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Up to date on August 8, 2025: New tier listing! Ranked all Full Res and Segunda Etapa.
When you’ve seen our Kind Soul Shikai and Bankai tier listing you’ll discover an identical sample right here for Arrancar/Hole Partial and Full Resurrection the place Commons and Rares have grow to be fairly sturdy because of the re-release buffs and nerfs. Now with just one Partial Res transfer and the Arrancar Cero Oscuras cooldown resent it’s extra essential than ever to decide on the perfect Partial Res to begin your construct after which transfer onto Full and Segunda. Right here’s my Kind Soul Resurrection and Segunda Etapa tier listing and information.
Kind Soul Arrancar Partial Res Tier Checklist

On the subject of the perfect Kind Soul Partial Res for Arrancar/Hole now it’s essential to notice that Hollows/Arrancars have been diminished again to just one Partial transfer. This makes choosing the perfect strikes a extremely essential consideration when choosing a Partial Res. That is primarily how I’ll rank them as wherein ones have the perfect transfer to base your construct round since now you can reset Partial CD if you happen to land Cero Oscuras (Partial Essence new impact). Let’s dive into all Partial Res choices beneath and analyze them individually.
Partial Res Rankings: S-Tiers often have highly effective true comboes, OP strikes or exploit the brand new low Reiatsu nerf with Rei steals like Vampire/Phoenix. A are nice Partial Res choices for uncooked harm however are simply much less versatile than S. B-Tiers are additionally good however are barely weaker than S and A and C-Tier are underpowered choices that you need to re-roll.
Associated: Kind Soul Clan Tier Checklist & Schrift Tier List
S-Tier Partial Res
| S-Tier Partial Res | Notes & Finest Transfer |
|---|---|
![]() Vampire Legendary |
• What makes Vampire among the best Partial Res in Kind Soul proper now are the re-release Reiatsu modifications the place each race has much less rei and there’s no rei regen equipment • That’s a great distance of claiming the X transfer is actually sturdy because it steals Rei in addition to HP additional lowering your opponent’s Rei choices • C can be S-Tier because it additionally steals HP and applies antiheal however you need to join an M1 to steal HP • Z is an honest transfer as a combo extender into Time Reduce/Quick Fang • General Vampire is likely to be the strongest Partial Res proper now Finest Transfer: X or C |
![]() Shark Uncommon |
• X is well among the best Partial Res strikes within the recreation as a result of it will get you out of hazard, offers you iFrames and ensures a guardbreak hit if you happen to contact your opponent • Z is a bit bizarre since whereas it comboes properly when shut vary, I wouldn’t use it as a ranged projectile because the trajectory is all the time a bit bizarre and random • C is a bit simple to counter like Wolves from Starrk so if you happen to can bait out counters this may do good harm Finest Transfer: X |
![]() Acid Frequent |
• Z is wonderful on acid because it’s very easy to hit because of the AOE, offers good harm with the DOT and true combos into highly effective strikes like Cero Seize, Quick Fang, vital and even Rising Swallow in the event that they’re shut sufficient • X isn’t the perfect so I might skip it • C is an honest defensive various to Z as a result of it’s type of like a counter however the retaliation is a fast-paced harm orb that guardbreaks • General for a Frequent Acid is a very good combo Partial that units up highly effective assaults with its Z Finest Transfer: Z |
![]() Mild Mythic |
• Not like Snake, Mild remains to be a tremendous Mythic within the re-release • Z is a good spam-able poke or combo extender that’s nice for a Kido construct • X is likely one of the finest Partial Res mobility strikes to shut distance (Maintain house for a quicker model) • C is wonderful harm with guardbreak that’s good for any construct however I prefer it on Hakuda because the playstyle encourages getting in shut and pressuring opponents Finest Transfer: All are good and it is determined by if you happen to’re going Kido/Kendo/Hakuda |
![]() Bone Frequent |
• Lots of people like Bone because of the Z transfer which autotracks if you happen to hit however whereas it’s highly effective notice that counters destroy it • X is sweet with Pace for comboing from X into a number of good quick melee strikes • C is wonderful as a result of it’s simple to hit because of the double-hit AOE, interrupts some assaults and true combos into Sonata Circulate, Rising Swallow if you happen to’re shut or simply M1 combos Finest Transfer: C |
![]() Phoenix Uncommon |
• Much like Vampire, Phoenix is significantly better now because of the Rei nerfs because it steals Reiatsu with its Seared impact utilized from every transfer • Z has a number of stun and posture harm so it’s a very good combo into quicker strikes like Quick Fang or soar crit • X is type of like Panthera’s Z the place it’s a very good standalone transfer but it surely doesn’t actually synergize properly with something to combo with • C is highly effective harm if you happen to monitor their flashstep to hit them after it because it guardbreaks (watch out since you may get punished if you happen to miss) Finest Transfer: Z |
A-Tier Partial Res
| A-Tier Partial Res | Notes & Finest Transfer |
|---|---|
![]() Slash Frequent |
• General a excessive harm Partial if you happen to can reliably proc the Bleed • Z isn’t the perfect nor worst transfer right here because the Meta edges in the direction of up-close melee fights but it surely’s fairly good if you happen to want a projectile, zone or interupt device • I might keep away from X since Slash isn’t about hyperarmor costs regardless that it’s an honest transfer if you happen to want a combo opener/distance nearer • We’re right here for the C transfer which is a quick excessive harm combo extender that’s good after something like a parry, dodge, stun transfer, and so on. Finest Transfer: C |
![]() Horse Legendary |
• Finest used with Floor Hakuda to remain near the enemy and hold making use of strain • X is objectively the perfect harm, AOE, excessive posture stun and true comboes into G. Hakuda strikes like Confliction/Earth Shatter and a ton of different strikes • C offers a number of harm and is difficult to parry as a result of it’s a multi-hit transfer so if you happen to intention it proper to foretell dodges you may deal a number of harm • Keep away from Z because of the lengthy windup and having to take a sec to intention • Is likely to be S-Tier because of the Floor Hakuda true comboes however I’ve to play it a bit extra Finest Transfer: X most often, particularly with Floor Hakuda however C will also be nice |
![]() Storm Frequent |
• Storm is an ideal A-Tier that’s a very good aggression A fan of take together with Pace strikes to combo and strain opponents and just about any transfer right here is sweet however nothing damaged • Z is a quicker autotrack teleport with much less vary and C is the other with longer vary however you need to intention it and each combo properly into additional quick melee assaults • X is for AOE guardbreaking and combos decently into sturdy close-range strikes like Rising Swallow or a fast feint right into a vital Finest Transfer: All are first rate relying on what you want |
![]() Starrk Legendary |
• Starrk nonetheless has a number of mobility and strain choices with Z’s flashstep cero that chains rather well into Cero Oscuras for a CD reset, uncooked harm/posture (Use the Starrk clan for extra Cero scaling) • X is dangerous because it’s not exhausting to dodge and straightforward to punish (Solely actually good with Kido abilities that may assure successful) • C is a robust transfer but it surely’s very easy to counter and most good Shikai/Schrift have counters so that you’d should bait these out first • General Starrk is sweet for a construct round Z so whereas highly effective for A-Tier it’s not essentially the most flexibile for S-Tier Finest Transfer: Z |
![]() Panthera Uncommon |
• X is the perfect transfer for dodging and comboing into different quick melee strikes like Rising Swallow or Feint into any guardbreak transfer • Solely do C in case your construct lacks a projectile transfer because it’s fairly quick, offers first rate harm and has a large hitbox • Z is a bizarre standalone transfer that doesn’t actually combo properly from something or into something so I might keep away from it Finest Transfer: X |
B-Tier Partial Res
| B-Tier Partial Res | Notes & Finest Transfer |
|---|---|
![]() Arrogante Legendary |
• Z is an honest counter that ragdolls but it surely’s not a real combo into something so you may attempt to use as a combo extender with some strikes • X is a good hyperarmor assault that randomly disables flashstep (leg impact) or applies a lesser harm debuff (hand impact) but it surely’s solely good if you happen to get the flashstep impact • C is simply good harm however the mini-stun impact is so brief it doesn’t actually combo into something • General no exhausting true combo and the nice transfer is usually helpful with flashstep debuff and typically simply okay with the harm debuff Finest Transfer: X because of the flashstep disable |
![]() Volcanica Legendary |
• Z is a tremendous transfer that each offers you mobility, has slight hyper armor and guardbreaks dealing good harm with the burn impact (Slam occurs whatever the sprint hit) • X can be a guardbreak however not as versatile • Whereas C doesn’t stun for so long as earlier than you may nonetheless combo off of it however I don’t just like the lengthy windup and would like Z or X • Whereas Z is an efficient transfer it’s not something akin to A-Tiers in energy and the opposite strikes are situational Finest Transfer: Z most often and typically X |
![]() Satan Uncommon |
• Finest mixed with Air Hakuda or Pace relying on which transfer you’re going for • Z has good mobility and posture harm and is finest with Pace for strain like Flash Reduce into Z or with Flash Fakeout • XM2 is for Air Hakuda builds to maintain enemies within the air and guardbreak/stun combo them • Floor C is sweet with Pace because it has excessive posture harm and is quick comboing properly into Flash Reduce/Flash Fakeout/Quick Fang • General there’s no true combo right here and you need to work actually exhausting to be aggressive but it surely has potential for A Finest Transfer: X with Air Hakuda or Z/C with Pace |
C-Tier Partial Res
| C-Tier Partial Res | Notes & Finest Transfer |
|---|---|
![]() Snake Mythic |
• Snake acquired a number of nerfs which made it not as dominant as earlier than and dropped it from A-Tier for me to C-Tier (Examine the nerfs in Replace-Logs on Discord) • Nonetheless the Z transfer can be utilized as an honest combo extender into Mortal Ties/Time Reduce • X has hyperarmor on body 1 so you should use it defensively and XM2 is a good combo starter into Rising Swallow or any stun combo transfer • C is horrible because of its easy-to-parry/dodge assault with no guardbreak • Snake can nonetheless be first rate with Hakuda or Kendo builds but it surely’s positively not what it was once • Be aware that the Full Res and Segunda drastically change this to S-Tier (See beneath) Finest Transfer: X and typically Z |
![]() Spirit Uncommon |
• General I wouldn’t trouble with Spirit because it’s presently the weakest Partial Res within the recreation • Z is the perfect transfer since it could possibly’t get punished melee because of the AOE hit • X and C aren’t good |
Kind Soul Full Res and Segunda Etapa Tier Checklist

As for the perfect Hole and Arrancar Full Resurrection and Segunda Etapa in Kind Soul I’ll be combining them because the Full Res boosts base strikes and Segunda offers you new ones. You’ll see some drastic modifications from the Partial Res tier listing with Snake shifting from C to S and on the whole a number of motion for higher or worse. Some attain full potential with simply the Full Res whereas some are solely good with Segunda and so forth. Beneath I’ll analyze every Full Res and Segunda in Kind Soul individually.
S-Tier Full Res and Segunda Etapa
| S-Tier | Notes |
|---|---|
![]() Snake |
• Snake is arguably essentially the most highly effective Full Res/Segunda in Kind Soul because of its true combos however you need to consider it like Creation for Shikai the place it is advisable apply the combos • The primary concept goes into Overdrive the place you don’t have any flashstep cooldown, enhanced strikes, enhanced criticals the place Crit (Maintain W) is a lunge and Crit (Maintain S) is a counter the place each stun permitting you to true combo into different strikes • General most strikes in Overdrive stun for sufficient time to true combo into different strikes • Then for Segunda you might have Basilisk’s Seal which is your bread and butter combo begin with a ton of ragdoll into C, Z, Crit W, and so on. (In Overdrive it steals their Bankai/Vollstandig/Segunda bar and turns into your Segunda bar) • General, it is advisable apply the timings and variations of all strikes to be taught the perfect combos for your self and Snake will dominate the ladder for you |
![]() Mild |
• The place Snake is best for 1v1s, Mild is the king of bossraiding and teamfights because of its huge AOE assaults and space harm • The complete Res offers you AOE M1s and crits and boosts your strikes, particularly X that turns into a very quick annoying seize that offers a number of harm and ragdolls enemies and C which is a HUGE OP AOE harm nuke (Resets on Segunda) • Segunda lowers your vary on M1s and Crits however makes them do extra harm and posture and the Crit guardbreaks for a tremendous combo starter/extender into X • T is generally for zoning and stalling for CDs however G will be damaged because you disable flashsteps in an AOE after which nuke the world the zone expires • Go for Mild to dominate teamfights, simple S-Tier |
![]() Pantera |
• Panthera’s Full Res is only a higher 1v1 model of the bottom moveset the place the Z offers extra harm, extra posture and guardbreaks which is likely one of the finest strikes • X offers tons of injury and ragdolls for a real combo into quick strikes like Floating Strikes or Rising Swallow or C which offers a bunch of injury (Additionally a very good combo starter) • That stated, the Segunda takes 1v1s to a complete different degree with its new Crit primarily as a result of it ragdolls for a longtime permitting tons of true combos along with your package and Pace/Kendo/Hakuda abilities • The Z stuns for a very long time, X teleports you and true combos into the identical stuff as above together with the brand new T which does huge harm • Lastly your G is principally the Vergil/Yamato Judgement Reduce from DMC that offers a number of the finest harm I’ve seen Segunda strikes do along with the T • General whereas Snake has extra combo potential, Pantera positively does extra burst harm |
![]() Arrogante |
• Beginning off sturdy Arrogante offers you an unimaginable AOE crit with guardbreak for beginning combos in Full Res • Z is comparable and likewise guardbreaks and explodes a sec later to increase combos however I like beginning with X since its a hyper armor sprint that drastically slows enemies • Segunda simply boosts every little thing with higher strikes, extra M1 harm, higher crits and T is very large AOE harm that stuns and true combos into different strikes just like the G slashes • The Full Res and Segunda actually make Arrogante a lot stronger when it comes to each harm, true combo potential and debuffs with X |
![]() Acid |
• I like how the Frequent Full Res right here with Acid is best than some Legendary Segundas • It’s because the boosted divebomb transfer with Z offers a number of AOE harm and stuns with back-up AOE harm from X and the C turns into a tremendous i-Body harm transfer that you should use to soak up different strikes and deal extra harm • Segunda cranks every little thing as much as 11 with much more harm and AOE harm on base strikes that now auto-track • Additionally, the T is nice after you apply blight stacks from different talents as a result of it explodes the enemy and G is only a nice seize harm transfer that has some utility to go invisible if you happen to maintain it • General this Frequent places B-Tier Legendaries to disgrace |
![]() Slash |
• Slash is one other actually highly effective Frequent as a result of the Full Res Z is actually quick and true combos into Floating Strike, Rising Swallow, Quick Fang and different quick strikes. • X turns into unblockable and C’s harm and stun will get boosted for extra true combo potential with C into Z/X or different strikes • For Segunda you get an enormous AOE Crit harm transfer • That stated T is the place it’s at for a robust one-time combo ahead that then comboes into TM1, TM2 after which X that teleports to the opponent and offers huge harm if you happen to can land all strikes (Be aware that whereas T is unblockable it may be parried) • Additionally the G comboes properly with the Crit and Z now sends you flying to carry out the slashes which for my part is a bit worse for comboing • All in all this isn’t the strongest S-Tier but it surely’s S nonetheless because of the harm and true combos |
A-Tier Full Res and Segunda Etapa
| A-Tier | Notes |
|---|---|
![]() Volcanica |
• Volcanica turns into an AOE beast with Full Res and Segunda with guardbreak and hyperarmor strikes • For Full Res Z with hyperarmor goes additional, quicker and leaves a DOT pool whereas X and C are wonderful burn AOEs for teamfights • For Segunda the T strikes is nice single goal harm however the G is the place it’s at as a result of it summons a volcano area the place your base strikes get stronger • With G lively holding G plus Z, X or C does new strikes just like the Z traps folks inside except they use mobility strikes to flee after which G and C rain down heavy AOE harm upon them • General it is a excessive harm AOE moveset that doesn’t have a number of hyper aggressive combos for 1v1s however is all-around favored for small teamfights as an alternative (Since they’ll escape your G+Z jail with Flash Fakeout, Blooming Reduce and comparable strikes – Would possibly deserve S but it surely’s A for now) |
![]() Vampire |
• Vampire is actually good in Full Res supplying you with a quick assault spear and a particular Cero crit that stuns and has a large AOE • The Z and X strikes get boosted with Z dealing nice posture harm so a very good combo after Crit and X heals you a large number • With Segunda the crit is an AOE stun scream that’s an ideal starter and the brand new T is a good combo begin device • The G is only a huge harm nuke that offers steady harm so it’s an ideal device to maneuver stack different strikes on high of it like T or the bottom ones • General an honest Full Res that’s centered on the crit and a pleasant Segunda, however not as OP and oppressive because the S-Tiers |
![]() Starrk |
• The Full Res works by alternating between gun strikes and twin sword strikes that you may change from swords to weapons with the X cero if you happen to deal sufficient harm with it • I personally don’t just like the unreliable stance switching and the sword strikes are inferior to the gun ones which is why Starrk is B for Full Res and A total with Segunda • The Full Res will be good in gun mode as a result of your most important device Z with weapons now guardbreaks • The gun X can be a robust one-time nuke that you may arrange with Wolves to deal wonderful harm • The Segunda makes this far more dependable with you all the time being in gun mode and your crit and T dealing wonderful harm (T stunlocks so if you happen to hit somebody they’re taking the entire thing) • Nice stun-locking ranged choice for zoning and ranged combos |
![]() Storm |
• The Full Res strikes for Storm don’t change however they’re higher while you stack up orbs from C the place for instance your Z will hit an quantity of occasions equal to the orbs you’ve stacked up • C’s orbs additionally increase your velocity and flashsteps the extra you might have and while you attain 6 you are able to do a excessive harm AOE transfer which is okay as a finisher • That stated, the rationale Storm is sweet and in A-Tier is that the Segunda offers you the T sprint transfer that offers huge harm and ragdolls for 4 seconds permitting you to drag of any true combo you need • The Segunda G is simply total an honest AOE harm transfer |
B-Tier Full Res and Segunda Etapa
| B-Tier | Notes |
|---|---|
![]() Shark |
• For Full Res right here the damaged Z transfer will get extra OP the place it’s simply free harm everytime you pop it and whereas C is underwhelimg the R Important guardbreaks which is sweet for comboing • For Segunda the T does a number of harm and stuns however you may get simply punished in teamfights which I don’t like because you’re simply standing there • That stated G is significantly better with a tsunami that hits everybody that’s not in entrance of you so that you need to flip to your facet and summon it to cowl a greater space so it goes horizontal • General the Full Res and Segunda make the Z and Crit higher whereas supplying you with the G transfer and that’s it, a bit underwhelming in comparison with the others however nonetheless fairly good and positively aggressive |
![]() Satan |
• Satan is a bit mid for Full Res as a result of the Z simply goes additional, X is extra AOE, and C guardbreaks which is arguably one of many higher strikes • For Segunda you’re taking a look at extra AOE harm which is fairly good and raises Satan from C-Tier to B-Tier however I nonetheless anticipated extra right here • General if you happen to’re going to play Satan the Segunda is what you need as a result of the Full Res is underwhelming |
![]() Phoenix |
• The Full Res might have been so good with the Z turret spawning if not for the actual fact of a loud sound impact that tells you precisely when it is advisable parry • However that’s it for Full Res… I had a lot hope for Phoenix because of its Rei debuffs • The Segunda expands the turret mechanic with extra turrets however they’re nonetheless simple to parry because of the sound • The T transfer is an honest harm seize and G is definitely actually good for AOE harm and strain which saves the Res from C-Tier • You additionally get a one-time use lifesteal transfer with C so that is positively not a C-Tier Res however I did anticipate much more enjoying across the Rei siphon mechanic from the bottom |
![]() Bone |
• The Full Res for bone actually makes it a bit worse as a result of whereas the Z is best the C not stuns round you however goes from outward to inward which makes it more durable to combo from • The segunda is hit and miss with the T cost being only a standalone transfer that doesn’t combo and the G being a very good AOE knockup that you may combo from with feints into the brand new vital • The brand new vital is fairly first rate because of its velocity and it does ragdoll so you may combo off of it too so Bone is ideal for B-Tier being saved from C by the Segunda |
C-Tier Full Res and Segunda Etapa
| C-Tier | Notes |
|---|---|
![]() Spirit |
• Spirit’s Full Res Z is definitely fairly good as a result of it true combos into Rising Swallow and Floating Strikes as you’re falling • That stated X and C don’t enhance a lot dealing a bit extra harm and being only a bit extra helpful • The Segunda T is a fairly huge harm burst • The G is an AOE stun that’s simply dodged and your base strikes keep the identical so total you continue to should work exhausting to land T so I’m not the most important fan of Spirit having used it |
![]() Horse |
• Horse is underwhelming and barely underpowered in comparison with the others • For Full Res your principally get a sluggish wind-up crit that’s horrible in 1v1s • You additionally get some utility strikes to tug foes round and you’ll combo Z into C properly but it surely simply does horrible harm for Meta requirements so I might skip Horse • The Seguna can be underwhelming total as a result of the bottom Z, X and C package drags it down with low harm |
That’s it for my Kind Soul Resurrection and Segunda Etapa tier listing and information for Arrancar and Hole. If you wish to reroll you Res try our Kind Soul codes for rerolls.















