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Oongka
May 23, 2026 at 08:41 PM
Derived fields refresh (2026-05-24)
Oongka is one of three playable characters in Crimson Desert, alongside Kliff and Damiane. Officially described as "a powerhouse of the Greymanes," he was born of an orc tribe and "wields a massive axe with overwhelming skill in battle." Though taciturn and steadfast, he is Kliff's most trusted comrade-in-arms and one of the most dependable members of the Greymanes mercenary group. Oongka fights with brute strength and devastating weapons, making him the most beginner-friendly of the three playable characters with easy-to-learn combos that obliterate enemy groups. His combat style has been compared to Black Desert Online's Giant class in terms of straightforward crowd-clearing power.

When not being actively controlled, Oongka can be summoned as a combat companion through the Character Wheel (hold Up on the D-Pad, then press X/A to summon). He will fight alongside the player during open-world exploration and standard encounters, though companions cannot join boss battles.
He is voiced by Stewart Scudamore, known for his roles as Blackthorne in Final Fantasy XVI, Marneus Calgar in Warhammer 40,000: Space Marine 2, Rictus in Arcane, Klaus in Lies of P, and Boz Ghaidos in Carnival Row.
Oongka is one of Kliff's most trusted Greymane comrades, described as someone driven by passion who pursues the best for his people. After the Black Bears led by Myurdin ambushed and shattered the Greymanes, Oongka was among the survivors scattered across the continent of Pywel. Kliff eventually learns that Oongka has made his way to the region of Calphade, where Marquis Stefan Lanford, an ally of the Greymanes, governs. Oongka fought alongside Lanford's forces against rebels throughout the conflict, demonstrating his loyalty and martial prowess even while separated from the rest of the group.
Upon arriving in Calphade, Kliff discovers the situation has deteriorated. Cassius Morten, a subordinate of Marquis Lanford, has betrayed the Marquis and allied with the Black Bears, sparking a violent rebellion. Kliff reunites with Oongka and together they fight through a siege involving cannons, watchtowers, and siege engines, culminating in a boss fight against Cassius Morten at the castle. This questline was featured as the playable demo at Summer Game Fest 2025.
The Calphade Rebellion and the Cassius Morten boss fight are part of Chapter 6: Cracks in the Shield. Oongka later becomes playable in Chapter 7: Homecoming, which is divided into four sections: Dawn Mist, Dawnrise, Decisive Battle, and Twisted Fate.
Despite his imposing physique and fearsome combat style, Oongka possesses a philosophical side that reveals itself over time. Scudamore initially pictured him as a "beastlike, ferocious" archetype, but came to realize the character is "someone who understands how the world works" with practical wisdom and a grounded perspective on life. He possesses surprising philosophical wisdom befitting his age, combining physical authority with quiet intelligence that goes well beyond the stereotypical orc brute.
Scudamore described him as "passionate about everything" but carrying a "nomadic, wise view of the world." Oongka communicates through a mix of grunts and measured words. Scudamore noted that "finding those levels of grunt" to convey different emotional shades was one of the main challenges of the role. His silence reflects restraint and care rather than a lack of feeling, and his understanding of the world's realities makes him a steady, reliable presence within the Greymanes.
Outside of combat, Oongka's leisure activity is going fishing with Kliff, a detail that speaks to the quiet bond between the two warriors and the moments of calm they share between battles.
Oongka has a massive, orc-like build and is clad in heavy armor designed to expose his upper torso and parts of his legs, distinguishing him from the more fully covered characters. His physical design emphasizes his role as the heavy-hitting powerhouse of the trio. Like all playable characters, his base appearance is fixed, but cosmetic customization is available through in-game Barber Shops.
Option | Details |
|---|---|
Hairstyles | Multiple styles reflecting his rugged aesthetic |
Hair Color | Wide palette including white, grey, red, amber, brown, green, blue, purple, and pink |
Beard | Style and color customizable |
Eyebrows | Style and color customizable |
Body Tattoos | 13 tattoo options available; Oongka is the best character for displaying body tattoos since his armor exposes more skin |
Color and material of individual armor sections can be customized through the Dyehouse |
Oongka wields the heaviest weapons in the game, each designed for maximum impact and crowd control. He specializes in hammers, battle axes, and hand cannons. Players equip two weapons at a time, and different pairings create distinct build identities (see Build Guide: Oongka for detailed loadout recommendations). His unique Dual Wielding Mastery skill allows him to wield two-handed weapons single-handedly, a trait no other playable character possesses.
In addition to his signature two-handed armaments, Oongka can also equip one-handed weapons including one-handed axes and swords. These are faster but deal less raw damage per swing, giving players a lighter alternative when facing agile enemies that punish slow recovery windows.
Weapon Type | Playstyle | |
|---|---|---|
Great Axe | Two-handed melee | Devastating ground slams, wide spinning attacks, and area-of-effect crowd control; his primary weapon. Includes a shove mechanic for breaking enemy poise, particularly effective against bosses. |
Two-handed melee | Charged swings that send multiple enemies flying; can knock enemies into each other for chain damage. Slower than the Great Axe but hits harder per individual strike. | |
Orc Blaster (Hand Cannon) | Ranged (hand cannon) | Fires incendiary bolts with slow-motion aiming; useful for pulling enemies or finishing wounded targets |
Arm Cannon | Ranged (hand cannon) | A heavier ranged option that fires explosive blasts for devastating area damage; an alternative to the Orc Blaster (Hand Cannon) with more raw destructive power |
Utility | Used for mining ore deposits and crystals; Oongka's gathering tool |
When players first take control of Oongka after his unlock in Chapter VII, he comes equipped with a default loadout suited to his berserker playstyle.
Item | Type | Notes |
|---|---|---|
Battle Axe | His signature starting weapon, a massive orc-forged great axe | |
Hand Cannon | Ranged sidearm for explosive area-of-effect shots | |
Melee | A ceremonial blade from the Pailune region |
Oongka's weapon switching system creates distinct loadout builds, each with a different tactical identity. Players can swap between their two equipped weapons mid-combo, so picking complementary pairings matters. For full breakdowns of each build with recommended skills and gear, see the Build Guide: Oongka article.
Build | ||
|---|---|---|
Raging Berserker | Great Axe + Orc Blaster (Hand Cannon) | Aggressive melee with incendiary ranged support; the hand cannon's explosive shots set up axe combos |
Great Axe + Arm Cannon | Combined melee and explosive ranged devastation; the go-to build for players who want maximum area damage | |
Charged hammer swings paired with explosive ranged blasts; slower but hits the hardest per individual attack |
Oongka has access to a wide range of skills organized across grappling, melee, ranged, and utility categories. His kit favors close-quarters brawling with strong crowd-control options and surprising ranged versatility through his hand cannon and wrist crossbow.
Like Kliff and Damiane, Oongka's skill tree is divided into three branches, each color-coded and tied to a core stat:
Branch | Color | Stat | |
|---|---|---|---|
Blue | Physical combat skills, weapon proficiency, evasion, and athleticism | ||
Green | Defensive abilities, phantom echoes, and timing-based mechanics | ||
Red | Elemental infusions, traversal upgrades, and survivability |
Skills are unlocked and upgraded using Abyss Artifacts, which drop from boss battles, quest rewards, and hidden locations found during exploration. Some skills include inner sub-skills that let players modify and enhance their effects. Stat increases made on Kliff's skill tree (Health, Stamina, Spirit) also carry over to Oongka and Damiane, so investing in Kliff's stat nodes benefits all three characters.
Oongka excels at grappling, with a deeper wrestling moveset than any other character. The base Grappling skill can be leveled up to level 5, unlocking additional grab attacks and sub-skills at each tier. These techniques let him control individual targets, break through guarding enemies, and create openings for follow-up damage.
Skill | Effect |
|---|---|
Grabs an enemy and slams them into the ground for massive damage. The impact creates a shockwave that staggers nearby enemies. | |
Holds an enemy in place, immobilizing them for follow-up attacks or to remove a dangerous target from the fight temporarily. | |
A charging clothesline attack that grabs and flattens enemies in Oongka's path. | |
Chains multiple Lariat strikes in sequence. Unlocked by leveling up the base Grappling skill, this lets Oongka extend his clothesline into a multi-hit combo against groups. | |
A leg-sweep grapple that brings the target to the ground, leaving them vulnerable to ground-and-pound follow-ups. | |
A running impact attack that knocks enemies down. One of Oongka's recommended skills. | |
Oongka clings to a target's back, allowing him to attack from a mounted position or use the enemy as a shield. Can also be used to escape dangerous situations by leaping off after dealing damage. |
Skill | Effect |
|---|---|
Oongka's signature move. He launches into the air with his great axe and crashes down on targets below, creating a shockwave that damages and staggers surrounding enemies. An excellent gap closer and crowd-control tool. | |
Wide spinning attacks that hit everything in a full 360-degree arc. Effective against groups and can be chained into follow-up slams for continuous area damage. Damage is boosted by Dual Wielding Mastery. | |
A ground-shaking attack that sends tremors outward, staggering and damaging enemies in a wide radius. | |
Oongka enters a frenzy of consecutive attacks, dealing rapid damage to everything in range. One of his strongest sustained damage skills. Damage is boosted by Dual Wielding Mastery. | |
A massive horizontal weapon swing with extended reach, capable of hitting multiple enemies in a wide arc. | |
A fast combo of overhead chops and horizontal cuts, effective for sustained single-target damage. | |
A lunging kick that knocks the target back. Useful for repositioning enemies or creating distance. | |
A powerful forward kick that staggers the target, creating an opening for weapon follow-ups. | |
An aerial kick that drives Oongka downward into the target, combining vertical mobility with impact damage. | |
Oongka rushes forward, shoulder-first, plowing through enemies in his path. | |
A well-timed defensive move that parries an incoming attack and immediately retaliates with a heavy counterstrike. | |
An electrified melee attack that adds lightning damage to Oongka's strikes. |
Skill | Effect |
|---|---|
A powerful aimed shot from the hand cannon. Hold to charge for increased damage and knockback. | |
Fires a spread of projectiles in a cone, effective against groups of enemies at close to mid range. | |
Enhances ranged accuracy and damage. A passive skill that improves hand cannon (Orc Blaster) performance. | |
Fires a shot while dodging backward, providing both damage output and repositioning in a single action. |
Skill | Effect |
|---|---|
Unique to Oongka. Allows him to wield two-handed weapons single-handedly, freeing his off-hand for additional attacks or a secondary weapon. This changes his combat flow compared to other characters. Also increases Rampage and Spinning Slash damage. | |
A defensive timing skill that deflects incoming melee attacks, creating a brief window for counterattacks. | |
Core weapon proficiency that governs melee attack speed, damage scaling, and combo variety. | |
Allows Oongka to use bare-handed punches and kicks effectively, adding close-range options when enemies get inside his weapon range. See Unarmed Combat and Wrestling for details. |
Oongka gains access to elemental modifications that infuse his base skills with additional effects. These become available as he progresses through the Health (Red) branch of his skill tree.
Skill | Effect |
|---|---|
Elemental Scattered Shot | An elemental variant of Scatter Shot that adds status effects to each projectile in the spread. |
Infuses the Charged Shot with elemental power, adding damage-over-time or crowd-control effects on impact. | |
An elemental variant of Quaking Fury that imbues the ground tremor with elemental damage, expanding the skill's utility against resistant enemies. |
Skill | Effect |
|---|---|
A quick sidestep to avoid incoming attacks. | |
A longer-range evasive roll that covers more distance than Dodge, useful for escaping area attacks. | |
Allows Oongka to jump a second time in midair, extending his vertical reach. | |
Lets Oongka climb over obstacles and low walls during exploration. | |
A concentration ability that highlights interactable objects and enemy weak points. | |
Enhances Oongka's awareness, making it easier to detect hidden enemies and items in the environment. | |
A traversal skill for grappling onto natural surfaces and ledges. Works in conjunction with the Grappling Hook for vertical traversal. | |
A Spirit-branch skill that emits a burst of light, briefly disorienting nearby enemies and creating an opening to attack or retreat. |
Oongka has access to a Rage mechanic that sets him apart from Kliff and Damiane. When he activates Rage, he gains Super Armor status, which allows him to absorb incoming hits without being staggered or interrupted while charging his attacks. This makes him exceptionally powerful during aggressive pushes, as enemies cannot knock him out of his wind-up animations.
The trade-off is that Rage drains stamina rapidly, and Oongka's abilities are already stamina-hungry. Players who lean heavily on Rage need to manage their stamina bar carefully, or they will find themselves unable to dodge or attack once the burst window closes. Learning when to activate Rage for maximum effect versus conserving resources for sustained fights is one of the key skill checks for mastering Oongka.
Based on community testing and early game coverage, the following skills form a strong core build for Oongka that balances melee power, crowd control, and ranged flexibility. For a full breakdown of skill priorities and gear pairings, see the Build Guide: Oongka article.
Skill | Effect |
|---|---|
reliable crowd-control opener that flattens groups | |
unlocks Oongka's unique single-hand two-hander playstyle and boosts Rampage/Spinning Slash damage | |
provides safe ranged damage while creating distance | |
a charging grapple that controls space in melee | |
boosts hand cannon (Orc Blaster) effectiveness passively | |
wide area-of-effect ground slam for grouped enemies | |
sustained damage frenzy for burning down tough targets | |
360-degree coverage for when enemies surround Oongka |
High stamina consumption is Oongka's primary limitation. His movement-heavy playstyle, combined with the Rage mechanic, means that stamina runs out faster on Oongka than on Kliff or Damiane. His first mission after being unlocked requires especially careful stamina management, as abilities drain the resource significantly.
Players can level up Oongka's Stamina stat up to level 14 to mitigate this drain. Investing in Stamina early is strongly recommended, as it extends the number of abilities Oongka can chain before needing to recover. Stamina increases from Kliff's skill tree carry over to Oongka, so progress on Kliff's Blue (Stamina) branch directly benefits Oongka as well. Stamina recovery food and consumables from cooking and alchemy also help bridge the gap in longer encounters.
Each playable character has a unique traversal gadget. Where Kliff uses the Crow's Wing glider and Damiane has the Parasol Machine propeller, Oongka's traversal tool is the Kuku Rocket Pack, a craftable jetpack that lets him fly around the map. The Rocket Pack becomes available in Chapter 8 after unlocking Pailune as a hub city and completing the Fire Breathing Pack faction quest.
To build the Kuku Rocket Pack, players need to visit the Kilnden Workshop and speak to Grimnir at the Mysterious Iron Pot. The crafting recipe requires:
1x Kuku Pot
5x Copper Ore
10x Iron Ore
5x Cogwheel (from Abyss enemies, treasure chests, or traveling merchants)
3x Small Battery (from Abyss enemies, treasure chests, or traveling merchants)
The Kuku Rocket Pack functions similarly to Kliff's gliding ability but provides powered flight instead of passive gliding. It consumes stamina while active and will only stay airborne as long as Oongka has stamina remaining. Players who have invested in Stamina stat increases through Abyss Artifacts will be able to fly for longer distances.
Oongka can also ride mounts (including horses and raptors), use the grappling hook for vertical traversal, and later in the game gains access to dragon riding and mech piloting alongside the other characters.
Oongka is not available from the start of the game. Players first encounter him throughout the early chapters as an NPC companion, and he appears frequently in cutscenes and story moments before becoming controllable. He becomes temporarily playable after the Lava Myurdin encounter at Ashclaw Keep during Chapter VII ("Incomplete Victory" in the Decisive Battle). During this encounter, Kliff becomes incapacitated from injuries sustained in the fight. Players then take control of Oongka as the perspective shifts to his arc, which involves locating the one-armed ally Ludvig while managing the remaining Black Bears presence in the region.
After this initial forced segment, Oongka is locked again. To permanently unlock him as a freely playable character, players must complete the side quest "Gentle Sound of Flowing River". Once this quest is finished, Oongka becomes available for open-world exploration, side content, and character-specific encounters at any time via the Character Wheel.
Only Kliff can advance the main campaign storyline. Oongka's side content, character-specific encounters, and exploration challenges provide substantial gameplay outside the critical path, but he has one notable limitation: Oongka cannot solve Abyss puzzles. Only Kliff has the abilities required to interact with Abyss puzzle mechanics, so players will need to switch back to Kliff when exploring Abyss Dungeons or encountering Abyss-locked content in the open world.
Oongka's straightforward, high-damage combat style makes him the most accessible character for players new to action games. His large weapon arcs are forgiving when it comes to aiming, and his high health pool means he can absorb punishment that would stagger lighter characters. The combination of Super Armor during Rage and his naturally tanky stats means Oongka can trade hits with enemies that Kliff and Damiane would need to dodge.
The addition of the Arm Cannon gives him surprising ranged versatility, allowing him to alternate between devastating melee crowd control and explosive ranged bombardment. The Dual Wielding Mastery skill further separates his identity from the other two characters by altering how two-handed weapons function in his hands.
Players who prefer direct, powerful combat over finesse will find Oongka the most satisfying to play. His weakness is stamina management and mobility; he is the slowest of the three characters and burns through stamina the fastest, especially when using Rage. In boss fights where positioning and evasion matter more than raw damage, the lack of speed can become a real problem. But for clearing camps, handling group encounters, and general open-world combat, Oongka is the most efficient of the trio.
On April 9, 2026, Pearl Abyss announced in their official Developer Roadmap that Oongka will receive new abilities equivalent to Kliff's Force Palm and Axiom Force. This announcement is part of the broader Developer Roadmap (April-June 2026) content update.
Force Palm's telekinetic push and Axiom Force's gravity manipulation are essential for exploration, environmental puzzles, and combat crowd control. Without comparable tools, Oongka (and Damiane) cannot solve many overworld puzzles that require those abilities, leading most players to default to Kliff for roughly 90% of non-combat gameplay. The addition of equivalent skills for Oongka directly addresses this long-standing player feedback.
The new skills are expected to give Oongka his own versions of these utility moves, bringing him up to parity with Kliff for exploration and puzzle-solving while fitting his strength-oriented combat identity. Specific implementation details, including the skills' mechanics, animations, and names, have not been shared yet. These abilities are scheduled to arrive as part of the April through June 2026 update window.
Invest in Stamina early. Oongka's biggest bottleneck is running out of stamina mid-combo. Leveling Stamina through Abyss Artifacts (up to level 14) makes every other aspect of his gameplay smoother.
Use Rage sparingly. Super Armor sounds invincible, but the stamina drain is severe. Save Rage for moments when you need to trade hits with a boss or push through a tough group, not for every encounter.
Pair Clothesline with Lariat for crowd control chains. Clothesline flattens a group, and Lariat Follow-Up extends the control window so your team (or you) can pile on damage.
Keep a ranged weapon equipped. Even though Oongka is a melee character, the Arm Cannon or Orc Blaster (Hand Cannon) lets you pull enemies from range and deal with archers or distant threats without chasing them down.
Switch back to Kliff for Abyss content. Oongka currently cannot interact with Abyss puzzles that require Force Palm or Axiom Force, so keep Kliff leveled for those sections. Pearl Abyss has announced that equivalent abilities for Oongka are coming in the April-June 2026 update.
Use Back Hang against large enemies. Mounting a big target from behind lets Oongka deal damage from a safe position and avoids frontal attack patterns.
Craft the Kuku Rocket Pack as soon as Chapter 8 opens up. Flight makes exploration significantly faster and opens up vertical shortcuts that Oongka's ground-based movement would otherwise miss.
Walking around the open world as Oongka feels sluggish until you finish the Fire Breathing Pack faction quest for the Pailune Militia. The objective is added to the journal automatically after you clear chapter 7 of the main story. Completing it unlocks a cannon-powered jetpack that is effectively Oongka's traversal replacement, and without it his movement speed and exploration kit are a long way behind Cliff's.
Oongka's ranged weapon is a cannon, and that cannon doubles as his Force Palm equivalent for puzzle solving and crowd clearing. After firing a cannon shot you can press and hold the unarmed attack input to release a large explosive pulse that mirrors the force-palm pulse other characters get.
The Infinite Arrows abyss gear does not work in the cannon. The description saying "bow" is literal, so Oongka has to actually manage his cannon ammo. He also cannot equip shields at all, so his melee options are dual-wielded one-handed weapons or a one-handed slot filled with a two-handed weapon alongside a separate two-handed slot.
Oongka's dual-wield light-attack chain is actually faster than Cliff's thanks to smaller animations on the later swings, which makes him a better host for light-attack-procced abyss gears. The tradeoff is that his heavy attack is a sustained, uninterruptible channel: he cannot chain from heavy into light the way Cliff can, because the heavy is not treated as a combo piece.
The fourth upgrade on the Armed Combat node in Oongka's skill tree, Dual Wielding Mastery, lets him wield both of his two-handed weapons at the same time for specific attacks. Only Rampage (the heavy attack) and Raging Lightning (the spinning slash/whirlwind equivalent) benefit from this. Other inputs still use one weapon at a time.
With only one two-handed weapon equipped the whirlwind animation is noticeably slower. Activating Dual Wielding Mastery speeds up Raging Lightning significantly and makes Rampage's combo finisher (pressing the turning slash input at the end of a sustained heavy attack) hit with both weapons for extra damage.
Oongka's Focus-mode input that mirrors Cliff's Unleash is the Rage skill. Activating Rage grants a super-armor state: enemy hits no longer flinch him out of his attack, so he can trade blows while holding Raging Lightning. Paired with a double two-handed-weapon whirlwind build, this is the core loop the character is built around.
As of Patch 1.03.00 (April 9, 2026), Oongka gained new open-world utility skills that give him parity with Kliff:
Axiom Force and Nature's Snare were added to Oongka's kit.
Scatter Shot now functions like Force Palm for puzzle interactions.
Vertical Flight received an input adjustment.
Fixed a crash when using the Helm of Knowledge as Oongka.
On May 15, 2026, Patch 1.07.00 expanded Oongka's unarmed kit with a full set of new attacks and combo routes. Most of the additions live in the Oongka Fists tree and are accessed by selecting the Fists category from his two-handed weapon slot. The patch also extended Aerial Stab to Oongka and added a charge phase to Explosive Strike. The complete moveset breakdown below is based on hands-on testing of the 1.07 build.
Holding the stab input while unarmed charges up the attack and sends Oongka flying toward the enemy, mirroring the dash-stab tier of move that Kliff performs with a sword. Once Oongka reaches the target, two upgraded follow-ups are available.
Smash and Pound. Continue holding the light attack button after the charged stab connects to repeatedly pound the ground, launching the enemy upward. The pound is chainable as long as stamina lasts.
Upheaval. Hold a movement direction after the charged hit connects to lift up the entire ground beneath the target, launching them into the air for a follow-up grapple or Axiom Force extension.
Grapple Out of Smash. Press the grapple button right after Smash and Pound finishes to grab the enemy mid-air and slam them back into the ground, opening up additional combo options.
Winch Follow-Up. As with most of Oongka's heavy hits, the charged stab finisher can be extended with a winch grapple prompt for further combo continuation.
The evasive slash input now triggers an automatic counter when used unarmed. The counter is highly spammable and pairs strongly with Oongka's Rage mode to gain additional super armor while it animates. This makes it one of the most reliable defensive openers in the unarmed tree.
Pressing and holding the spinning slash input while unarmed performs a series of knee strikes that launch enemies. The full sequence is wrestler-themed, and the animation grants invincibility frames during the strike, allowing the move to function as a counter as well as an opener.
Oongka's kick moveset now branches based on input timing.
Drop Kick. Hold the unarmed melee button to perform the basic drop kick, the same input as before but reworked to flow into chained follow-ups.
Spinning Air Kick. Jump and press the unarmed melee button again to perform a spinning kick mid-air.
Drop Kick into Sweep. After the drop kick, hold the melee button to follow up with a leg sweep, then press Triangle (Y on Xbox) to stomp on the downed enemy. The full chain is drop kick into sweep into stomp.
Free-Form Continuation. From the drop kick or sweep, Oongka can branch into any melee attack or grapple combo, making the chain flexible for both crowd control and single-target burst.
Sprinting Rolling Kick. Range and force on Oongka's sprinting rolling kick have been improved, and Axiom Force interaction now adds additional follow-up options after the kick connects.
The unarmed turning slash now executes a charged forward motion. Releasing the charge sends out a large shockwave attack that opens with a wide forward sweep, then follows up with an enemy-launching ender. The wave makes the move usable both as a crowd opener and as a long-range melee poke.
Oongka's basic heavy attack combo with the Gauntlet weapons has been reworked to flow more naturally. Holding the heavy attack button near an enemy executes a four-strike chain that ends with a pulse attack launching the target. The full combo accepts two follow-ups:
Axiom Force grapple after the pulse to maintain pressure.
Turning slash into a chase into another pulse attack, for a longer ender that re-launches the enemy.
Oongka can grapple the majority of enemies in the game regardless of size, a property that already separated him from Kliff at launch and is highlighted by the new combo routes. Many of the new unarmed chains intentionally produce launches or stuns that flow directly into a grapple animation.
A community-discovered triple choke slam is also available: build space between Oongka and the target, press the grapple input while running toward them to initiate, then hold the jump button during the animation. The hold extends the grapple into a three-slam chain.
Many of the new chains end into the Flame Quake imbu skill, performed by pressing heavy attack and melee together once the skill is unlocked in the tree. The Flame Quake hit produces a winch grapple prompt on connect, allowing the combo to be extended further.
Patch 1.07.00 extended Aerial Stab to Oongka and Damiane, a finisher that was previously restricted to Kliff. The input is the same as on Kliff: jump, then press R1 plus Triangle on PlayStation (or the equivalent on other platforms) to stab downward in any direction during midair. The stab can also be aimed upward, making it useful for traversal.
Oongka's Explosive Strike now has a charge phase. Hold the Triangle input after firing the cannon shot to charge the follow-up explosion through up to three phases. Each phase exponentially increases the damage and the radius of the resulting blast, at the cost of additional spirit. The full discussion of the charged variant lives on the Explosive Strike page.
When teleporting in via an ambush, Oongka can now directionally influence the exit by inputting a movement direction during the teleport. This allows attacking in different directions or selecting a different enemy on landing.
While performing an unarmed combo, pressing the jump button transitions into an unlisted mid-air grapple grab. The technique works on standard enemies and on bosses, making it one of the few combos with universal grapple access.
Most unarmed attacks and skills now successfully connect against lying enemies on the ground. Earlier patches treated downed targets as untargetable for many of Oongka's strikes, which interrupted combo continuations after a knockdown.
Oongka rejoins Kliff during the final stretch of the main campaign for the climactic boss sequence. After being separated from the party earlier in the story, Oongka returns in time to assist with the final encounter, and is present during the post-battle cutscene that closes out the campaign.