborg, and the clans sit on races and lineages. They change stats around the affinity. They do not replace the type. A defense-buff Enhancement account and a no-buff Specialist account feel the race passives differently, and that math is not printed here. Settle the type and the Hatsu first. Then read the race if you still have Spins and you are rerolling the body, not the Nen type.
Next: pair a Hatsu on Nen abilities and read the parry, heal, and cooldown cells for the name you actually rolled.
Technique numbers stay on Nen techniques. The cross-system letter chart is the tier list. Unlock order: how to get Nen.
Enhancement, Transmutation, Emission, Conjuration, Manipulation, and Specialization. The public affinity tier list puts the first two in S, the next two in A, and the last two in B.
Enhancement. It is the melee S: a defense buff, a full Enhancement tree, up to 8 Transmutation skills, up to 8 Emission skills, and Chaos Fist as a guard break that extends the combo. Specialization is the advanced hybrid, not the first-day default.
The recap’s usual ceiling is 8 skills from a neighbor tree. You still fully unlock your own type. Conjuration’s writeup names only Transmutation as the neighbor. Specialization can enter all six trees, with 8 Manipulation and 8 Conjuration called out, and it has no innate buff.
Because the recap gives it no innate buff. The same recap gives it access to all six trees. The B is the missing defense, strength, stamina, or speed line, not a claim that the type cannot be played.
On the affinity kits: Emission’s Nen Blast and Powerball, and Conjuration’s Rope Binding. Godspeed’s counters, Skull Breaker, and Wrench Assault are Hatsu notes on the abilities page. Keep the two lists separate.
No. Races and lineages have their own letters on the tier-list page. This page is the six Nen types only.
The listing says you discover it. Unlock writeups do not show a six-button picker. Read the type after Rohan, then train the tree this page describes for that name.
Matched by build plan, shared topics, and guide progression — not random related links.