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Vault
April 17, 2026 at 02:19 AM
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Vault is a mobility skill in Crimson Desert, available to all three playable characters: Kliff, Damiane, and Oongka. It belongs to the Stamina (Blue) branch of the skill tree. When activated near an enemy, the character steps on the target's body, leaps over their back, and lands behind them. This repositioning move is one of the most versatile defensive tools in the game, enabling flanking attacks, escape from dangerous positions, and exploitation of enemies who guard exclusively from the front.
Vault is categorized as a Mobility skill and consumes 40 Stamina per use. Damiane and Oongka have Vault unlocked by default when they become playable, while Kliff must either spend 1 Abyss Artifact or observe the technique in combat through the Watch and Learn system. Despite its simple concept, Vault is a core part of high-level play and is frequently cited in community guides as one of the most important skills to master.
Detail | Info |
|---|---|
Characters | |
Skill Tree | Stamina (Blue) |
Category | Mobility |
Cost | 40 Stamina |
How to Unlock (Kliff) | Spend 1 Abyss Artifact, or observe the skill in combat (Watch and Learn) |
How to Unlock (Damiane) | Automatically unlocked |
How to Unlock (Oongka) | Automatically unlocked |
How to Unlock | Auto-unlock |
Input | R1 + Square |
Platform | Input |
|---|---|
PlayStation 5 | R1 + Square |
Xbox | RB + X |
PC (Keyboard/Mouse) | RMB + Space |
The input must be pressed while standing close to an enemy. If no enemy is in range, the input will not trigger the Vault animation. The move has a brief startup where the character steps onto the enemy, so it can be interrupted if the enemy attacks during that window.
Many enemies in Crimson Desert, particularly shielded soldiers and certain bosses, guard exclusively from the front. Vault bypasses this entirely by placing you behind them, where their guard is ineffective. After landing behind a guarding enemy, immediately follow up with a quick attack (Forward Slash or Stab) to exploit the opening before they can turn around.
When surrounded by multiple enemies or pinned against a wall, Vault provides a reliable escape route. The leap carries you over and behind the target, effectively passing through them to reach safety. This is particularly valuable during boss fights where the arena may be small and positioning is critical.
Vault into back attack is one of the strongest ways to start a damage sequence. After landing behind an enemy, charged Stab or Turning Slash deal increased damage from behind. This Vault-into-heavy-attack pattern is especially effective against bosses with frontal armor or Super Armor that is weaker from behind.
The Vault has hidden follow-up options that are not listed in the in-game move description. The base input is a light attack plus jump (R1 + square on a PlayStation controller) performed near an enemy. Once the vault connects, Kliff briefly perches on the target, and the button you press during that window determines which finisher comes out. These extensions turn a simple repositioning move into a full combo starter with Devil May Cry style flair.
The timing is tight. Think of it as two rapid jump plus light attack inputs in a row while letting go of R1 between them, rather than holding the vault input for too long. Expect to miss the window the first several attempts; the follow-up inputs only register during a short frame after the vault animation begins.
Move | Input | Effect |
|---|---|---|
Slash Continuation | Hold light attack (R1) after the vault connects | Continues the vault into a slashing attack as Kliff clears the enemy's back, keeping weapon pressure on the target without breaking momentum. |
Vault Kick | Hold triangle (melee) after the vault connects | Replaces the slash with a kick that launches the enemy away. Useful for creating space, knocking humanoids out of combos, and styling on grouped mobs. |
Cliff Jump Off | Press jump again immediately after the vault input | Cliff springs off the enemy with a second jump, remaining airborne and giving you a fresh set of midair options. From here you can chain into a wrestling body slam with the throw input (square plus circle) for a heavy finisher. |
Body Slam Finisher | After Cliff Jump Off, press square and circle (wrestling input) | Drives the enemy into the ground with a wrestling body slam. This follow-up chains directly out of the jump off, so treat it as a two-part extension rather than a separate throw. |
Vault also doubles as an evasive option. Timing the input against an incoming enemy swing triggers invulnerability frames during the animation, letting Kliff pass harmlessly through the attack while repositioning behind the opponent. This makes vault one of the safest ways to punish readable boss attacks and to aura farm in front of crowds, since you are both dodging and setting up any of the follow-ups above on a single input.
For more general guidance on stringing these options together, see Combat Tips.
Vault costs 40 Stamina per use. In prolonged fights, be mindful of your Stamina pool so you always have enough for an emergency Vault when needed.
For Kliff, you can learn Vault for free through the Watch and Learn mechanic by observing enemies use a similar repositioning move during combat. This saves an Abyss Artifact for other skills.
Vault has no upgrade chain or inner skills. It is a single-level ability that works the same way at all points in the game.
Against bosses with predictable frontal attack patterns (like sweeping slashes), Vault through them just before the attack lands. You avoid the damage and end up behind them in a perfect position to counterattack.
Vault is one of the few skills available to all three characters, so the muscle memory you build carries over when switching between Kliff, Damiane, and Oongka.
Pair Vault with Keen Senses for a defensive build that emphasizes precise timing and positioning over raw damage output.