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Ability

Kick

blue_stamina

Kick is the simplest and most immediate of Macduff's physical abilities: a powerful, unaugmented front kick that deals moderate damage with a brief stagger, and crucially, serves as the universal combo initiator and extender for all three skill trees. Unlike most other abilities, Kick costs virtually no stamina and has almost no cooldown, making it the reliable filler attack between heavier ability activations. Its stagger duration, while brief, is consistent across virtually all enemy types except the heaviest bosses, giving Macduff a reliable way to interrupt enemies who are winding up attacks.

Kick's power as a combo link cannot be overstated. Between almost any two abilities in Macduff's kit, inserting a Kick extends the combo chain without breaking its rhythm, keeping the enemy's stagger state active while heavier abilities come off cooldown. Body Slam, Heavy Swing, and Clothesline all benefit significantly from being set up with a preceding Kick: the stagger from Kick lines up perfectly with the slower wind-up times of these high-damage abilities. In fights against groups of enemies, Kick can be used rotationally against different targets, keeping multiple enemies briefly staggered while Macduff deals with each one in sequence.

Lore-wise, Kick reflects Macduff's background as a street brawler and mercenary before his rise to prominence: it's a technique that needs no weapon, no magic, and no elaborate technique. Just force. The Observation Learning system actually reveals surprising depth in Kick's upgrade potential: watching certain brawler-type enemies in tavern brawl encounters and fighting pit locations (like those in Hernand's Fish Market district) unlocks enhanced Kick variants that add sweeping leg strikes, roundhouse extensions, and at the highest tier, a leaping overhead axe kick that deals substantially more damage than the basic version.

At maximum upgrade, Kick becomes the backbone of an entire unarmed combat playstyle, with its enhanced variants offering enough damage and variety to serve as a primary rotation rather than just a filler. The axe kick variant in particular synergizes with Meteor Kick — landing an axe kick staggers enemies long enough to immediately chain into a short-hop Meteor Kick for a devastating two-hit burst. Advanced players also use Kick as a Stamina management tool: during extended boss fights, cycling Kick between heavier abilities allows Stamina to regenerate passively without dropping combo momentum, effectively extending combat uptime compared to builds that rely solely on high-cost abilities.

Kick is a basic but versatile Unarmed ability that delivers a quick strike capable of interrupting enemy attacks and creating brief openings. Its fast animation speed makes it reliable for disrupting enemy combos when you need a quick reaction option. While its damage is modest compared to specialized abilities, Kick's low spirit cost and fast recovery make it an excellent filler move between bigger attacks, and it chains smoothly into Grapple or Flying Kick for extended combos.

Frequently Asked Questions

Kick is a basic unarmed ability unlocked early in the unarmed combat skill tree. It is one of the first abilities available for martial arts characters.

Kick delivers a quick kick attack that can stagger enemies and create distance. It is a versatile basic move useful for interrupting enemy attacks.

Use Kick to stagger an enemy, then follow with Grapple or Flying Kick. It also works as a quick interrupt between heavier combo sequences.

Details

TreeBlue Stamina

Character

Is Observation LearnableYes
Observation SourceMatthias
Is ConfirmedYes
NoindexNo

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