Code Vein II combat system rules: Ichor, Formae, Jails, and Partners

A mechanics-first breakdown of how fights are structured, what resources do, and what changes when you summon or assimilate.

By Pallav Pathak 6 min read
Code Vein II combat system rules: Ichor, Formae, Jails, and Partners

CODE VEIN II’s combat is built around a tight loop: land weapon hits to set up blood-draining actions, convert that drain into Ichor, then spend Ichor on Formae while managing stamina and your Partner bond.

Quick answer: In most fights, you’ll alternate Weapon Action to build wounds, Revenant Action (Drain Attack via your Jail) to gain Ichor, then spend Ichor on Formae while keeping LP high so Link Traits stay active.


Weapon Action (melee fundamentals)

Weapon Action is the baseline melee layer. You can swap between different weapons during combat, and each weapon’s reach and moveset changes how you take space, punish openings, and keep pressure up.

Weapon hits also matter for your resource economy. Damaging enemies “wounds” them, which sets up better returns when you follow with a Drain Attack that generates Ichor.

Weapon Action is the baseline melee layer | Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@NorZZa)

Revenant Action: the Jail and Drain Attacks

Revenant Action is the game’s vampiric spike. You channel power through the Jail and perform Drain Attacks that both hit hard and siphon blood to create Ichor.

Ichor is the key combat resource. It’s required to activate Formae, so Drain Attacks aren’t optional flourish moves; they’re the bridge between your basic swings and your strongest actions.


Ichor: what it is and how you get it

Ichor is the resource you spend on Formae. The most direct way to refill it is to weave Drain Attacks into your offense. Partners can also contribute by draining enemies themselves and sharing a portion of the absorbed blood with you, restoring a small amount of your Ichor.

The practical implication is simple: if you stop converting openings into drains, you lose access to the tools that define your build.

Ichor is the resource you spend on Formae | Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@LunarGaming Guides)

Formae: skills powered by Ichor

Formae are Revenant abilities that consume Ichor. They cover offense, defense, and evasion, and they’re designed to be used mid-fight rather than saved for rare moments.

Formae are grouped into three functional categories.


Weapon Formae (up to four per weapon)

Weapon Formae are equipped directly onto a weapon, with up to four slotted at once. They fall into three subtypes:

  • Combat Formae for weapon-based attacks that extend or amplify melee pressure.
  • Magic Formae for longer-range attacks.
  • Support Formae for buffs and enhancements.

This is the layer that turns a weapon type into a build, since the same weapon can play differently depending on which Formae you attach.

Weapon Formae are equipped directly onto a weapon | Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@Jay Dunna)

Bequeathed Forma (summoned weapon strike)

Bequeathed Forma is the “summon a weapon” category. Activating one calls a unique weapon into battle for a single, high-impact attack. The summon takes time, so it’s generally used to convert a safe opening into a finishing-level hit.


Defensive Formae (your equipped defensive action)

Defense in CODE VEIN II is routed through Defensive Formae. You equip one option at a time, choosing between a Guard, a Counter, or a special Evasive Maneuver.

That choice shapes your risk profile in a fight because it determines what “safe” looks like: blocking through pressure, turning attacks into counters, or repositioning with a unique evade.

Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@NorZZa)

Weapon types (seven categories)

There are seven weapon types that define your baseline moveset and scaling direction:

  • One-Handed Swords
  • Two-Handed Swords
  • Bayonets
  • Halberds
  • Hammers
  • Twin Blades
  • Rune Blades

Even within a single weapon type, speed, reach, and combo flow can vary, which is why swapping weapons mid-combat can be more than a cosmetic choice.


Stamina and positioning (the shared cost)

Stamina is the common constraint across movement and defense. Dodging, blocking, and activating Defensive Formae all draw from the same pool, and running dry at the wrong moment reliably converts into damage taken.

Enemy attacks also tend to punish constant backpedaling. Side dodges, circling, and staying close enough to capitalize on openings are safer patterns than repeatedly retreating.

Stamina is the common constraint across movement and defense | Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@NorZZa)

Partner System: Summoning vs Assimilation

The Partner System has two modes that you can swap between during play:

  • Summoning puts your Partner on the field as an independent combatant. They attack, support, and help manage groups with pressure and flanks.
  • Assimilation stores your Partner in the Jail on your back, merging with them to increase your stats. This mode is framed for tougher one-on-one encounters where raw stats matter more than having a second body drawing attention.

HP and LP: how damage and healing are prioritized

CODE VEIN II tracks two main survivability resources:

  • HP (yellow), your health.
  • LP (blue), your bond with your Buddy.

Damage is applied to LP first. Only when LP is depleted does HP start dropping. Healing effects restore HP first, and any healing beyond max HP then refills LP.

This creates a clear mechanical incentive: staying topped up isn’t only about survival; it’s also how you maintain the bond-dependent advantages that partners grant.

Damage is applied to LP first while Healing effects restore HP first | Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@NorZZa)

Partner Actions: Drain Attacks / Formae and Restorative Offering

Partners participate in the same ecosystem you do. They can perform their own Drain Attacks and use unique Formae for offense and support, and a portion of the blood they absorb is shared with you as Ichor recovery.

Partners can also trigger Restorative Offering when your HP hits zero, restoring you. After it activates, the Partner is incapacitated briefly and can’t immediately repeat the action.


Partners provide two layers of passive effects:

  • Link Traits are special effects that apply in combat and exploration, but only while your bond is strong. If LP is broken by taking enough damage, Link Traits stop until LP is restored.
  • Partner Trait Bonuses are passive bonuses that remain active as long as that character is accompanying you, with additional effects unlocked by deepening your relationship.
Image credit: Bandai Namco Entertainment, Inc. (via YouTube/@NorZZa)

Partner traits (what each one changes mechanically)

Partner Weapon Drain Attack Link Trait Mechanical emphasis
LOU One-Handed Sword Bat Ichor recovery when hit Defense-oriented support; uses “Prismatic Veil” (elemental resistance) and “Forma Extension” (longer buffs); Bequeathed Forma “Battle Axe: Idris’s Conceit” slows nearby enemies.
JOSÉE Two-Handed Sword Hound Increases Defense and Balance while charging an attack Trades blows for staggers; “Unquenchable Flame” for group pressure; “Precision” to make enemies easier to break.
LYLE One-Handed Sword Reaper Gain Ichor upon a successful dodge Evasion-focused attacker; “Raikasen” lightning strike; “Overdrive” boosts Attack Power for both characters until one is hit.
HOLLY Bayonet Stinger Increased activation speed when using formae Long-range consistency with bayonet fire and ice Magic Formae; “Glacious Barrage”; “Panacea’s Essence” cures status ailments.
NOAH Twin Blade Ogre Reduced stamina consumption Close-quarters tempo; “Deep Impact” helps stagger; “Morale Boost” increases maximum Stamina.
VALENTIN Rune Blade Bat Activate Formae by sacrificing HP when Ichor is depleted Formae-heavy technical play; Magic Formae like “Blast Bolt EX” and “Bloody Impact”; “Forma Prowess” increases Formae activation speed for both characters.
Lycoris Rune Blade Ivy Elemental Attack Power Up Elemental magic focus with ice Formae like “Guard of Honor” and “Ice Spikes”; support “Bridge of Glory” increases Attack power based on Mind.
Iris Hammer Reaper Defense Up Aggressive hammer assaults like “Dive Bomb” and “Gaia Impact”; support “Perfect Balance” improves resistance to Disruption on the next hit.
Zenon Halberd Hound Perfect guards deflect and disrupt enemies; parries are easier Front-line technical partner; “Heliosphere” builds “Sunblight” for large damage when filled; support “Regenerator” improves regeneration amount.

Defensive Formae and parrying requirements

Parrying is not a default universal action. It’s tied to specific Defensive Formae. For example, Mutinous Bracer is a Defensive Formae that enables parries, and successful parries require tight timing just before an enemy attack connects.

Blocking similarly depends on having a shield-type Defensive Formae equipped and holding it to negate damage, with stamina as the ongoing cost.


When all of these layers click, combat stops being a sequence of isolated moves and becomes a resource pipeline. Weapon hits create opportunities, Drain Attacks turn those opportunities into Ichor, Formae convert Ichor into burst or utility, and the Partner system forces constant tradeoffs between field presence, stat boosts, and maintaining LP so your Link Traits don’t blink off mid-fight.