Overview
Mounted combat is a core pillar of Crimson Desert's gameplay, not simply a traversal convenience. Pearl Abyss has designed mounts as an integrated part of the combat loop, stating that "players can adapt to each encounter by using different mounts and, in combat situations, using the environment to their benefit." The game features multiple mount types, each with unique combat applications, from standard horses to bears, dragons, and even a late-game battle mech.
Mounted combat has been described by journalists as "heavier, more grounded gameplay" compared to on-foot combat, which leans more toward fantasy-oriented acrobatics. The distinction creates a deliberate contrast between the two modes, with horseback fighting emphasizing charging, sweeping attacks, and the mount's own abilities.
Mount Types
Crimson Desert has a diverse roster of mounts, each with its own movement speed, health, and combat attacks.

Horses
Horses are the primary and default mount, available from early in the game. Players can attack enemies while on horseback, charge through enemy lines during large-scale battles, and run over opponents while riding. At least two distinct horse types have been observed in preview footage: a muscular variant potentially suited for snow traversal, and a slimmer, more agile variant.
Horses feature a unique "horse drifting" mechanic for executing sharp turns at speed.
Bears
A Black Bear mount was shown in the Features Overview #2 trailer. Bears have their own attack set, including paw swipes that hit enemies. During bear-mounted combat, both Kliff and the bear attack simultaneously. preview coverage confirmed that "Kliff isn't just commanding the bear to attack; he's also adding in his own sword swipes into the mix," creating a dual-attack system unique to this mount.
Wolves
Wolves are confirmed as rideable mounts, though detailed combat mechanics specific to wolf riding have not been extensively documented in preview coverage.
Raptors
Dinosaur-like raptor creatures are confirmed as rideable mounts with combat applications.
Dragons
Dragons serve as aerial mounts that allow players to "scorch entire battlefields with aerial fire attacks" and rain fire on fortresses and enemy positions from above. One source describes a sequence where players "meet a dragon in the air, fight it, train it, and then use it as a weapon to fire down on enemies."
Dragon usage is time-restricted per use, preventing the mount from becoming a game-breaking tool. This limitation ensures that dragon combat remains a powerful but temporary advantage rather than a default mode of play.
War Robot
A late-game mount engineered by the Dwarves, the battle robot (or mech) is armed with a machine gun, lock-on missiles, jump jets, and an EMP blast. Every weapon drains the mech's energy reserves, requiring players to balance destruction with strategy before it overheats and shuts down. Like dragons, the battle robot is available for a limited period per use.
Mount Combat Abilities
Mount | Combat Capabilities | Availability |
|---|---|---|
Horse | Melee attacks from horseback, charging through enemies, trampling | Available from early game |
Paw swipe attacks + simultaneous rider attacks | Unlocked during progression | |
Confirmed rideable; detailed combat mechanics not yet documented | Unlocked during progression | |
Raptor | Confirmed rideable with combat applications | Unlocked during progression |
Dragon | Aerial fire attacks, scorching battlefields from above | Time-limited per use |
War Robot | Machine gun, lock-on missiles, jump jets, EMP blast | Late-game; time-limited per use |
Horse Taming
When Kliff encounters a wild horse, the game triggers a taming mini-game. The horse does not cooperate willingly; instead, Kliff must jump on its back and cling on while the horse tries to throw him off. Journalists have compared this mechanic to horse taming in Breath of the Wild and Red Dead Redemption 2.

Earlier preview footage showed a glide landing on a wild horse and its taming sequence, followed by near-anytime whistling. Keep that as the earlier transition and recall account. Patch 1.11.00 instead explicitly prevents mount summoning in dangerous zones, so it is not an unrestricted recall guarantee.
Horse Customization
Earlier horse-customization notes describe three armor pieces (head, body, and saddle/stirrups), each with multiple dyeable sections. Customization is performed at the Dye Station in the Greymane Settlement. Players can change both the color and material of each armor piece. These are the earlier visual-part and customization claims, not a newly verified equipment-slot or material-change specification for every mount.
Feature | Details |
|---|---|
Armor Pieces | Head, body, and saddle/stirrups |
Each piece has multiple dyeable sections with individual color control | |
Armor material can be changed alongside color | |
Dye Sources | Found while exploring or brewed through alchemy |
Color Palette | White/grey, red, amber, brown, green, blue, purple, pink |
Cost | Changing dyes requires an in-game currency cost |
Monetization | No microtransactions, all customization earned through gameplay |
The battle robot also supports color customization through the same dye system. Pearl Abyss has confirmed that all mount cosmetics, including dyes, hairstyles, and tattoos, are earned exclusively through gameplay with no microtransactions.
Grappling Enemies Off Mounts
A confirmed advanced combat mechanic allows players to grapple enemies off their mounts and commandeer the creature for themselves. This is listed alongside heavy finishers, launchers, and crowd-control abilities as part of the game's expanded unarmed combat system.
Horse Physics
Crimson Desert features exceptionally detailed horse physics powered by Pearl Abyss's BlackSpace Engine. highlighted a specific example: when Kliff rides through a stream, "only the parts of the horse that actually touched the water remained wet after leaving the stream." The game accurately reflects whether only hooves, legs, or partial submersion occurred, using a volumetric masking system rather than applying a uniform wet texture to the entire horse. described this as potentially "the most realistic in-game physics" they had ever seen.
Large-Scale Mounted Battles
The Calphade siege demo showcased mounted combat in the context of large-scale warfare. Players approach the battlefield on horseback before dismounting to fight on foot, demonstrating the seamless transition between mounted and ground combat. During these sequences, dozens of combatants fight simultaneously with environmental destruction, siege equipment, and cavalry charges.
One journalist described the experience as riding into battle, "tearing through legions of NPCs" before dismounting for more precise close-quarters combat. Even during full-scale warfare with large numbers of on-screen combatants, the game maintained its visual fidelity, though some journalists noted NPC pop-in when approaching large groups at high speed on horseback.
Aerial Boss Encounters
Mounted combat extends to aerial sequences during boss fights. The Golden Star boss fight, a multi-phase encounter against a colossal mechanical dragon, has an aerial chase sequence where Kliff rides a companion dragon while pursuing the boss. The companion dragon attacks Golden Star from range while Kliff clings to the mechanical dragon's body during the pursuit.
This encounter was described as "definitely more of a set piece than other boss fights," combining mounted aerial combat with the game's climbing mechanics.
Seamless Transitions
Crimson Desert emphasizes fluid transitions between all movement and combat modes. Confirmed seamless transitions include:
Landing from a glide directly onto a horse's back
Dismounting from horseback into on-foot combat mid-fight
Mounting a horse while sprinting through the open world
Grappling an enemy off their mount and immediately riding the captured creature
Transitioning between horseback riding, gliding, climbing, and ground combat without loading screens
Mounted vs. On-Foot Combat
Aspect | Mounted Combat | On-Foot Combat |
|---|---|---|
Feel | Heavier, more grounded | More agile, fantasy-oriented |
Attack Style | Charging, sweeping attacks, mount abilities | Weapon combos, kicks, grapples, magic |
Defensive Options | Speed and distance | |
Best For | Open battlefields, cavalry charges, traversal | Boss fights, tight spaces, combo chains |
Weapon Access | Rider melee and reported ranged use; Patch 1.10.00 also fixes mounted Axiom Force/Force Palm attack cancellation |
Patch 1.10.00 fixes attack animations cancelling when Axiom Force or Force Palm is used on a mount. It also preserves element-slot and arrow, bullet or small-cannonball slot changes after dying and retrying a boss battle, and adds a Blackstar ground attack. These are specific published action changes; they do not establish the fixed key bindings, charge multipliers, attack rates, all-species move sets or invulnerability windows in the older control and tactics sections.
Earlier mounted combat controls
The control scheme for mounted combat changes depending on the mount type. Horses, bears, raptors, and direwolves share a common set of melee-oriented inputs, while the dragon and ATAG each have unique weapon systems.
Summoning Your Mount
Earlier input notes: press H on keyboard or D-Pad Up on controller to call your active mount. If you have multiple mounts registered, hold H (or hold D-Pad Down) to open the mount wheel, then select the one you want with the right stick or mouse. Your mount will sprint to your location from wherever it was last left. To mount up, approach the animal and press F on keyboard or Triangle/Y on controller.
Mounting and Dismounting
Press F (keyboard) or Triangle/Y (controller) near your mount to climb on. Press the same button while mounted to dismount. Note that the mount and dismount buttons are different from the interact button, so take care not to accidentally attack your horse instead of mounting it.
Sprinting While Mounted
On keyboard, tap Shift repeatedly to maintain a gallop. On controller, hold A/X or press L3. Sprinting consumes your mount's stamina. When stamina runs out, the mount slows to a trot until it regenerates.
Horse Combat
Horses are the first and most common mount you encounter. They support full melee combat from the saddle, including weapon swings, charge attacks, and reported ranged aiming. The earlier overview credited all mounted damage to Kliff's weapon and said horses never attacked independently. The horse-level guide lists Back Kick among learned abilities, so do not treat that earlier weapon-only explanation as a complete skill list or damage model.
Melee Attacks on Horseback
On keyboard, left-click swings your weapon to the right side and right-click swings to the left. Holding Shift + Left-Click while at full gallop triggers a charge attack that deals significantly more damage. On controller, R2 performs a charge attack that hits hardest when the horse is galloping at top speed. The direction of your swing depends on the camera angle and stick input.
Timing matters. Charge attacks at full gallop deal the highest damage multiplier, so try to build speed before committing to a swing. If you stop or slow down, your attacks lose the momentum bonus.
Ranged Attacks on Horseback
Earlier ranged-control notes recommend a bow or firearm to shoot from horseback. On controller, L2 enters aim mode, which automatically slows your horse to a manageable speed. On keyboard, hold right-click with a ranged weapon equipped, then fire with left-click using the over-the-shoulder camera. Those bindings and automatic slowing are earlier control accounts, not a newly tested rule for every weapon, preset or mount.
Ranged mounted combat works best for softening enemies before a melee charge. Draw your bow, fire a volley, then switch to your melee weapon and ride through at full gallop for the finishing blow.
Horse Trust Levels and Combat Skills
The horse-level guide describes a trust level shown in Inventory with a maximum of Level 5, raised by riding, feeding and petting. It describes new movement and combat abilities through skills such as Back Kick, Double Jump and faster water movement. The following per-level grid is an earlier comparison; the guide does not verify that every breed receives each listed skill at the same level.
Trust Level | Abilities Unlocked | Combat Relevance |
|---|---|---|
Level 1 | Basic walk and gallop | Minimal; you can still swing weapons, but maneuverability is limited |
Level 2 | Dash | Lets you close distance on enemies faster and escape danger quickly |
Level 3 | Drift, Back Kick | Drift allows racing-style sharp turns at full speed, perfect for repositioning mid-fight. Back Kick staggers enemies approaching from behind |
Level 4 | Sprint | Faster top speed means stronger charge attacks and better hit-and-run capability |
Level 5 | Double Jump, Quick Start, Jump Dash, Swimming (varies by breed) | Double Jump lets you leap over enemy lines. Quick Start means instant top speed for immediate charge attacks. Jump Dash covers huge distances |
Legendary horse breeds may have slightly different skill sets at Level 5, so check each horse's skill page after taming to see what it offers.
Horse Equipment for Combat
The later equipment overview uses four equipment slots for horses, while the earlier customization section groups visual parts differently. Retain the four-slot roles below as earlier advice rather than a newly checked universal effect map for every item or species.
Slot | Effect | Where to Obtain |
|---|---|---|
Champron | Protects the horse's head and face, reducing incoming damage | Saddleries, contribution shops |
Covers the horse's body, providing the largest defense reduction | ||
Saddle | Improves handling and stamina efficiency, letting you fight longer | |
Stirrups | Increases rider stability and mounted attack power |
Earlier equipment-priority opinion: Stirrups are the most important slot for offensive mounted combat because they directly boost the damage of every swing you make from horseback. Prioritize upgrading stirrups if your goal is to fight from the saddle rather than simply travel.
Mount equipment should be checked by named item and species. Patch 1.06.00 equips Special Mount gear through its inventory tab and lists specific saddle vendors by animal type; that is separate from assuming every horse equipment category has one fixed damage bonus. The inspected Crude and Marcello Stirrups records name different seller references, but their malformed recovery fields are not a basis for a current numeric bonus or for proving every stirrup raises rider damage.
Healing Your Horse in Combat
If your horse is wounded and can no longer gallop, the horse-healing guide recommends a learned Force Palm Heal ability to restore it to full health. The skill uses Spirit; interacting with a stable also restores full health without a cost. Earlier advice ranked the charged skill as the fastest combat method and used a Healing prompt at the torso; that ranking and those exact inputs remain an earlier account. Earlier item advice also suggested Horse Tonic (extreme health boost, lets the horse endure deadly blows), Horse Stimulant (stamina amplification) as item options. It also described retrieving the horse at a stable for Copper or Silver Coins. Keep retrieval charges separate from the guide's free healing interaction, and the quoted item effects separate from a newly measured combat result.
Bear, Raptor, and Direwolf Combat
Unlike horses, combat land mounts like bears, raptors, and direwolves have independent attack actions. They fight alongside you automatically, effectively doubling your offensive output. All three combat mount types become substantially more powerful when you apply elemental infusions to your weapon attacks.
Bear Mounts
Bears are the heaviest-hitting ground combat mount. While mounted, the bear performs claw swipes, bite attacks, and body slams without any rider input, dealing constant area-of-effect damage to enemies in front of and around you. This frees Kliff to focus on high-priority targets while the bear handles crowd control.
Mounted bear combat also grants extra move sets: long slashes, rising bites, and heavy forward charges that stagger groups of enemies. The tradeoff is speed. Bears are slower and less agile than horses, making them better suited for direct engagements and defensive fights rather than hit-and-run tactics. If you are fighting a large group in a confined area, a bear mount is often the strongest choice.
Raptor Mounts
Raptors are the fastest land combat mount and the best option for hit-and-run tactics. While mounted, the raptor dashes in and out of engagement range while Kliff attacks. The raptor's speed makes it extremely difficult for enemies to pin you down, and you can quickly disengage to heal or reposition before diving back in.
Raptors excel in open terrain where their speed advantage is most pronounced. In tight spaces, their lower health pool compared to bears makes them more vulnerable. Use raptors when you want to control the pace of a fight and pick off enemies one at a time.
Direwolf Mounts
Direwolves sit between bears and raptors in terms of combat style. They are faster than bears and feature agile flanking maneuvers with coordinated attacks alongside the rider. Their pack-hunting instincts translate into a predatory combat feel where the direwolf circles and harasses enemies while you strike from above.
Direwolves are best for medium-length engagements where you need both mobility and sustained damage. They are not as tanky as bears and not as fast as raptors, but they offer a balanced middle ground.
Blackstar and earlier aerial tactics
The Blackstar Dragon was ranked as the strongest mount in earlier combat advice. The named unlock guide places the dragon at the end of Chapter 11 (see the How to Unlock the Dragon guide for details). The Blackstar can breathe fire on enemies from above. Patch 1.10.00 separately adds a ground attack skill, so the aerial examples are not a complete current move list.
Dragon Combat Controls
Action | Controller | Keyboard |
|---|---|---|
Fireball (single shot) | R1 | Left-Click |
Fire Breath (sustained) | R2 | Right-Click |
Barrel Roll / Dodge | Dodge input (double-tap) | Dodge key (double-tap) |
Climb altitude | Left Stick + look up | W + look up |
Dive | Left Stick + look down | W + look down |
Summon Dragon | Hold D-Pad Down, select with Right Stick | Hold H, select Dragon |
Earlier dragon attack-resource account: Both Fireball and Fire Breath consume stamina, but stamina regenerates even while airborne. The Fireball is a quick projectile attack best for single targets, while Fire Breath is a sustained stream of fire that devastates groups of enemies and spreads the Burn status effect across clustered targets.
Earlier roll and invulnerability account: The barrel roll is your primary defensive option. Press the dodge input to roll mid-air, which makes the dragon invulnerable during the animation and repositions you away from incoming projectiles. Use it liberally when enemy archers or mages target you from the ground.
Dragon Combat Strategies
Strategy | Details |
|---|---|
Strafe runs: | Fly over enemy camps at medium altitude, unleash Fire Breath in a sweeping pass, then climb to safety. Circle back and repeat. This is the safest way to clear large groups. |
Dive bombing: | Dive sharply toward a high-value target, fire a concentrated Fireball volley, then pull up before hitting the ground. High risk, high reward. |
Pre-engagement softening: | Before dismounting to fight a boss or world event on foot, use the dragon to thin out surrounding enemies and apply Burn to the main target. Then land, dismiss the dragon, and fight on the ground. |
Aerial positioning: | Enemies on the ground cannot effectively counter aerial attacks. Use altitude to stay out of melee range and pick off ranged attackers first. |
Dragon Limitations
Earlier timing notes quote approximately 15 real-time minutes per Blackstar summon and a 50-minute cooldown, then recommend reserving it for important encounters rather than trivial fights. The same numbers appear in a generic flying-mount reference footer, not an independently measured current timer. The older claim that no upgrade can alter either value remains unverified; do not transfer these figures to other flying mounts.
Earlier availability notes said Blackstar could be summoned anywhere in Pywel and could not enter the Abyss realm. Keep the Abyss restriction as that earlier account. The later dangerous-zone summoning restriction means anywhere is not an unconditional current rule.
Earlier ATAG combat account
The ATAG (All-Terrain Armored Gear) is a walking tank that turns Kliff into a one-man army. First introduced during Chapter 10's defense of Gorthak, the ATAG offers the heaviest firepower of any mount in the game.
ATAG Weapon Systems
Weapon | Description | Best Used For |
|---|---|---|
Rapid-Fire Machine Gun | Sustained automatic fire with moderate damage per hit | Crowd control, suppressing groups of weaker enemies |
Blast Cannon | Wide-area explosive shot with high damage and knockback | Grouped enemies, large targets, breaking formations |
EMP Discharge | Short-range electromagnetic pulse that disables mechanical enemies | Mechanical enemies, other ATAGs, automaton-type foes |
Ram | Shoulder charge that flattens anything in your path | Closing distance, breaking through enemy lines |
Additional weapons become available through the Machine Parts Research system. Research unlocks dispatch missions to craft the ATAG Cannon, ATAG Laser, and ATAG Pincers. You can also upgrade defensive plating to Mk II and Mk III through research.
Getting Your Own ATAG
After helping the Ironflame Orcs in Chapter 10, you can speak with Marek at the Zargan Tankworks and complete a quest chain to build your own ATAG for free-roam use. You need the required parts and fuel to craft one. You can also find pre-built ATAGs at certain locations; areas like Regent's Rise have ATAG factories where pulling a lever reveals a fresh mech ready for use.
Earlier combat comparisons
Choosing the right mount for each combat situation is one of the keys to success in Crimson Desert. Here is a quick comparison of how each mount type performs in combat:
Mount Type | Combat Style | Strength | Weakness |
|---|---|---|---|
Rider melee/ranged attacks only | Versatile, available early, supports all weapon types | Horse does not deal damage on its own | |
Mount auto-attacks + rider attacks | High damage, area control, staggers groups | Slow movement, poor at chasing | |
Hit-and-run with mount dashes | Fastest land combat mount, excellent repositioning | Low health pool, vulnerable in tight spaces | |
Direwolves | Flanking with coordinated attacks | Balanced speed and damage | Not the best at any single thing |
Aerial fire attacks | Devastates groups, untouchable from the ground | 15-min duration, 50-min cooldown | |
Heavy ranged weapons + ram | Highest raw firepower, extreme durability | Slow, requires fuel and parts |
Earlier tactical recommendations
Tip | Details |
|---|---|
Match the mount to the fight. | Use horses for general exploration and flexible combat. Switch to a bear when you are outnumbered in close quarters. Bring a raptor for open-field skirmishes where you need to control distance. Save dragon and ATAG summons for major battles and world bosses. |
Always keep horse food on hand. | Carrying Horse Tonic and Horse Stimulant lets you sustain mounted combat for extended periods without needing to visit a stable. |
Upgrade stirrups first. | For pure mounted combat damage on horseback, stirrups provide the biggest boost. Invest in the best stirrups you can afford before upgrading other horse equipment slots. |
Build trust before relying on a horse in battle. | A trust Level 1 horse can barely turn. A Level 3+ horse can drift and kick, making it vastly more effective in combat. Spend time building trust before taking a new horse into dangerous areas. |
Use charge attacks at full gallop. | The damage multiplier for a charge attack at maximum speed is significantly higher than a stationary swing. Build speed before committing to a charge. |
Do not waste dragon time on trash mobs. | With a 50-minute cooldown after each 15-minute window, every second of Blackstar flight matters. Use it for major encounters, tough bosses, or clearing large enemy camps. |
Elemental infusions stack with mount attacks. | When riding bears, raptors, or direwolves, applying elemental infusions to your weapon makes the mount's own attacks stronger too. Always infuse before engaging. |
Related Articles
Topic | Connection |
|---|---|
The broader combat framework that includes mounted combat | |
Grapple system used to pull enemies off mounts | |
Open World Exploration | Mounts serve as the primary traversal method |
Large-scale combat featuring cavalry charges | |
Base where mount customization occurs at the Dye Station | |
Demo location featuring mounted battlefield combat |
Feeding Your Mount Without Dismounting (Patch 1.06.00)
Patch 1.06.00 introduces Special Mounts and explicitly allows feeding a mount while riding. The named horse-level guide likewise opens Inventory while mounted, selects food and chooses Feed Horse; the Bear Mount walkthrough separately uses feeding to reach a registration target. Keep these named uses distinct from a universal diet, per-feed Trust amount or guarantee that every subdued predator behaves the same way. Earlier advice said avoiding repeated dismounting and remounting makes the Trust loop faster and prevents a freshly subdued predator from bolting; those exact speed and behavior benefits remain an earlier account.
On already-registered mounts the feature is most useful for keeping a horse's stamina or trust topped up during long rides, since you no longer break momentum to walk around the animal and feed it from the ground.