DOMINATE THE BATTLEFIELD
Prove your dominance in different game modes and arenas on your quest to stand at the top.
GOLEM WAR
Defend your golem.
More HP wins when time runs out.
Eliminate the gold golem for a gold sword and defend against enemies. Protect your master golem or eliminate opponents if the other team gets the sword. The sword team defends the bearer and attacks the master golem; the other team disrupts or eliminates them.
TEAM DEATHMATCH
Get more kill points than the opposing team to win!.
To win the game, focus on getting more kill points than the enemy team. Utilize items that recover CP and HP, which are scattered across the map. Teamwork and strategy are essential for success!
SOLO DEATHMATCH
FREE FOR ALL!
Get the most kill points to stand at the top.
Fight against all the characters in the arena. The round ends if someone reaches the kill point goal within the time limit. If no one reaches the goal, the player with the highest number of kill points wins. Items that recover CP and HP are scattered across the map.
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SHORT RANGE WEAPON
LONG SWORD
Close quarter weapons and strong serial attacks.
Single slash | Move forward and slash horizontally. (After delay 1) | lmb |
Double slash | Move forward and slash horizontally twice. (After delay 1) |
lmb lmb |
Double slash 2 | Slash once horizontally and once vertically. (After delay 2) | lmb lmb |
Triple slash | Move forward and slash horizontally 3 times.(After delay 2.5) | lmb lmb lmb (Knockdown) |
Triple slash 2 | Move forward and slash horizontally twice. Knock out enemy after delay by holding the false edge with hand. (After delay 2.5) | lmb lmb lmb (Guardless Fainting) |
Jump attack | Strike down from mid-air (After delay 2) | lmb when jumping (Knockdown) |
Forward stab | A long stabbing moving forward. (After delay 2) | dup dup lmb (Knockout) |
Forward slash | Move forward and slash horizontally. Knock out by using power of pushing and striking. (After delay 2.5) | dup dup rmb (Knockout) |
3 combo strike | After storing-up-energy action strikes 3 times consecutively. (After delay 2) | hold rmd (Guardless, Knockdown) |
The sky slash | Guard position. Move forward a few steps and slash horizontally at once powerfully. (After delay 3) | lrmb (Invincible mode, Knockdown) |
Rising up attack | Slash while rotating, rising-up. (After delay 1) | rmb when knocked down (Fainting) |
Guard | Guard by guard position | skey |
Front grip | Stab once and retreat knife. Slash horizontally. (After delay 2) | Approach from front lrmb |
Rear grip | Stab enemy's back and stab again at the lying down enemy. (After delay 2) | Approach from back lrmb |
LONG RANGE WEAPON
DAGGER
Long range weapon, cause big damage in case of hitting the target.
Shoot | Throw dagger | lmb |
Guard | Guard by guard position | skey |
Rising up attack | Slash while rotating, rising-up with dagger. (After delay 1) | lmb (When knocked down) |
CHAOS MODE
Transforms into a blue humanoid wielding a double-sided sword, capable of executing rapid and successive slashes with increased speed and precision.
Single slash | Move forward and slash with spear horizontally | lmb |
Double slash | Move forward and slash with spear horizontally twice | lmb lmb |
Triple dual slash | Move forward and slash twice horizontally. Rotate and slash once more | lmb lmb lmb (Knockdown, Guardless) |
Consecutive slash | Store up energy and dash. Slash enemy on sides | Hold lmb (Guardless) |
Stab in | Stab quickly twice and slowly once, blowing enemy | lrmb (Knockdown, Guardless) |
Guard | Guard by guard position | skey |
SHORT RANGE WEAPON
KIRK SWORD
This sword’s blade is to induce heavy bleeding with each strike.
Single slash | Move forward and slash horizontally. (After delay 1) | lmb |
Double slash | Move forward and slash horizontally twice. (After delay 2) |
lmb lmb |
Jump attack | Rotates from ground to sky in mid-air and slash. (After delay 2) | lmb when jumping (Knockdown) |
Forward stab | Move forward and stab twice consecutively. (After delay 2) | dup dup lmb (Knockdown) |
Storing-up-energy strike | 3 consecutive strikes after warm-up. (After delay 2) |
hold rmb (Knockdown, Guardless) |
Invincible attack | Rotates while jumping in upright position and slashes all around. (After delay 3) | lrmb (Invincible mode, Knockdown) |
Rising up attack | Slash while rotating, rising up. (After delay 1) | lmb when knocked down (Fainting) |
Guard | Guard by guard position | skey |
Front grip | Steps up enemy and rotates in mid-air. Stabs. (After delay 2) | Approach from front lrmb |
Rear grip | Holds enemy's shoulder with left hand and stabs enemy’s back ruthlessly. (After delay 2) | Approach from rear lrmb |
LONG RANGE WEAPON
BOW
Long range weapon, cause big damage in case of hitting the target.
Shoot1 | Shoots plain arrows. | Hold lmb |
Guard | Guard by guard position. | skey |
Rising up attack | Rotates while rising up and slash all around using arrow. (After delay 1) |
lmb When knocked down (Fainting) |
CHAOS MODE
Transforms into a white, angelic figure wielding a bow, capable of firing five powerful arrows simultaneously. Each arrow has the ability to throw enemies a considerable distance upon impact.
Quick shoot | Shoots arrows very quickly. 2 shoots/second | Hold lmb (Fainting) |
Judge | Shoots 5 guardless arrows into 5 directions at once. (5 degrees interval) |
Hold rmb (Guardless, Knockdown) |
Wake | Slashes around using arrows while rotating once. Knocks out approaching enemies and bounces them off. (Have similar effects as rising up attack) |
lrmb (Guardless) |
Guard | Guard with guard position. | skey |
SHORT RANGE WEAPON
MACE
You can use this as approaching attack, but this is for special mace.
Single hit | Move forward and brandish cane horizontally thus causing physical damage. (After delay 1) | lmb |
Double hit | Move forward and brandish cane horizontally twice thus causing physical damage. (After delay 1.5) | lmb lmb |
Jump attack | Stabs by cane in mid-air (After delay 1.5) | lmb (After jump) |
Projection | Move one step forward and create pillar of spire from ground. It bounces off a frontal enemy to the air. It is a little slow but affect deeply. (*Intrudes into enemy’s Wall of Guard) (After delay 2.5) | dup dup lmb (Guardless, Knockdown) |
Blessing | Creates light that can only be absorbed by mates by chanting magical spell. When opponents attack it disseminates. Up to 4 blessings can be made per round (Recovery rate differs by level) (After delay 1) | Hold rmb |
Blast | Stick cane to ground for 2 seconds and chant a magical spell. This will create a 4m radius circle wall of guard for 3 seconds. Mates are not affected. Enemy goes out of this circle and can neither attack nor intrude. (After delay 3) | lrmb (Knockdown) |
Rising up attack | Attacks enemies around by projecting cane and turning around. (After delay 1) | (When knock-downed) lmb (Knockdown) |
Guard | Guard by guard position. | skey |
Curse | Locks enemy up in air with magic light from cane for 3 seconds. Your team can attack together. (After delay 2) | (Approached from front) |
Power projection | Pillars of ice cut through opponent. (After delay 2) | (Approached from rear) lrmb |
LONG RANGE WEAPON
WAND
Specializes in distant attacks.
Magic bomb | Shoots bombs by cane by chanting magical spells. Bombs explode 1.5 seconds after being bounced on surface. Shoot power differs according to storing-up-energy time. (*Intrudes into enemy’s Wall of the Guard) | Hold lmb |
Fire ball | Shoots fire balls from cane by pointing to certain enemy with aimer and chanting magical spells for 2 seconds. The fire ball shot gets the enemy by curving. | Hold rmb |
Guard | Guard by guard position. | skey |
Rising up attack | Attacks enemies around by projecting cane and turning around. (After delay 1) | (When knocked-down) lmb (Fainting) |
CHAOS MODE
Transforms into a powerful sorcerer who summons a larger creature under their control. This puppet wields upgraded spells, making it a formidable force on the battlefield.
Projection 3 way | Making projections in 3 frontal directions. (10 degrees interval) | lmb (Knockdown, Guardless) |
Fire ball2 | Is locked on easier than the fireball, shooting two fireballs each time that cannot be avoided, due to its excellencies in speed and rotation range. | Hold rmb 0.7~1.2 (Knockdown, Guardless) |
Prayer | Each time recovering 30% of the mates’ (only the players) energy, who are within 10 meters of radius. Only HP cured. | lrmb |
Big defense shield | Making a shield around itself. | skey |
SHORT RANGE WEAPON
KATANA
A weapon that is ideal for swift, powerful slashes and precise strikes.
Single stab | Move forward and slash horizontally. (After delay1) | lmb |
Double stab | Move forward and slash horizontally twice. (After delay1) | lmb lmb |
Triple stab | Move forward and slash horizontally twice and vertically once. (After delay2) | lmb lmb lmb |
Triple stab2 | Move forward and slash horizontally twice and throw dagger into air. Catch it and slash widely. (frontal 180 degrees) (After delay2.5) | lmb lmb rmb |
Quadruple stab | Stab 3 times and stab again while jump backwards by stepping on enemy. (After delay2) | lmb lmb lmb lmb (Knockdown) |
Quadruple stab2 (existing) | Stab 3 times. Blow enemy away with explosives in between hands. (After delay1) | lmb lmb lmb rmb (Guardless, Knockdown) |
Jump attack | Projects sword outside and rotates in mid-air. | lmb while jumping |
Triple combo airkick | Jumps up frontal and kick 3 times twisting foot. (After delay2) | dup dup lmb(Knockdown) |
Adhere | Advance forward in guard position. A dash technique. (After delay1) | dup dup rmb |
Assault | Powerful triple slashing after storing up energy. (After delay2.5) | Hopld rmb 0.7~1.2 (Guardless, Knockdown) |
LONG RANGE WEAPON
SHURIKEN
Also know as “throwing star,” can be thrown accurately to distract or injure opponents from a distance.
Shoot | Throws shuriken | lmb |
Shoot2 | Jumps into air after warm-up and throws 9 shuriken toward the ground. Has some affect even though it has been guarded. (After delay2) | rmb hold 0.7~1.2 |
Guard | Guard by guard position | skey |
Explosion (Rising up attack) | Disappears suddenly while lying down. Appears again after explosion. | lmb When knocked-down (Knockdown) |
Single swing | Move forward and swing iron morning star horizontally. | lmb |
Double swing | Move forward and swing iron morning star horizontally twice. | lmb lmb |
Triple combo swing | Advancing forward, swinging the iron morning star horizontally twice, and then striking it once on the ground. The surrounding characters with their feet on the ground get knocked-down with damages. (within the 5 meters of radius) | lmb lmb lmb (Knockdown, Guardless) |
Swing and Blow | After warming up, broadly swinging the iron morning star twice and striking it on the vicinity, thereby blowing the struck enemies “remarkably far” away. | rmb hold 0.7~1.2 (Knockdown, Guardless) |
Parade of Crushing (Invincible attack) | Have invincible time. Move forward and rotate iron morning star in 360 degrees. | Hols lrmb (Knockdown) |
Guard | Guard by guard position. | skey |
CHAOS MODE
Transforms into a larger, red figure with enhanced attacking and throwing abilities, making the Ninja even more formidable in battle.
Single dash | Move forward quickly and slash enemy. Invisible for a moment and can be seen slashing after advancement. | lmb |
Double dash | 2 consecutive frontal dash and slash enemy. | lmb lmb |
Explosion dash | 2 consecutive frontal dash and disappears during third dash. Explosion occurs at that spot and appears again. | lmb lmb lmb (Knockdown, Guardless) |
Steel darts sprinkling | Collects light in hand and throws 9 dart-knifes twice after jumping. | Hold rmb (Knockdown) |
Phoenix | After warm-up rotates frontal and consecutively attacks enemies on sides. | lrmb (Knockdown, Guardless) |
Guard | Guard with guard position. | skey |
SHORT RANGE WEAPON
MAUL
A heavy weapon designed for delivering powerful, crushing blows.
Single swing | Move forward and swing hammer horizontally. (After delay1) | lmb |
Double swing | Move forward and swing hammer horizontally twice. (After delay1.5) | lmb lmb (Knockdown) |
Double swing2 | Move forward and swing hammer horizontally once. Swing again vertically once. (Narrow affective area but powerful) (After delay2) |
lmb lmb (Knockdown) |
Forward stab | Move forward and stab rotating hammer. (After delay2.5) | dup dup lmb (Knockdown) |
Forward stab2 | Move forward and stab hammer vertically blowing enemy. (After delay2.5) | dup dup rmb (Knockdown) |
Jump attack | Rotates while jumping in upright position and slashes all around. (After delay3) |
lmb while jumping (Knockdown) |
Store-up-energy strike | Store up energy in hammer and strike down. All characters on close surface will be damaged. (Inside 2.5m radius) (After delay2) |
rmb hold 0.7~1.2 (Guardless) |
Spinning | Have invincible time. Do damage by spinning hammer in wide circles. (After delay3.5) | lrmb (Invincible mode, Knockdown) |
Rising up attack | Do damage by spinning hammer while rising-up. (After delay1) |
lmb when knock downed (Fainting) |
Guard | Guard by guard position. | skey |
Front grip | Hits enemy’s head and stops its movement. Then hit again with hammer bouncing enemy off. (After delay2) |
(Approached from front) lrmb |
Rear grip | Hold enemy’s neck and pinpoint. Then twist it. (After delay2) |
(Approached from rear) lrmb |
LONG RANGE WEAPON
AXES
Short range but cause strong damage.
Shoot1 | Aim and throw hand axe. | Hold lmb |
Guard | Guard by guard position. | skey |
Rising up attack | Slash all around by spinning axe while rising up. (After delay 1) | lmb When knocked-down (Fainting) |
CHAOS MODE
Transforms into a golem-like figure wielding a flail, capable of swinging it in large, devastating arcs to crush enemies.
Single swing | Move forward and swing iron hammer horizontally. | lmb |
Double swing | Move forward and swing iron hammer horizontally twice. | lmb lmb |
Triple combo swing | Advancing forward, swinging the iron hammer horizontally twice, and then striking it once on the ground. The surrounding characters with their feet on the ground get knocked-down with damages. (within the 5 meters of radius) | lmb lmb lmb (Knockdown, Guardless) |
Swing and Blow | After warming up, broadly swinging the iron hammer twice and striking it on the vicinity, thereby blowing the struck enemies “remarkably far” away. | rmb hold 0.7~1.2 (Knockdown, Guardless) |
Parade of Crushing (Invincible attack) | Have invincible time. Move forward and rotate iron hammer in 360 degrees. | Hols lrmb (Knockdown) |
Guard | Guard by guard position. | skey |