BDO Agent: Succession Rotations, Combos and Full Skill Breakdown

BDO Agent: Succession Rotations, Combos and Full Skill Breakdown

Intermediate~33 min readJuly 31, 2026

Agent went live on 30 July 2026 as Black Desert's 32nd class. He's Edward Henry Canary, younger brother of Deadeye, and the family resemblance is right there in the weapon — the same revolver, only a heavier calibre. Pearl Abyss files him under the Skirmisher class group, and the official pitch is "close and long range" with a specialisation in infiltration. In practice he doesn't sit at range the way his sister does. He blinks into the middle of a pack, dumps one enormous volley and leaves.

He launched with Succession only — Awakening arrives this winter, and until then 100% of your main weapon AP applies to Succession. Skill addons, Magnus skills and the Abyssal Legacy skill are all coming later. Finishing the Succession questline hands you Marni's Pocket Watch, which gets removed once Awakening lands.

Rotations come first below. Mechanics, per-skill numbers and the reasoning behind the ordering all follow underneath.

A note on the numbers

Every figure here is a full cast with every listed hit connecting, at maximum skill rank. That's a ceiling, not an average — against a single boss the multi-hit skills land well short of it, against a dense pack they land close.

Ranks matter enormously. Prime: Last Words goes from 26,828% at rank I to 43,680% at rank IV, and cooldowns tighten along the way. Assume max rank unless a lower one is noted.

One thing worth knowing if you're cross-referencing other sources: the widely circulated skill list captured on Global Lab on 26 July is exactly 10% below live values across the board. Every skill got the same multiplier at release, so if a number you find elsewhere looks slightly low, that's why.

The rotations

Each combo opens with the key sequence in press order. Standard notation: W is forward, S is back, A and D are left and right, then the skill button. Full keybind map sits right after the combos.

One honest caveat. The press order is solid, but animation cancel windows are not — how early you can start the next skill without dropping hits from the previous one takes proper testing, and a few days with the class isn't enough to state it confidently. Start with full casts, then tighten them and see what still connects.

1. Maximum burst: the Black Spirit's Rage opener

Quick slot (Gannicus's Gambit) → C → Shift+F → Shift+C → W+E or Q → Shift+LMB → Shift+RMB (hold) → RMB

Open with Prime: Gannicus's Gambit from your quick slot: +30 AP, +100% crit rate and +60 accuracy for thirty seconds. Then C for Prime: Hexround: Engage, so the hexround is already out before the ultimate fires. That matters more than it sounds — the hexround block alone accounts for 100,720% of the ultimate's 275,358%.

Shift+F next. At 200% Black Spirit's Rage, Prime: Bulletstorm converts into the ultimate automatically and layers on another minute of buffs: +55 AP, +25% casting speed, +50% crit rate, +2000 max HP, and a Super Armor into Invincible into Super Armor chain.

Now the volley, under both buffs. Shift+C for Prime: Obsidian Powder, then W+E — Prime: Demolition Operation — to teleport behind the target, then the three biggest remaining hits: Prime: Last Words, Prime: Reaper's Barrage held for the full channel, and Prime: Mozambique Drill to finish.

That's roughly 469,600% across about twenty seconds, with the entire back half running at +85 combined AP and guaranteed crits. The reposition in the middle is deliberate: Last Words, Reaper's Barrage and Mozambique Drill are worth 120,000% between them, and landing all three as back attacks beats the 10,846% Demolition Operation contributes on its own. Swap W+E for Q against a pack — Prime: Death Comes Spinnin' does more raw damage over a wider area, but it launches you upward rather than behind, so it won't set up the back attacks.

The limits are obvious: twenty minutes on the ultimate, three on Gannicus's Gambit.

2. Standard grinding rotation

C → W+F → W+E (airborne, before you land) → Shift+C → Shift+LMB → Shift+RMB (hold) → RMB → Q → LMB and E to refill MP

The spot rotation, no Rage spent. C first again — the hexround flies into the pack, starts its own fifteen hits, and switches on the bonus attacks for everything that follows.

Absolute: Mayhem (W+F) rushes you into the middle. Straight out of it, without touching the ground, W+E chains into Demolition Operation for the stun and the damage debuff — the skill description explicitly permits this chain out of Mayhem or a forward jump, so it costs nothing in time.

Then the volley in descending damage order — Obsidian Powder, Last Words, Reaper's Barrage, Mozambique Drill — and Death Comes Spinnin' to sweep whatever's left standing.

Around 223,990% in roughly fifteen seconds, comfortably inside the thirty-second Gambit window, rising to about 229,440% with the buff up thanks to three extra hexround hits.

Worth flagging: Mayhem has awkward movement and seems to land its damage only at the end of the dash, which makes it the least comfortable entry in the kit. If it keeps whiffing for you, open with W+E out of a forward jump instead and accept the slightly worse gather.

The LMB and E at the tail aren't mop-up, they're refuelling — more on that in the MP section below.

3. PvP burst: control into execute

Shift+E → LMB on target point → C → W or A or D + RMB → RMB → Shift+LMB (at 100% Rage) → Shift+Q

This one isn't built on big numbers, it's built on the crowd control that actually functions against players and on the skills with high PvP damage ratios.

Blink (Shift+E, then LMB to pick your landing spot) closes the gap under Super Armor with no collision. Two things to know: the fourteen-second cooldown means you cannot Blink back out, and there's a deliberate delay built in right after the teleport — roughly a second where you're visible and not yet acting.

C comes after the Blink, not before. The hexround is leashed to you and its attacks cancel if it drifts too far, so a long teleport will very likely drop it. Fire it once you're already in contact range.

Then Absolute: Evasive Detonation (W/A/D + RMB): invincible on the way in, stun on the way out, and a 49% PvP ratio which is among the best in the kit. On the stunned target, Mozambique Drill — knockback on the first hit, knockdown on the second, and neither is PvE-restricted. If you're sitting on 100% Rage, Shift+LMB triggers the Black Spirit version of Last Words with its own knockdown and the best PvP output in the class. Finish on the downed target with Prime: Reaper's Mercy (Shift+Q) at 55.3%.

In PvP-adjusted terms that's around 67,580 — higher than any chain built from the big PvE skills.

Alternative entry via the teleport: C → W+E → RMB → Shift+LMB → Shift+Q. Short hop, straight behind the target, and the hexround leash probably survives it — though that's another thing worth testing rather than taking on faith.

4. Defensive rotation for dangerous mobs

S+LMB → S+E → S+RMB (hold for the follow-up) → S+F → Shift+F

When the priority is staying alive rather than maximising damage, the entire S-direction branch runs back to back. Prime: Suppressive Shot ducks and retreats under Forward Guard, Prime: Scatterin' Hell throws grenades while backing off under the same guard, Prime: Concealed Weapon holds the guard and chains into Flow: Bullet of Truth if you keep S+RMB held, Prime: Death Ring deploys the auto-firing revolver under Super Armor, and Bulletstorm closes it out.

Roughly 126,430%, but the percentages aren't the point. You're under Forward Guard or Super Armor for essentially the whole chain, and the healing adds up to 2,600 HP — 1,200 from Death Ring at 240 per hit, 1,400 from Bulletstorm at 200 per hit. Death Comes Spinnin' also heals 200 per hit if you need a third source. This is what you run on a new spot before you know the mob timings.

5. The 12-skill-point combo for a fresh 56

W+F → E → W or A or D + RMB → LMB (hold through the cooldowns)

Four Absolute skills at 3 points each get you further than they have any right to, and they stay in the build permanently — none of them has a Prime version, so there's nothing to respec later. Firearms Mastery gives 17,860%, Mayhem 15,060%, Pistol Whip 7,606% and Evasive Detonation 6,422%, for 46,948% total. Three sit on three-to-seven second cooldowns and Firearms Mastery has none at all. You also get 176 MP back per cycle and an invincible dodge.

From there you build upward with Prime: Hexround Reaper, Hexround: Engage and the Prime skills. Nothing gets reset.

Keybind map

The layout is more coherent than it first looks. Direction sets the role: W closes distance, S retreats under guard, A and D dodge sideways, Shift means heavy damage. The button sets the tool: E is grenades, F is twin-revolver work, LMB and RMB are aimed fire. The intersection gives you the skill — W+E is grenades with a teleport behind, S+E is the same grenades with a retreat, W+F is a forward rush, S+F deploys while backing away, Shift+F is the spin.

  • LMB — Absolute: Firearms Mastery, no cooldown, +26 MP, triggers a hexround attack
  • RMB — Prime: Mozambique Drill, your main nuke, quick-slottable
  • C — Prime: Hexround: Engage, releases the hexround, first press of every cycle
  • E — Absolute: Pistol Whip, gap closer, +150 MP, 3-second cooldown
  • F — Absolute: Spin Kick, knockdown, +150 MP, 3-second cooldown
  • Q — Prime: Death Comes Spinnin', best area coverage in the kit, heals 200 per hit
  • Shift+E then LMB — Blink, targeted teleport, free at level 14
  • Direction + Shift — Tactical Retreat, invincible dodge, usable during its own cooldown
  • Space, or direction + Space — Flow: Reposition, follow-up movement after other skills
  • W + LMB — Flow: Dash 'N Fire, applies Run 'N Gun's damage twice while closing
  • A or D + LMB — Prime: Run 'N Gun, the only damage skill usable while on cooldown
  • W or A or D + RMB — Absolute: Evasive Detonation, invincible into Super Armor, stun
  • S + LMB — Prime: Suppressive Shot, retreating leg shot under Forward Guard
  • S + RMB — Prime: Concealed Weapon, hold to chain into Flow: Bullet of Truth
  • S + E — Prime: Scatterin' Hell, retreating grenade cluster, Forward Guard
  • S + F — Prime: Death Ring, deployed auto-firing revolver, +240 HP per hit, damage debuff
  • W + F — Absolute: Mayhem, forward rush, chains into airborne Demolition Operation
  • W + E — Prime: Demolition Operation, teleport behind, damage debuff
  • Shift + LMB — Prime: Last Words, biggest single number in the kit
  • Shift + RMB — Prime: Reaper's Barrage, hold RMB for the full sequence
  • Shift + F — Prime: Bulletstorm, converts to the ultimate at 200% Rage
  • Shift + Q — Prime: Reaper's Mercy, execute on a downed target
  • Shift + C — Prime: Obsidian Powder (don't confuse it with C on its own)
  • Shift + X and Shift + Z — your two Rabam choices
  • Quick slot — Prime: Gannicus's Gambit, no keybind of its own
  • Passive — Prime: Hexround Reaper, Prime: Hexround: Overclock, Tactical Directive, Rules of Engagement

Alongside Gambit, you can also quick-slot Mozambique Drill, Suppressive Shot, Pistol Whip, Spin Kick, Bulletstorm, Reaper's Mercy, Obsidian Powder, Last Words, Mayhem, Blink and Hexround: Engage. Useful whenever a movement direction is already committed to something else.

PvE damage ranking

Total damage per full cast at max rank, hexround contribution included:

  • Black Spirit: Prime: Bulletstorm IV (200% Rage) — 275,358%
  • Black Spirit: Prime: Last Words IV (100% Rage) — 90,992%
  • Prime: Reaper's Barrage III — 43,877%
  • Prime: Last Words IV — 43,680%
  • Prime: Bulletstorm IV — 35,007%
  • Prime: Mozambique Drill — 32,761%
  • Prime: Obsidian Powder — 30,394%
  • Prime: Hexround: Engage — 27,270%, rising to 32,724% under Gambit
  • Prime: Death Ring IV — 25,245%
  • Prime: Scatterin' Hell III — 25,206%
  • Prime: Suppressive Shot — 20,605%
  • Prime: Concealed Weapon — 20,368% including the Flow follow-up
  • Prime: Death Comes Spinnin' — 20,100%
  • Absolute: Firearms Mastery — 17,860%
  • Absolute: Mayhem — 15,060%
  • Prime: Reaper's Mercy — 12,760%
  • Prime: Demolition Operation — 10,846% at rank I
  • Prime: Run 'N Gun — 10,234%
  • Absolute: Spin Kick — 8,106%
  • Absolute: Pistol Whip — 7,606%
  • Absolute: Evasive Detonation — 6,422%

PvP ranking with damage ratios applied

Each total multiplied by its PvP damage ratio, with hexround blocks using their own values. Comparison units only:

  • Black Spirit: Prime: Last Words IV (100% Rage) — about 34,120
  • Black Spirit: Prime: Bulletstorm IV (200% Rage) — about 24,780
  • Prime: Reaper's Barrage III — about 13,620
  • Prime: Mozambique Drill — about 12,340
  • Prime: Last Words IV — about 10,920
  • Prime: Hexround: Engage — about 10,910
  • Prime: Bulletstorm IV — about 10,150
  • Prime: Obsidian Powder — about 8,620
  • Prime: Death Ring IV — about 7,570
  • Prime: Scatterin' Hell III — about 7,560
  • Prime: Suppressive Shot — about 7,440
  • Prime: Reaper's Mercy — about 7,060
  • Absolute: Firearms Mastery — about 6,790
  • Prime: Concealed Weapon — about 6,620
  • Prime: Death Comes Spinnin' — about 6,030
  • Absolute: Mayhem — about 4,520
  • Prime: Run 'N Gun — about 4,430
  • Prime: Demolition Operation — about 3,670
  • Absolute: Evasive Detonation — about 3,150
  • Absolute: Pistol Whip — about 3,040

The order flips in two places worth noticing. Last Words drops from second to fifth because its ratio is only 25%, while Mozambique Drill climbs on 37%. More importantly the Black Spirit priority inverts: the 100% Rage version outperforms the 200% one by half again, at half the Rage cost, and it keeps a working knockdown. In PvE you do the opposite and save everything for the 200% ultimate.

One structural limitation to plan around: Agent has no grab in the Succession kit. Your control toolkit is the stun on Evasive Detonation and Demolition Operation, the knockback and knockdown on Mozambique Drill and Reaper's Barrage, and whichever Rabam you pick. There's nothing else to break a guard with.

Skill point efficiency

A developed character has around 1,165 skill points available and the full max-rank Succession build costs roughly 445, so if that's you, take everything and skip this section. It only matters at a fresh 56 with something like 250 points.

The non-obvious part is that ranking a skill up is almost always worse value than buying a new one. Taking Last Words from rank I to rank IV costs 18 extra points for 16,852% of gain — 936% per point — while Mozambique Drill delivers 1,560% per point for the whole skill. Go wide first, deep second: collect everything at rank I, then start ranking up.

  • Absolute: Firearms Mastery — 5,953% per point (no Prime version exists)
  • Absolute: Mayhem — 5,020% per point (no Prime version exists)
  • Absolute: Spin Kick — 2,702% per point (no Prime version exists)
  • Absolute: Pistol Whip — 2,535% per point (no Prime version exists)
  • Absolute: Evasive Detonation — 2,141% per point (no Prime version exists)
  • Prime: Mozambique Drill — 1,560% per point
  • Prime: Hexround: Engage — 1,364% per point
  • Prime: Reaper's Barrage III — 1,097% per point
  • Prime: Last Words IV — 1,092% per point
  • Prime: Obsidian Powder — 1,013% per point
  • Prime: Bulletstorm IV — 875% per point
  • Prime: Concealed Weapon — 849% per point
  • Prime: Suppressive Shot — 792% per point
  • Prime: Death Ring IV — 721% per point
  • Prime: Scatterin' Hell III — 720% per point
  • Prime: Death Comes Spinnin' — 718% per point
  • Prime: Demolition Operation — 678% per point
  • Prime: Reaper's Mercy — 555% per point
  • Prime: Run 'N Gun — 426% per point

Buy order for a fresh character: the five Absolutes with no fork first at 15 points total, then Prime: Hexround Reaper at 10 and Hexround: Engage at 20 — without the passive none of the hexround bonus damage exists, and that's a quarter of the output on half the kit. Then Gannicus's Gambit at 10, Mozambique Drill at 21, and everything else at rank I by descending efficiency. Ranks last. All the Flow skills, Tactical Retreat, Tactical Directive and both Rabam options cost zero points, so take them whenever they unlock.

Why the combos are ordered this way

Five rules produce the sequences above. Learn the rules and you can rebuild the combos for your own gear and content.

Buffs before damage, always. Damage resolves on hit, not on keypress. Gannicus's Gambit gives +30 AP and +100% crit, the ultimate adds +55 AP, +50% crit and +25% casting speed on top. Fire the Gambit after Last Words instead of before and your 43,680% skill lands without any of it. Reordering costs nothing.

C second, immediately after the buff. Hexround: Engage releases the hexround, and Hexround Reaper then attaches bonus attacks to Firearms Mastery, Reaper's Barrage, Run 'N Gun, Suppressive Shot, Mozambique Drill, and both Rabam actives. That's 8,181% on Reaper's Barrage, 7,381% on Mozambique Drill and 100,720% on the ultimate. Its ten-second cooldown lines up with one full rotation cycle, so it's one press at the start and then you forget about it. The only thing to watch is not teleporting away from it.

Debuff before the nukes, when the window allows. Demolition Operation and Death Ring both apply All Damage Reduction -25 for 10 seconds — that's the target's damage reduction being stripped, so everything you land afterwards hits harder. The skills that follow sit on seven-to-eight second cooldowns, so they fit inside the window. Two identical debuffs almost certainly won't stack, so there's no point running both purely for the effect. The Piercing Round Rabam adds a third source on Mozambique Drill, Run 'N Gun and Flow: Dash 'N Fire, which is a genuine argument for taking it.

Inside a buff window, descending damage. The Gambit runs thirty seconds and the debuff ten, and you have more casts than the short window holds. Something is going to land without the multipliers, so it should be the weakest thing you have. Useful side effect: if you get interrupted halfway through, the biggest chunk is already out.

In PvP the target's state dictates the order. Reaper's Mercy executes a fallen enemy, so it physically cannot open. Evasive Detonation stuns, Mozambique Drill knocks back and down, and both work against players. That gives you a fixed chain: standing, stunned, downed, executed. Change the order and the combo simply doesn't function.

And then there's MP, which breaks more rotations than bad ordering does. A full max-rank cycle runs about 500 MP — Last Words and Death Ring are 95 each, Reaper's Barrage 85, Obsidian Powder 80, Hexround: Engage and Scatterin' Hell 70. Three skills give it back: Pistol Whip returns 150 on a three-second cooldown, Spin Kick another 150 on the same timer, Run 'N Gun 100 and works even while on cooldown, and Firearms Mastery 26 with no cooldown at all. That's why they sit at the end of the grinding chain.

The hexround: Reaper and Engage

The hexround is your secondary weapon and it works in two pieces that are easy to confuse.

Prime: Hexround Reaper (passive, 10 points, level 56) is the foundation, and it's the prerequisite for the active. It fires in two distinct ways.

First, additional attacks. Using Firearms Mastery, Reaper's Barrage, Run 'N Gun, Suppressive Shot, Mozambique Drill, or the Penance and Sin Rabam skills causes the hexround to transform and strike on its own — 1,818% for a swift attack, 2,836% for a split attack, 4,545% for a focused attack, up to ten targets, at a 40% PvP ratio. It won't trigger while the parent skill is on cooldown.

Second, a down attack buff. Using Reaper's Mercy or Flow: Bullet of Truth makes the hexround provide covering fire and boost down attack damage by 70% for one second. One second is short, but look at how many skills carry the Down Attack tag — almost all of them. There's a small window there where nearly anything you press hits 1.7 times harder, and working out what best fits inside it is one of the more interesting open questions on the class.

Prime: Hexround: Engage (C, 20 points, 70 MP, ten-second cooldown) is the active layer. It launches the hexround at a target and the round pursues it until its energy is depleted — 1,818% up to fifteen hits, so 27,270%, ten targets, 40% PvP ratio. Under Gannicus's Gambit it gets three extra hits, taking it to 32,724%.

The restriction that shapes everything: attacks are cancelled if the hexround moves too far from you. It's leashed. That puts it in direct tension with your teleports — Blink covers a lot of ground and Demolition Operation hops behind the target, and either could break the connection. The leash radius isn't published, so testing it is high on the list.

Gannicus's Gambit

Prime: Gannicus's Gambit (10 points, level 56, 200 MP, three-minute cooldown) deals no damage at all, which makes it easy to undervalue. For thirty seconds it provides:

  • +30 all AP
  • +60 all accuracy
  • +100% critical hit rate
  • Super Armor while casting
  • Three extra hits on the hexround summoned by Hexround: Engage, taking it from 27,270% to 32,724%

It has no keybind of its own — quick slot only. Bind it somewhere comfortable, because you'll press it every three minutes and it should always go first. The crit line is the important one: half the kit already carries +100% crit rate, and this hands guaranteed crits to the skills that only have +25% to +50% of their own.

Two passives that quietly matter

Prime: Hexround: Overclock (10 points, passive) gives All AP +4 and Max Stamina +20 at rank V. Four AP sounds trivial until you compare it against Gannicus's Gambit, which costs the same ten points and gives +30 AP for thirty seconds once every three minutes. Overclock is always on and applies to everything, including hexround damage.

Tactical Directive (level 20, zero points, passive) is the one most people will skip reading, and it's genuinely interesting. After you move with Demolition Operation, Mayhem, Tactical Retreat, Flow: Reposition or Blink, you get a different buff depending on whether allies are nearby: solo gives All Evasion +36 for ten seconds, grouped gives All Accuracy +24 for ten seconds. It costs nothing and it fires constantly, since every one of those skills is something you're already pressing. Worth knowing that your effective stats shift depending on whether you're grinding alone or running with a party.

Rules of Engagement (3 points, passive) rounds it out with All AP +1 and Critical Hit Rate +1%.

Absolute versus Prime: reading the forks

The rule works on two levels and this is where most of the confusion sits.

At the top level it's Succession against Awakening, and that part is absolute: you cannot learn Succession skills with Absolutes trained, or the reverse. It's a whole-path choice, and Agent doesn't have that choice yet.

Below that are the forks inside the tree, and there are three cases. Where a skill has both an Absolute and a Prime version, Succession takes the Prime — that covers twelve skills, including everything on Shift and the whole S branch. Where there's only an Absolute and no fork at all, you take the Absolute and use it in Succession without any conflict. That's Firearms Mastery, Mayhem, Evasive Detonation, Spin Kick and Pistol Whip. Which is exactly why Mayhem is a legitimate part of the grinding rotation rather than a placeholder.

The third case is Prime-only skills with no Absolute counterpart, sitting in their own block in the tree: Gannicus's Gambit, both hexround skills and Obsidian Powder. These are the Succession exclusives the class identity is built around.

A few skills have no upgrade at all and work as-is either way — Blink, Tactical Retreat and every Flow skill.

The heavy hitters

Prime: Last Words IV (Shift+LMB, level 60, 40 points, 95 MP, eight-second cooldown) loads explosive rounds into both revolvers and fires a crossing barrage: 10,920% up to twice, then another 10,920% twice on the second attack, for 43,680% at +100% crit under Forward Guard. The knockdown on the second attack is PvE only and the ratio is a poor 25%, so this is a PvE skill — but in PvE it's the largest ordinary number in the class.

Prime: Reaper's Barrage III (Shift+RMB, level 60, 40 points, 85 MP, seven-second cooldown) loads piercing rounds and fires continuously while you hold RMB: three hits of 3,120%, a fourth at 3,120% up to twice, then an aimed explosive round for 10,048% twice with its own +100% crit. Base 35,696%, or 43,877% with the hexround. Forward Guard throughout, knockback on the first hit and a knockdown on the explosion that does work in PvP.

Prime: Bulletstorm IV (Shift+F, level 60, 40 points, 70 MP, eight-second cooldown) draws the second revolver and unleashes 5,001% up to seven times for 35,007%. The damage isn't the point: it heals 200 HP per hit, up to 1,400 per cast, under Super Armor with a stun on the first hit. On a grind spot it's a survival button wearing a damage button's clothes. It's also the skill that consumes 200% Black Spirit's Rage.

Prime: Mozambique Drill (RMB, level 58, 21 points, 50 MP, seven-second cooldown) does exactly what the real drill describes: two shots to the torso at 2,538% up to twice, then a shot to a vital point at 10,152% twice. Base 25,380%, 32,761% with the hexround. The PvP detail matters — the knockback and knockdown carry no PvE restriction, and the ratios are 37% base and 40% on the hexround block. It's simultaneously your best nuke against players and a legal way to put them on the floor. At 21 points it's also the most efficient skill in the kit.

Prime: Obsidian Powder (Shift+C, level 60, 30 points, 80 MP, eight-second cooldown) hurls grenades and detonates them at point-blank range, with the hexround's energy protecting you from the blasts: 5,020% plus 12,687% twice for 30,394% at +100% crit. PvP ratios are low and split — 20% on the first attack, 30% on the second.

The S branch: damage while backing off

Prime: Scatterin' Hell III (S+E, level 59, 35 points, 70 MP, eight-second cooldown) retreats while hurling and detonating a cluster of grenades: 8,402% three times for 25,206% at +100% crit, Forward Guard for the whole cast, stun (PvE only), no collision while moving, 30% PvP.

Put it next to Demolition Operation and the layout design becomes obvious: W+E teleports behind and throws the same cluster, S+E throws it while retreating. E is grenades, direction decides whether you're closing or opening. Scatterin' Hell hits more than twice as hard and holds a guard, while Demolition Operation brings the debuff and a stun that works in PvP.

Prime: Death Ring IV (S+F, level 60, 35 points, 95 MP, eight-second cooldown) spins and hurls a revolver empowered by the hexround, and it fires automatically: 5,049% up to five times for 25,245% at +50% crit. Then a very dense package — 240 HP restored per hit, up to 1,200 per cast, Super Armor, air and down attack tags, 30% PvP, and All Damage Reduction -25 on the target for ten seconds. Using Flow: Reposition during the cast lets you attack while moving.

That second debuff source changes things. Demolition Operation used to be in rotations for its effect rather than its damage, since it was the only source. Now the same debuff sits on S+F with Super Armor and a heal instead of a teleport, which is far more comfortable defensively.

Prime: Suppressive Shot (S+LMB, level 56, 26 points, 55 MP, seven-second cooldown) ducks, retreats and fires at the enemy's legs: 8,030% twice plus 4,545% from the hexround, 20,605% at +50% crit with Forward Guard throughout. It's how you break contact without dropping damage.

Prime: Concealed Weapon (S+RMB, level 57, 24 points, 40 MP, seven-second cooldown) spins around, draws the concealed second revolver and lays down suppressive fire: 3,185% up to four times, plus 7,628% from Flow: Bullet of Truth if you keep S+RMB held. 20,368% total at +30% crit under Forward Guard. Nearly half the damage lives in the Flow follow-up, and that follow-up is one of the two triggers for the +70% down attack buff — so dropping it costs you twice.

Area and mobility

Prime: Death Comes Spinnin' (Q, level 57, 28 points, 45 MP, seven-second cooldown) launches you into the air raining bullets from both guns: 4,020% up to five times, 20,100%, Super Armor, knockback on the first and last hits, no collision while moving, and 200 HP restored per hit. Best area coverage the class has, and a third healing source people tend to overlook.

Prime: Demolition Operation (W+E, level 57, 16 points at rank I, 250 stamina, nine-second cooldown) moves you behind the enemy with the hexround's power, then hurls and detonates a grenade cluster: 5,423% twice, 10,846% at +100% crit. Middling damage, excellent utility — stun, Super Armor, no collision and the ten-second damage debuff. You can press W+E during a forward jump or out of Mayhem to perform it midair. Note this is rank I; rank III runs 6,755% twice at 36 points.

Prime: Run 'N Gun (A/D + LMB, level 56, 24 points, 100 stamina, three-second cooldown) moves swiftly to evade while laying down suppressive fire: 4,208% up to twice plus the hexround, 10,234%, returning 100 MP under Super Armor at +50% crit. It's the only damage skill you can use while it's still on cooldown — you just lose the crit, the Super Armor and the MP return when you do. Flow: Dash 'N Fire (W+LMB, free) applies Run 'N Gun's damage twice while closing distance, and scales off Run 'N Gun's level, so it's effectively a free extra attack once Run 'N Gun is trained.

Tactical Retreat (direction + Shift, level 35, free) is your dodge: invincible into Super Armor, usable during its own cooldown, no collision when moving backward or laterally. Flow: Reposition (Space, or direction + Space) chains out of other skills for a follow-up move, and it's what lets Death Ring cast on the move.

Reaper's Mercy: the best PvP ratio in the kit

Prime: Reaper's Mercy (Shift+Q, level 59, 23 points, fifteen-second cooldown) fires one final round into the fallen enemy to complete the mission: 6,380% twice for 12,760%, which parks it mid-table on the PvE list. Its 55.3% PvP ratio is another matter — double what Last Words gets and six times the ultimate's. Add +100% crit, Forward Guard and an evasion debuff on nearby enemies.

It executes a downed enemy, so its position in a chain is fixed. It's also one of the two triggers for the +70% down attack window, which means it doesn't just finish — it opens something for whatever comes next.

The Absolutes with no fork

None of these has a Prime version, so they stay in the Succession build permanently at 3 points each.

Absolute: Firearms Mastery (LMB) is your marksmanship technique with the large-calibre revolver: 3,572% up to five times, 17,860% with no cooldown whatsoever, plus 26 MP returned and a 38% PvP ratio. It's also on Hexround Reaper's list, which makes it considerably more than filler.

Absolute: Mayhem (W+F) harnesses the hexround to propel you forward spraying from both guns: 5,020% up to three times, 15,060%, +50% crit, Super Armor, and it opens the airborne Demolition Operation. The movement is genuinely clunky and the damage seems to arrive at the end of the dash, which is worth knowing before you rely on it.

Absolute: Spin Kick (F) spin-kicks an approaching enemy to knock them down: 4,053% up to twice, 8,106%, restoring 150 MP with a knockdown and an air attack tag at a 40% PvP ratio. A knockdown for three points is not nothing.

Absolute: Pistol Whip (E) closes in instantly and strikes: 3,803% up to twice, 7,606%, restoring 150 MP under Forward Guard at 40% PvP.

Absolute: Evasive Detonation (W/A/D + RMB) rolls to evade while throwing a grenade, then shoots it: 6,422% at +100% crit, with a stun and an invincible-into-Super-Armor transition. The 49% PvP ratio makes this your permanent PvP opener.

Blink (Shift+E, level 14, zero skill points) harnesses the hexround to move to a designated location — press it, then LMB where you want to land. 100 MP, 300 stamina, fourteen-second cooldown, Super Armor, no collision, no damage. The description is unusually direct about its purpose: use it for swift infiltration, but not to draw attention in the heart of enemy forces. With a fourteen-second cooldown there's nothing to get you back out.

Rabam skills: three choices that change the rotation

All three Rabam slots cost zero skill points, so this is purely about which effect you want. Each unlocks from a pair of rank III prerequisites.

Shift+X — Penance or Sin. Penance creates a shockwave to open up distance, then fires a piercing round: 3,020% plus 6,206% twice for 15,432% at +50% crit, with Super Armor, knockback on the first attack (PvE only) and a 38% PvP ratio. Sin retreats while laying down a hail of fire: 3,430% up to three times plus 5,030% twice for 20,350% at +20% crit under Forward Guard, with stiffness on the first attack (PvE only) and 31% PvP — and it restores 330 HP on every hit after the first connects, so up to about 1,320 HP per cast.

Sin wins on raw output and brings a fourth healing source; Penance trades roughly 5,000% for Super Armor instead of Forward Guard, a knockback, and better crit. If you're picking by damage alone Sin is ahead in both PvE and PvP-adjusted terms. Both appear on Hexround Reaper's bonus-attack list, so both gain hexround damage on top.

Shift+Z — Letusa or Nantusa. Letusa throws a smoke grenade that disorients and then retreats: no damage at all, but All Accuracy -60 for five seconds, a Super Armor into Invincible into Super Armor chain, and a ten-second cooldown. Nantusa throws a flashbang to blind and deafen instead: 5,048%, Super Armor before the attack lands, a stun that carries no PvE-only restriction, and a 72% PvP damage ratio.

That 72% figure is the highest in the class by a wide margin, but don't misread what it buys you — 5,048% at 72% is only about 3,635 in adjusted terms, which is modest. The real prize is the stun. Agent has no grab in the Succession kit, so a reliable crowd control that works against players on an eight-second cooldown is worth considerably more than the damage attached to it. For anything involving other players, Nantusa is the pick; Letusa's invincibility window is the better choice for surviving PvE.

The passive — Piercing Round or Explosive Round. Piercing Round loads armour-piercing rounds into Mozambique Drill, Run 'N Gun and Flow: Dash 'N Fire, making them frontal attacks that punch through enemies and adding All Damage Reduction -25 for ten seconds on hits. That's a third source of the debuff sitting on your most frequently pressed skills — though note it doesn't apply while the skill is on cooldown, which matters most for Run 'N Gun since that's the one you spam through its own cooldown.

Explosive Round instead loads high-explosive rounds into Suppressive Shot and Reaper's Barrage. Both become projectile attacks with a smaller attack radius and +10% skill damage. On Reaper's Barrage there's a further trade: the bullet damage from the fourth attack is removed, but the explosion damage is increased on top of the flat 10%. Stripping the fourth attack costs 6,240% and the 10% roughly repays it, so whether this comes out ahead depends entirely on how large the explosion bonus is — and that figure isn't stated anywhere, which makes it a genuine testing question rather than something you can work out on paper. Suppressive Shot straightforwardly gains 10%, taking it from 16,060% to about 17,666% before the hexround block.

The short version: Piercing Round is the safe pick because a third debuff source on your highest-frequency skills is predictable value, while Explosive Round could be better and could be worse depending on an unpublished number.

Gear: the revolver and the hexround as an item

The hexround isn't only a mechanic, it's a physical offhand slot.

The mainhand revolvers are flagged for Deadeye and Agent both. The weapon type is shared between siblings, so a developed Deadeye means you aren't hunting a new mainhand category. Top-tier revolvers are character-bound and untradeable, though, so you can't hand one over — it's the category that carries across, not the item.

The hexround offhand is Agent-exclusive. A high-end example runs 53-55 AP, 55 accuracy, 25 DP, 14 (+48) evasion and 11 (+9) damage reduction, with +73 monster AP, +5 monster damage reduction, +10% all resistance, +240 max HP and — the interesting line — +10% damage to all special attacks.

That last one is worth dwelling on. Count how often Down Attack and Air Attack appear across this kit: almost every Succession skill carries at least one. Special attacks aren't situational for Agent, they're the default state, so that +10% is running essentially all the time. It also compounds with the +70% down attack window from Hexround Reaper. The practical read is that crystals and lightstones boosting special attack damage should outrank flat AP for this class — though that's a conclusion worth confirming with actual damage testing rather than arithmetic.

What still needs testing

The class is days old. Several things here are skill data and arithmetic rather than measured results, and they deserve verification before anyone treats them as settled:

  • Animation cancel windows. The press order works, but how far you can compress each transition without dropping hits is unresolved.
  • The hexround leash radius. How far you can get before its attacks cancel, and whether Blink or Demolition Operation break the connection.
  • Whether the fifteen-hit counter on Hexround: Engage is shared with Hexround Reaper's bonus attacks or independent. If it's shared, the combo totals here come down.
  • Whether the two All Damage Reduction sources stack — and whether Piercing Round makes a third.
  • The +70% down attack window. One second is tight enough that what you can realistically fit into it is a practical question, not a theoretical one.
  • How much Explosive Round actually adds to the explosion on Reaper's Barrage. The skill trades away 6,240% of bullet damage for a flat 10% plus an unstated explosion increase, and without that number the choice between the two passive Rabams can't be settled.
  • Max ranks for Mozambique Drill, Obsidian Powder, Suppressive Shot, Concealed Weapon, Death Comes Spinnin', Reaper's Mercy, Run 'N Gun and especially Demolition Operation, listed here at rank I.

If your own testing contradicts anything above, that's genuinely useful — the numbers will get better as more people put time into the class.

Black Desert Online

Black Desert Online

MMORPGReleasedFree To Play

MMO Chronicles · Updated July 2026 Black Desert Online is a sandbox-leaning MMORPG developed and published by South Korean studio Pearl Abyss, released in Korea in December 2015 and brought to North A...

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