Beyond Nen Nen techniques

Beyond Nen Nen Techniques

Beyond Nen techniques on Place 6016716328: Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo with recap numbers, Ryu stance trades, and the Zetsu and Gyo answer.

Ten through Gyo, with the public recap numbers.

~13 min read

At A Glance

Beyond Nen techniques are Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo on Place 6016716328 (Beyond Nen). A ranking pass reads them from the bottom as Gyo, Zetsu, Ko, Ken, Shu, Ryu, then Ten. The percentages in the table are the public recap of those seven. Checked November 8, 2026.

The listing has been live since November 6, 2026. The E wheel and the Nen technique list open after Rohan, on how to get Nen. Affinity trees stay on Nen affinities. Hatsu names stay on Nen abilities. Play on Roblox.

TechniqueRoleTierRecap numbers
TenAll-rounderS+15% Strength, +16% Stamina, +10% Durability
RyuStance switchSStrength: +35% Strength, +22% Stamina, −15% Durability. Defense: +35% Durability, −15% Strength, −22% Stamina
ShuWeapon damageA+40% weapon damage
KenDefenseA+5% Strength, +11% Stamina, +20% Durability
KoBurstB+50% Strength, −80% Durability
ZetsuStealthBHidden from players who are not using Gyo
GyoDetectionBSee Zetsu users and items covered in Nen

Affinity pairing

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How do Beyond Nen techniques unlock?

Beyond Nen techniques are closed on a fresh Whale Island character. The path that opens Nen is the Hunter Exam, the librarian, Rohan, and a Meditation Mat. When that quest is done, E opens the technique wheel and G charges Nen. M opens the skill tree. One clear of that tree walks from Nen skills back to a tab it calls Nen technique, and the names sitting on that tab in the clear are Zetsu and Ken. The line under them is a requirement, and the experience it asks for is meditation experience from the same mat you already used for Rohan.

The clear does not read a point price, a cooldown, or a key that equips Ten by itself. Treat every empty cost cell as TBA. Combat styles sit on a neighboring tab in that same clear, and the narrator treats them as optional while skill points are scarce. Buying a combat style does not apply Ten. Filling the mat for Rohan the first time does not finish every technique node. You place the mat again when a node still wants meditation experience. The two S rows, and why a pass ranks Ten over Ryu inside that letter, are next.

Beyond Nen technique list with Zetsu and Ken requirement rows

E selects, the tree sells

E is the wheel you open in a fight once a technique exists. The skill tree is where the node is bought. A wheel that highlights one name is the reason this page compares them as the technique you run, and a second technique staying applied in the background is unstated. If your client later shows two active rows, trust the client. Until then, pick the row whose numbers match the next thirty seconds of the fight.

Meditation experience is the gate this clear names

The spoken requirement is experience, earned by meditating. It is the same method as the first 10/10 bar on how to get Nen. Affinity nodes can ask for mastery ranks and skill points. That bill is a different tab. Read the line on the technique node before you drain the mat into a mastery you meant to save for an affinity neighbor.

Why do Ten and Ryu lead?

Ten is the all-rounder and the name a ranking pass puts first among Beyond Nen techniques. The recap numbers are +15% Strength, +16% Stamina, and +10% Durability. Nothing in that row is a penalty. The same pass calls it the safer choice for almost any build, because you can push damage and still take a hit if the exchange flips. Ken is the row it names when you specifically need more Durability. For a fight you have not scouted, Ten is the keep.

Ryu is the other S, and that pass ranks it just under Ten. It is a stance switch, not a single buff. Strength stance is +35% Strength, +22% Stamina, and −15% Durability. Defense stance is +35% Durability, −15% Strength, and −22% Stamina. Strength is the stance for a pace you are dictating: more damage than Ten, and a smaller Durability hole than Ko. Defense is the stance for weather. If you still need to win the trade or keep a chase, the Strength and Stamina penalties are why the pass sends you back to Ten. Shu and Ken are the A pair, and they win when the job is the weapon or the extra Durability.

Ten name card at the top of the Beyond Nen technique recap
RunStrengthStaminaDurabilityUse it when
Ten+15%+16%+10%The fight has no plan yet
Ryu Strength+35%+22%−15%You are dictating the pace
Ryu Defense−15%−22%+35%You need to weather pressure

Inside S, this pass puts Ten over Ryu

The letter on both rows is S. The order inside the letter is the pass: Ten, then Ryu. Ryu’s Strength stance is a bigger damage push, and it asks you to pick the stance on purpose. Ten asks you to leave it on. If you forget which stance Ryu is in, you are playing the penalties. That is the practical reason the safer default sits above the more flexible one.

Defense stance is tankier than Ken, and it charges you for it

Ryu’s Defense stance is +35% Durability. Ken is +20% Durability and still adds Strength and Stamina. The larger shield is the stance, and the price is printed on the same row: −15% Strength and −22% Stamina. Swap back to Strength, or to Ten, when the pressure ends. Sitting in Defense through your own combo is how the stance spends the damage you switched to it to protect.

When do Shu and Ken beat Ten?

Shu is weapon damage, A on the recap, and the ranking pass puts it above Ken inside that letter. The number is +40% weapon damage, and a clear of the pass says that 40% out loud. The bonus is weapon damage. A build whose hits are Nen skills or a Hatsu is the build the pass sends back to Ten’s spread. A weapon account is the build that can treat Shu as the technique it actually runs. Races is where Rabbit’s weapon passive lives. This page does not multiply those two bonuses into a third number.

Ken is the defense A. The recap is +5% Strength, +11% Stamina, and +20% Durability. The ranking pass describes that Durability line as twice Ten’s Durability bonus, which matches +20% against Ten’s +10%, and it still calls the Strength and Stamina “extra.” Ken is the close-range keep when you are losing the trade and you refuse Ryu’s penalties. It is a smaller shield than Ryu Defense and a cleaner stat line. The next section is the B row that spends the shield on purpose.

TechniqueWhat the recap addsWhat it leaves alonePick it over Ten when
Shu+40% weapon damageStrength, Stamina, Durability, Nen skills, HatsuThe weapon string is most of your damage
Ken+5% Strength, +11% Stamina, +20% DurabilityNo penalty lineYou are losing close trades and want Ten’s shape with a thicker Durability bonus

Shu does not buff the Hatsu

The written cell says weapon damage. Godspeed, Jajanken, and the rest of the ability table are Nen kits. If those names are doing the damage, Shu’s 40% is the wrong lever. Ten’s Strength, Stamina, and Durability still apply to the body that is casting them. Read the ability page for parry and cooldown. The technique row will not tell you whether Skull Breaker can be parried.

Ken is the no-penalty defense

Twice Ten’s Durability bonus is the sentence to remember, and the other two stats stay positive. You give up Ten’s larger Strength and Stamina (+15% and +16% against Ken’s +5% and +11%) to buy the extra Durability. That trade is the whole A. If the fight is already safe, Ten’s Strength line is the one the pass would rather you keep.

When is Ko worth the Durability hole?

Ko is the burst B. The recap is +50% Strength and −80% Durability. The ranking pass calls the damage a punish you use when you already know the swing will land, and it calls a miss a vulnerable character. Ryu’s Strength stance is the comparison it draws: you give up some of Ko’s burst, and you can afford to be hit back, because the Durability penalty there is −15% rather than −80%.

Save Ko for an opening you can finish. A blocked punish on −80% Durability hands the other player the better turn. Ten and Ken exist so the rest of the fight has a body left. The ranking pass places Ko at the top of B, above Zetsu and Gyo, because the damage is real when the read is real. The letter stays B because the hole is the largest number on this page. Zetsu and Gyo, which do their work before the trade, are next.

Burst optionStrengthDurabilityBring it out when
Ko+50%−80%The punish is one you will land
Ryu Strength+35%−15%You want a damage push and you might get hit
Ten+15%+10%You are not sure the swing is clean

A miss is the whole risk

The pass does not print a cooldown for Ko. It prints the consequence of being wrong. If you cannot see the punish yet, you are on Ten or on Ryu Strength. Switching into Ko “to try it” is the Durability hole with no swing attached. Put it on for the hit, then leave it.

Strength percent is not weapon percent

Ko’s +50% is Strength. Shu’s +40% is weapon damage. They are different cells. A weapon account that wants the safer damage line stays on Shu. A Strength punish stays on Ko for that one swing. This page has no tested formula that stacks them, so it will not invent one.

How do Zetsu and Gyo answer each other?

Zetsu is stealth, B. The recap says you are hidden from players who are not using Gyo. The ranking pass says you hide your presence, sneak past, and choose when the fight starts. It also says the row does little once the fighting has started. That is a positioning tool. The moment someone knows where you are, Ten or Ken is the technique for the exchange.

Gyo is detection, B, and that pass ranks it last. It spots players hiding with Zetsu and finds items covered in Nen. In a fight against someone you can already see, the pass wants a stat row instead. Bring Gyo out for the search, then leave it. The same pass says Gyo and Nen can still reveal a Zetsu user. A written line of the same evaluation uses the word En for that clause. The seven-name table on this page does not gain an eighth row from either sentence.

TechniqueRecap jobWhat the pass addsPut it away when
ZetsuHidden from players not using GyoSneak, and choose the first hit. Little help after the fight startsThey have seen you, or you are already trading
GyoSee Zetsu users and Nen-covered itemsRanked last for combat bonusesYou can already see the person you are fighting

Gyo is the direct answer to Zetsu

If opponents keep leaving your screen, Gyo is the row that the recap names as the counter. Standing in Ten while they reposition is how you lose the first hit. You do not live in Gyo. You use it to end the hide, then you take Ten, Ryu, Shu, or Ken for the hits that follow.

En stays off the table

Hunters who know the source material will hear En in that sentence. The menu this clear shows, and the seven names this recap ranks, are Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo. If a later patch prints En on the Nen technique tab, add it then. Until the tab shows it, the reveal tools you can plan around are Gyo and whatever the pass meant by Nen.

Which Beyond Nen technique should you run?

Match the next thirty seconds, then the build. Ten covers the unscanned fight. Ryu covers a stance you will actually switch. Shu covers a weapon string. Ken covers a close trade you are losing. Ko covers one punish. Zetsu covers the approach. Gyo covers the search. The tier list repeats these letters next to affinities, races, and lineages. This page is only the seven techniques.

The footer Next opens the type that decides whether Shu or Ten is even the right family, and the race that decides whether a weapon passive is already on the character. The FAQ holds the short forms: the seven names, Ten as the default, Ryu’s two lines, Ko’s hole, and the Zetsu answer.

Your next thirty secondsRunLeave it when
You have not scouted the fightTenYou have a weapon string or a Durability problem
You are setting the paceRyu StrengthYou start getting hit more than you hit
You are weatheringRyu DefenseYou need Strength or Stamina back
The weapon is the damageShuThe Hatsu is the damage
Close trades are going against youKenYou are safe and want Ten’s Strength line
One punish will landKoThe swing is a guess
You want the first hit unseenZetsuThey can see you
Someone dropped off your screenGyoYou have found them

Affinity decides the family, technique decides the stance

Enhancement and Transmutation are the melee and burst types on Nen affinities. They do not apply Ten for you. A Specialist with no innate buff feels Ko’s Durability hole more, because the type did not hand over a defense line. Read the type, then pick the technique. The neighbor cap of 8 is a skill-tree problem. It is not a technique percentage.

The in-game line wins

A patch can move +40% or −80%. When the node, the wheel, or a later clear prints a different figure, that figure is the one you are playing. This table is the public snapshot from the check date in the lead. Empty costs stay empty on purpose.

What next

Next: read the type on Nen affinities so you know whether the damage is a weapon string (Shu) or a Hatsu (Ten, Ken, or a stance).

Race passives that sit under these percents are on races. Unlock order stays on how to get Nen. The cross-system letters are the tier list.

FAQ

What are the seven Beyond Nen techniques?

Ten, Ryu, Shu, Ken, Ko, Zetsu, and Gyo. The public letters are S for Ten and Ryu, A for Shu and Ken, and B for Ko, Zetsu, and Gyo. A ranking pass orders them Ten, Ryu, Shu, Ken, Ko, Zetsu, Gyo from the top.

Which Beyond Nen technique is the default?

Ten. The recap is +15% Strength, +16% Stamina, and +10% Durability, with no penalty. Use it when you have not scouted the fight. Switch off it when the job is a weapon, a stance, a punish, a hide, or a search.

What are Ryu’s two stances?

Strength stance: +35% Strength, +22% Stamina, −15% Durability. Defense stance: +35% Durability, −15% Strength, −22% Stamina. Defense is tankier than Ken and it charges you Strength and Stamina for the shield.

What does Ko take away?

+50% Strength and −80% Durability. The ranking pass wants it on a punish you will land. Ryu Strength is the burst that still lets you get hit.

What answers Zetsu?

Gyo. Zetsu hides you from players who are not using Gyo, and Gyo also shows items covered in Nen. One pass adds that Nen can reveal you. A written line says En. En is not an eighth technique on this table.

Do Beyond Nen techniques unlock at character create?

No. They show up after Nen does: Hunter Exam, Rohan, Meditation Mat. One clear of the Nen technique tab shows Zetsu and Ken behind a meditation-experience requirement. Exact costs stay TBA.

Does Shu increase Hatsu damage?

The recap cell says +40% weapon damage. Nen skills and Hatsu are a different bucket. If the ability is doing the damage, Ten’s spread is the row the ranking pass prefers.

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