Rendan is the rushdown-style skill tree in Type Soul, built around fast flashstep movement, aerial juggles, and long combo strings that stun and reposition opponents. It trades damage per hit for combo density and mobility, which means it leans heavily on chaining moves rather than landing single big swings. Riatsu usage is high, so most strong builds invest deep into the tree rather than splitting points.
Quick answer: Put 55 to 65 points into Rendan, pair it with a single supporting tree (Kido for Arrancar, or your race's primary system), and run Revolving Snake → Evince → Crownkiller → Grapple → Headhunter as the core true combo.

Rendan abilities and skill point costs
Most Rendan moves have an alternate variation triggered by holding spacebar before activation or by using the skill while airborne. The alternate versions usually convert ground dashes into camera-controlled air movement or change startup behavior. Passive nodes do not have alternates.
| Ability (SP cost) | Primary effect | Alternate version |
|---|---|---|
| Manifold Blitz (18) | Flashstep stance with free WASD movement; exiting performs a rising slash that launches both players upward. | Camera-directed forward flashstep with no fall; exit slash also launches upward. |
| Soaring Blade (20) | Dash and slash forward, pull back, and finish with a kick that sends the target away. Short lock-on on the initial dash. | Dash becomes camera-controlled for vertical and freer directional motion. |
| Austere Resolution (25) | Two forward dashing slashes that drag opponents along, ending with a grab repel. Strong combo carry. | Full sequence can be performed in the air for aerial combos. |
| Grapple (30) | Air-only. Grab an opponent, leap off them, and leave them suspended for follow-ups. | None. |
| Evince (35) | Short dash into a downward stomp that launches both players upward when near a target. Strong aerial starter. | Skips the dash and stomps instantly with higher startup, lifting you up. |
| Headhunter (40) | Fast upward slice that lifts the target and carries you forward. Gap closer and aerial pressure tool. | Leap up first, then slam down with a slice; the leap has a large lock-on. |
| Revolving Snake (45) | Forward blast that grabs targets in its path and applies rapid slashes; the ending re-grabs for extended pressure. | Initial dash becomes camera-controlled, like Soaring Blade's alternate. |
| Crownkiller (50) | Mouse-aimed execution. Only usable on stunned or guard-broken targets. Teleport in, double slash, and lift both into the air. | None. |
| Bladedancer (55) — Passive | Removes active frames from your base dash, letting you cast moves during the dash for smoother combo flow. | Dash briefly suspends you in the air for aerial extensions. |
| Still Mind (60) | Posture stance, then a dashing slash that pierces opponents; targets take a delayed second slash one second later. | Windup and dash suspend you in air; hits launch enemies upward for longer juggles. |
| Judgment (35) — Skillbox | Three-part combo. Palm strike ragdoll, then a teleport slash launcher, then a knee strike that carries you higher. Cooldown only starts after the final hit. | None. |
| Great Cannon Blade Star Flash (65) — Skillbox | High-windup slash with brief hyperarmor. Pierces enemy hyperarmor and cannot be countered, but missing or being parried causes massive endlag. | None. |
| Closing Performance (50) — Ultra Skill | High-windup slash into a grab dealing massive true damage. Auto-executes weakened opponents. | None. |

Recommended Rendan builds
Rendan does not reward hybrid splits. Because the strongest moves sit at 45 SP and above (Revolving Snake, Crownkiller, Bladedancer, Still Mind), splitting points below 55 cuts off the parts of the kit that define the playstyle. Two builds are running consistently well across races.
| Build | Stat split | Notes |
|---|---|---|
| Arrancar Rendan/Kido | 55 Rendan, remaining in Kido | Resurrección choice is flexible. Tricero is the most reliable Cero path. Sarah Grab confirms off Revolving Snake. |
| Pure Rendan (any race) | 65 Rendan, 5 in supporting tree | Unlocks both Skillbox moves (Judgment and Great Cannon Blade Star Flash). Best raw combo ceiling. |
| Rendan Fullbringer (Zangetsu) | 65 Rendan | Uses Zangetsu C move to confirm into Revolving Snake. Soul Clap is the Fullbring complement. |
If you are running the 65 Rendan build, take both Skillbox slots in Rendan. Judgment is the safer pick because its cooldown only starts after the third hit, while Great Cannon Blade Star Flash is a punish-or-be-punished tool reserved for escaping combos or closing rounds.

Core Rendan combos
The bread-and-butter string most Rendan players rely on is built around Revolving Snake's stun, which sets up Crownkiller, which then leads into air juggles via Grapple and Headhunter. Crownkiller only activates on stunned or guard-broken targets, so you need a stun source before it works.
| Combo | Sequence | Use case |
|---|---|---|
| Bread and butter | Revolving Snake → Evince → Crownkiller → Grapple → Headhunter | Default true combo. Always reachable once Revolving Snake lands. |
| Judgment finisher | Revolving Snake → Evince → Crownkiller → Grapple → Judgment | Swap Headhunter for Judgment's three-part finisher to carry the opponent higher. |
| Short punish | Headhunter → Crownkiller → Grapple | Quick three-hit punish when you only need a stun confirm. |
| Extended string | Soaring Blade → Revolving Snake → Evince → Crownkiller → Grapple → Headhunter → Judgment | Longest reliable chain. Damage tapers near the end but it covers full screen movement. |
Move usage notes
Revolving Snake has the largest hitbox in the kit and applies enough stun to combo into itself or chain into Evince. It is the primary opener for almost every string. The alternate (held-space) version converts the dash into a camera-controlled movement, which is useful when an opponent strafes off your forward line.
Manifold Blitz has long windup and works better as a dodge or repositioning tool than a combo starter. Avoid using it in the air; the recovery is punishable. Storm Blade (Soaring Blade) needs a precise distance to connect because the hit lands slightly in front of the dash rather than directly on you.
Still Mind has a heavy windup but applies posture damage and can guard break, making it useful when you need to crack a turtling opponent. Austere Resolution is a niche ground option with good range, but it is rarely chosen over Revolving Snake for opening.
Great Cannon Blade Star Flash should not be thrown out raw. Use it to escape an incoming combo (the hyperarmor pierces opposing hyperarmor) or as a confirmed combo ender. If it whiffs, the endlag is long enough to lose the round.

How to know a combo is landing as a true combo
A combo registers as "true" when the opponent cannot input a parry, dodge, or counter between your hits. The clearest visual confirmation is that the opponent stays in hitstun or ragdoll the entire string, and the damage numbers tick up without interruption. If they break out mid-string, one of your transitions is too slow, usually the gap between Crownkiller's teleport slash and Grapple.
Common reasons a Rendan combo drops:
- Crownkiller used without a stun applied first, which causes the move to fail to activate.
- Grapple attempted on the ground; the move only works while airborne.
- Delaying Headhunter after Grapple long enough for the target to recover from the suspended state.
- Using Manifold Blitz or Austere Resolution mid-combo without the air variation; the ground versions add too much windup.
Rendan rewards committed investment and tight execution rather than freestyle improvisation. Lock in 55 to 65 points, learn the Revolving Snake to Crownkiller confirm first, and layer Grapple and Headhunter on top once the basic stun loop feels consistent. From there, swapping in Judgment or your race's signature move at the end of the string is where the damage ceiling actually opens up.