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Overview
Karok is a Fighter-class half-giant who fights with a Battle Pillar. A massive stone or metal column that he swings like a weapon. He is the slowest character in the game and the hardest-hitting. Every attack lands with seismic force, and most of his skills stagger enemies on impact, including larger bosses that shrug off hits from Lann or Fiona. He was first revealed for Defying Fate in April 2025 alongside Delia.
Combo list
Karok has the deepest combo tree of any character, with fourteen named moves across three input paths: the standard LMB/RMB chain, a Q/LB kick-and-slam chain, and a TAB/RB aerial chain.

Standard combos (LMB/RMB):
Item | Description |
|---|---|
Rhino Impact | LMB > RMB, a quick two-hit slam. |
Rhino Gore | LMB > RMB > RMB, extends Rhino Impact with a goring thrust. |
Bison Charge | LMB > LMB > RMB, a rushing pillar strike. |
Mammoth Sweep | LMB > LMB > LMB > RMB, a wide sweeping arc. |
Mammoth Crash | LMB > LMB > LMB > RMB > RMB, a two-part finisher ending in a ground slam. |
Mammoth Force | LMB > LMB > LMB > RMB > RMB > RMB, a triple finisher for maximum damage. |
Savage Frenzy | RMB (repeat), mash the strong attack button for a raw flurry of pillar strikes. |
Kick chain (Q/LB after combo):
Jumbo Pounce: Combo > Q, a leaping body slam off a combo ender.
War Stomp: Combo > Q > Q, a heavy foot stomp that shakes the ground.
Bone Crusher: Combo > Q > Q > Q, a brutal overhead pillar slam.
Boulder Smash: Combo > Q > Q > Q > Q, the final kick-chain finisher with massive AoE.
Aerial chain (TAB/RB after combo):
Dropkick: Combo > TAB, a flying kick.
Rising Vault: Combo > TAB > TAB, an upward vault off the enemy.
Rising Vault Blitz: Combo > TAB > TAB > TAB, a three-part aerial sequence ending in a crashing dive.
Clash
Clash is Karok's exclusive Precision Action. When a boss telegraphs a charge attack, a prompt (E key) appears on screen. Activating it locks Karok and the boss into a brute-strength struggle. The player mashes LMB to overpower the boss. During the Clash, party members in co-op can attack the immobilized boss freely.
Winning a Clash restores STA to the entire party, 40 STA over 1.5 seconds for an automatic Clash, or 50 STA over 1.5 seconds for a manually triggered one (the "Fair and Square" buff). This makes Karok uniquely valuable in co-op, where his Clashes provide both crowd control and party-wide resource recovery.
Pillar Throw
Karok can throw his pillar at enemies by holding E. This deals ranged damage and switches him to an unarmed combat mode with an entirely different moveset. Grab-based attacks including pile drivers and battering rams. It is a high-commitment play that trades his pillar's reach for close-range grappling power.
Active Skills
Skill | Effect |
|---|---|
Shoulder Check | A heavy close-range body slam with knockback that creates space. |
Whirlwind | A charged spinning attack that grows stronger the longer it's held. Recovers stamina and allows restarting the combo chain. |
Kodiak Rush | A rushing pillar strike that chains into additional attacks on impact. |
Earthquake | Karok slams his pillar into the ground for massive AoE damage. Provides invulnerability frames during the slam animation, making it both an offensive finisher and a panic survival tool. |
Playstyle
Karok is for players who want every hit to feel like it matters. His stagger output is the highest of any character, which means he fills boss Stagger Gauges faster and opens up Fatal Action windows more frequently. The kick chain (Jumbo Pounce through Boulder Smash) is devastating against downed enemies, letting him pile on damage during vulnerability windows.
In co-op, Karok's value goes beyond his personal damage. His Clash immobilizes bosses for the entire party and restores STA to everyone. A Karok player who consistently lands Clashes while teammates maintain sustained damage is the backbone of a group's boss strategy.
Weaknesses
Speed. Karok's attack animations are long, his recovery frames are slow, and committing to the wrong attack at the wrong time leaves him exposed. Fast bosses with rapid attack strings can punish his slow startup before he finishes swinging. His mobility is limited, no double-dodge, no dash, just a basic roll. Against enemies that require constant repositioning, Karok players need to pick their moments with care.