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Kintarō is a two-character hero in Ravenswatch: mounted Kintarō fights from Kuma, while dismounted Kintarō fights on foot and directs Kuma separately. They share one health bar, so damage dealt to Kuma becomes Internal Damage for Kintarō. The key to playing him is managing Kuma’s position, switching between both complete ability sets, and remounting safely to recover accumulated Internal Damage.
What Kintarō does in Ravenswatch
Kintarō launched with the free version 1.6.0 update on October 12, 2026, as a paid hero DLC. His defining mechanic is the Trait that switches between mounted and dismounted combat. This is not a cosmetic transformation: every ability slot changes when Kintarō leaves Kuma, and the way you manage danger changes with it.
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- Mounted: Kintarō rides Kuma and uses the mounted action set while directing the bear through combat.
- Dismounted: Kintarō fights on foot. Kuma remains active nearby, attacks automatically, and can be repositioned separately.
- Shared health: Kintarō and Kuma use one health bar. Damage Kuma receives is transferred to Kintarō as Internal Damage.
- Recovery: Internal Damage gradually recovers when Kintarō remounts Kuma; changing stance is not an instant heal.
The official launch notes list eight abilities across the two stances, two Ultimates, and 26 unlockable Talents. They do not publish detailed Kintarō damage values, cooldowns, frame data, or a developer-approved talent route, so a build should be treated as a run-by-run choice rather than a fixed recipe.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchThat makes Kintarō less about memorizing one rotation and more about reading the encounter. You are constantly deciding whether it is safer and more useful to keep the pair together, or to split their positions briefly so Kuma can pressure nearby enemies while Kintarō attacks from another angle. The shared bar means both choices are connected: a clever split that leaves Kuma in a damaging area is still a loss for Kintarō.
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- BANISH THE NIGHTMARE FROM YOUR REALM; The Nightmares are spreading within Reverie, corrupting everything in their path
- You must hone your skills and find the strength to defeat the creatures of the Nightmare using unique hero abilities
- To defeat the Nightmare and reach the final chapter, you will need a strong build, focus and excellent teamwork
- The world of Reverie is built on old folk tales and legends; from the Three Little Pigs to Norse mythology to One Thousand and One Nights
- Run after run, play as different heroes, make the most of the upgrades and items you find, and explore
How to control Kuma
When Kintarō is dismounted, Kuma’s location becomes a separate combat decision. Kuma attacks nearby enemies automatically, but you can also direct him to a chosen position. The official controls are:
| Input method | Kuma control |
|---|---|
| Controller | Use the right joystick to direct Kuma. |
| Keyboard and mouse | Point with the mouse and press A. |
Use this control to place Kuma close enough to contribute his automatic attacks, then move him away when incoming attacks make that position unsafe. That positioning advice is a practical consequence of the documented automatic-attack and shared-health systems, not a published developer rotation.
A simple habit helps: reposition Kuma before you reposition Kintarō. If the fight moves to a new pack, send Kuma toward the new group first; if a telegraph appears under him, move him clear before committing to another on-foot action. Once Kuma is where you want him, return your attention to Kintarō’s movement and ability buttons. This reduces the chance that the bear remains behind in a dangerous zone while you chase a target.
Do not assume that automatic attacks make Kuma self-sufficient. “Automatic” describes how he attacks nearby enemies; it does not give him a separate health bar or remove your responsibility for his location. Likewise, the control description supports strategic positioning, but it does not establish a special taunt, tank role, or guaranteed safety at any range.
Kintarō’s mounted and dismounted abilities
The launch notes confirm the names and action slots below. They do not provide a complete numerical description for each ability, so do not assume that an ability’s name alone establishes its exact area, range, damage, or cooldown.
| Stance | Attack | Power | Special | Defense |
|---|---|---|---|---|
| Mounted | Claw Swipes | Charge | Leap | Roar |
| Dismounted | Axe | Whirl and Pound | Double Leap | Roar and Shout |
Think of the table as two four-button kits rather than one kit with alternate animations. Every basic slot changes when the Trait changes state. Before entering a difficult encounter, check which stance you are in and mentally name the four actions available to you. This prevents pressing a familiar button and expecting the mounted version while you are on foot.
Mounted stance: Claw Swipes, Charge, Leap, and Roar
Mounted Kintarō uses Claw Swipes in the Attack slot, Charge as Power, Leap as Special, and Roar as Defense. This set is the one you have while riding Kuma, so your movement and action choices are tied to the mount rather than to a separately positioned bear.
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Mounted play is the lower-management option in the narrow sense that Kintarō and Kuma occupy one moving unit. It is still not automatically safer: the pair’s single health bar means an attack that catches Kuma also creates Internal Damage for Kintarō. Use the mounted stance when staying together makes the encounter easier to read, not because the notes promise superior damage or durability.
Because the source material does not state exact effects or timings, learn these actions in a low-risk encounter rather than planning around guessed damage or cooldown numbers. The important confirmed distinction is that mounting gives you this four-button set; dismounting replaces all four slots.
Dismounted stance: Axe, Whirl and Pound, Double Leap, and Roar and Shout
On foot, Kintarō’s Attack is Axe, Power is Whirl and Pound, Special is Double Leap, and Defense is Roar and Shout. At the same time, Kuma can attack nearby enemies automatically and can be moved independently with the controller or keyboard-and-mouse input described above.
This gives dismounted play two simultaneous jobs: use Kintarō’s on-foot action set and place Kuma where his automatic attacks are useful without exposing the shared health pool unnecessarily. Do not treat dismounting as a permanent replacement for mounted play; it is a stance with its own risks and tools.
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- BANISH THE NIGHTMARE FROM YOUR REALM: The Nightmares are spreading within Reverie, corrupting everything in their path. You must hone your skills and find the strength to defeat the creatures of the Nightmare using unique hero abilities inspired by characters from folk tales and legends.
- DYNAMIC GAMEPLAY: To defeat the Nightmare and reach the final chapter, you will need a strong build, focus and excellent teamwork. Increase your fighting power in battles then face the level boss when you feel ready… or when you no longer have a choice.
- DARK TALES: The world of Reverie is built on old folk tales and legends. From the three little pigs to Norse mythology to One Thousand and One Nights, the best-known tales are revisited in a dark-fantasy style and add their timeless appeal to the atmosphere of Ravenswatch.
- HIGH REPLAY VALUE: Run after run, play as different heroes, make the most of the upgrades and items you find, and explore a randomly generated map with new activities and new enemies.
- 2021, Curse of the Dead Gods, a game developped by Passtech Games, published by Focus Home Interactive.
Dismounting is therefore most useful when the value of a second position outweighs the attention it costs. You might place Kuma near enemies while Kintarō remains where a threat is easier to avoid, then move the bear again as the battle shifts. The exact timing depends on the encounter; no official sequence says to dismount for a fixed number of attacks or for a fixed duration.
How the shared health bar and Internal Damage work
Kintarō and Kuma do not have independent health pools. When Kuma is hit, that damage transfers to Kintarō as Internal Damage. The PlayStation product description identifies remounting as the way this damage gradually recovers.
- Watch Kuma’s position. If an enemy attack is about to reach him, use the Kuma control to reposition him when possible.
- Read the Internal Damage overlay. Treat it as damage still affecting the pair, not as harmless damage on a disposable companion.
- Create a safe remount window. Remounting allows gradual recovery, so avoid assuming that a quick stance change immediately restores the bar.
- Return to the stance your situation supports. Continue mounted if you need to reduce the burden of separate positioning, or dismount again when independently placing Kuma is worth the exposure and attention.
The official text supports keeping Kuma out of danger or positioning him strategically. It does not establish that Kuma is a tank, that Kuma can be sacrificed, or that either stance is universally safer.
Internal Damage changes how you evaluate trades. A hit that appears to land only on Kuma still reduces the pair’s future margin for error. If the encounter gives you a calm moment after a wave or while enemies are repositioning, use that moment to remount and let recovery occur. Remounting should be planned as part of survival, not saved exclusively for an offensive transition.
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The following sequence is a mechanics-based way to organize decisions. It is not an official rotation and does not assume undocumented ability values.
1. Decide whether the encounter favors mounted or dismounted control
Start mounted when you want to operate as one moving unit and use the mounted action set. Consider dismounting when separately placing Kuma near targets would add value, provided you can monitor his exposure and still move Kintarō safely.
2. Place Kuma before committing to a target
While dismounted, send Kuma toward nearby enemies so his automatic attacks can contribute. Do this before committing Kintarō to an on-foot attack sequence; otherwise, Kuma may be too far away to matter or may remain in a dangerous area after the fight moves.
3. Keep both positions in view
Kintarō’s location determines where his Axe, Whirl and Pound, Double Leap, and Roar and Shout actions can be used. Kuma’s location determines where his automatic attacks occur and where he can take transferred damage. Treat the two positions as one shared-health problem rather than as independent characters.
4. Reposition instead of accepting avoidable hits
If an enemy telegraph threatens Kuma, direct him away from the danger when the encounter allows it. The documented control system makes repositioning part of Kintarō’s gameplay, not an optional flourish.
5. Remount after damage, not only for offense
When Internal Damage has accumulated, look for a safe opportunity to remount so recovery can occur over time. Do not wait for a stance swap to erase damage instantly; the recovery is gradual.
6. Learn both action sets
Every basic slot changes between stances. A player who knows only the mounted buttons loses access to half of Kintarō’s confirmed kit whenever the Trait changes state. Practice the transition until you can identify the current Attack, Power, Special, and Defense actions without pausing to read the interface.
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- You must hone your skills and find the strength to defeat the creatures of the Nightmare using unique hero abilities inspired by characters from folk tales and legends.
- To defeat the Nightmare and reach the final chapter, you will need a strong build, focus and excellent teamwork.
- Increase your fighting power in battles then face the level boss when you feel ready… or when you no longer have a choice.
- The world of Reverie is built on old folk tales and legends. From the three little pigs to Norse mythology to One Thousand and One Nights.
- Run after run, play as different heroes, make the most of the upgrades and items you find, and explore a randomly generated map with new activities and new enemies.
7. Reassess after the immediate target dies
Once a target is defeated, do not leave Kuma where the previous target stood by default. Check whether nearby enemies have moved, whether a new danger zone is forming, and whether the shared bar now justifies a remount. This short reassessment is often more valuable than following a memorized sequence.
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Mounted versus dismounted: what to compare
| Decision axis | Mounted approach | Dismounted approach |
|---|---|---|
| Positioning | Kintarō and Kuma move as one unit. | Kintarō fights on foot while Kuma can be placed separately. |
| Ability access | Claw Swipes, Charge, Leap, and Roar. | Axe, Whirl and Pound, Double Leap, and Roar and Shout. |
| Attention load | Fewer separate positioning decisions. | You must watch Kintarō and Kuma at the same time. |
| Health risk | Hits to the mounted pair still affect the shared bar. | Kuma’s hits become Internal Damage, so separation is not free. |
| Recovery option | Remounting is already available for gradual Internal Damage recovery when appropriate. | Plan a safe remount instead of expecting the stance itself to heal instantly. |
This is a decision aid, not a ranking. The official descriptions establish the differences in control and health; they do not declare one stance the best choice for every room, boss, solo run, or co-op situation.
Kintarō build guidance: three starting directions
There is no sourced “best Kintarō build” yet. The hero had been available for only about a day when the launch material and early player discussion were recorded, and neither the official notes nor the visible community listings provide win rates or controlled comparisons. Use the following as experimentation themes, not rankings.
| Starting direction | Why it is a legitimate experiment | What is not established |
|---|---|---|
| Power-focused | A launch-day player described a Power-oriented direction as strong. | That is one early personal impression, not evidence that Power is optimal in solo, co-op, or every run. |
| Dash-focused | The official BuildMaker displayed a Kintarō Dash build, showing that players were exploring dash synergies. | The listing title does not report completion rate, damage, survivability, or comparative results. |
| Attack and Defense | BuildMaker displayed an entry labeled “Brawler Kintaro (Attack & Def),” representing a direct brawler-oriented theme. | The label does not guarantee a particular durability level, damage output, or talent order. |
How to choose among the paths during a run
- Choose Power emphasis if the available Talents and items consistently improve the Power slot and you want to test that direction.
- Choose dash emphasis if your offered upgrades reward frequent movement and you are comfortable with the positioning demands of managing Kintarō and Kuma.
- Choose Attack/Defense emphasis if the run is presenting upgrades that support direct engagement and defensive actions.
- Change direction when the run does. A theme is useful only when the actual Talent and item offers support it; no fixed route is guaranteed by the currently documented information.
When comparing these approaches, judge four things: which ability slot receives the most support, how often you want to reposition Kuma separately, how much exposure you are willing to accept before remounting to recover Internal Damage, and whether the current run offers the upgrades needed to continue the plan.
Keep a distinction between a build label and a build result. “Dash build” tells you what a player intended to emphasize; it does not tell you how far that run went or whether the same choices work with different item offers. The same caution applies to the early Power comment and the Brawler label. They are useful prompts for testing, not promises of damage, survivability, or clear speed.
What is known about Talents and Ultimates
The official 1.6.0 launch announcement reports 26 unlockable Talents and two Ultimates for Kintarō. It does not, in the material available here, publish a complete effect list that would justify prescribing specific picks. Build advice that names an exact Talent order would therefore go beyond the established information.
Use the Talent screen to reinforce the direction your run is already offering, then evaluate whether each choice improves your ability-slot focus, movement plan, or Kuma-risk management. Record which choices worked for your own route, but do not present a personal result as a universal ranking.
The count of 26 is a content total, not a promise that every Talent appears in one run or that any particular combination is required. Similarly, knowing that two Ultimates exist does not establish which one is stronger. Until complete effects and comparative testing are available, choose the option presented by your run and judge it by how well it supports your stance decisions and health management.
Common mistakes and fixes
Ignoring Kuma after dismounting
Symptom: Kintarō is fighting on one side of an encounter while Kuma remains exposed or too far away to attack.
Fix: Reposition Kuma with the right joystick, or point with the mouse and press A, whenever the fight moves or danger changes.
Assuming Kuma has a separate health pool
Symptom: You allow Kuma to absorb hits because you expect Kintarō’s health to remain unaffected.
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Fix: Remember that Kuma’s damage becomes Internal Damage for Kintarō. Move him out of avoidable danger and plan a remount when recovery is needed.
Expecting remounting to heal instantly
Symptom: You remount and immediately take another risky engagement because the bar has not fully recovered.
Fix: Recovery is gradual. Use the remount window to stabilize rather than treating it as an instant reset.
Playing only one stance
Symptom: Dismounting feels like losing your familiar buttons, or mounted play feels limiting because you never use Kuma’s independent positioning.
Fix: Practice both four-ability sets. The mounted and dismounted slots are different, and the hero is designed around switching between them.
Calling an early community build “the meta”
Symptom: A BuildMaker label or one launch-day comment becomes a supposedly proven recommendation.
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Fix: Treat Power, dash, and Attack/Defense themes as testable starting points. The available launch evidence does not establish a winner, a best solo build, or a best co-op build.
Forgetting the input context
Symptom: You expect a controller prompt while using keyboard and mouse, or press the wrong action while trying to guide Kuma.
Fix: On controller, use the right joystick for Kuma. On keyboard and mouse, point with the mouse and press A. Confirm the input shown by your platform before an encounter becomes dangerous.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Launch status, platforms, and DLC details
Kintarō is a paid hero DLC released alongside the free version 1.6.0 update. The official announcement says the update is available on Steam, PlayStation, Xbox, and Nintendo Switch. Regional pricing and availability can change, so check the store for the platform and region in which you play rather than applying a price from another market.
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Because the hero is sold as DLC, ownership of the free update does not by itself establish that Kintarō is included. Check the platform listing for the separate hero product and its current regional terms. The available launch information does not provide one universal price that can safely be applied across currencies or storefronts.
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- Brand new UK Import PAL version. Game in English.
The launch feature inventory also lists seven fully voiced pages of Kintarō’s Memoirs, four unlockable outfits, and three premium outfits. These are content counts, not evidence of combat performance.
An official roadmap announcement mentioned a limited physical Nintendo Switch 2 version of Ravenswatch. Current retail availability and whether that package includes the Kintarō DLC are not established here. If you are considering that edition, verify the package contents with the retailer or platform listing before buying.
What the current evidence can and cannot answer
| Question | Current answer |
|---|---|
| Is Kintarō available now? | Yes. He launched with version 1.6.0 on October 12, 2026, as paid hero DLC. |
| How many abilities does he have? | Eight named stance abilities: four mounted and four dismounted. |
| How do I control Kuma? | Right joystick on controller; point with the mouse and press A on keyboard and mouse. |
| Does Kuma have independent health? | No. Kintarō and Kuma share one health bar, and Kuma’s damage becomes Internal Damage for Kintarō. |
| How is Internal Damage recovered? | It gradually recovers when Kintarō remounts Kuma. |
| What is the strongest build? | No strongest build is established by the available official notes or early community evidence. |
| Are exact damage and cooldown numbers available here? | No. The confirmed material supplies ability names and roles, not a complete numerical performance sheet. |
Sources and date context
The stance kit, controls, Talent and Ultimate counts, and launch date come from Passtech Games’ official “The Kintarō Hero DLC is live!” announcement and version 1.6.0 notes, published October 12, 2026. The shared health bar, Internal Damage behavior, Kuma’s automatic attacks, and independent positioning are described in the official PlayStation Store listing for “Ravenswatch – Kintaro,” accessed October 13, 2026.
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Quick-start checklist
- Confirm whether you are mounted or dismounted before using an ability.
- Memorize the four buttons in each stance: Claw Swipes, Charge, Leap, Roar while mounted; Axe, Whirl and Pound, Double Leap, Roar and Shout while dismounted.
- When on foot, place Kuma with the right joystick, or with the mouse and A on keyboard and mouse.
- Watch the shared health bar and Internal Damage whenever Kuma is exposed.
- Use a safe remount window for gradual recovery; do not expect an instant heal.
- Choose Power, dash, or Attack/Defense themes according to the Talents and items your current run actually offers.
- Do not treat an early BuildMaker title or one player’s launch-day impression as a proven best build.
Frequently Asked Questions
What is Kintarō’s main mechanic in Ravenswatch?
His Trait switches between mounted and dismounted combat. Mounted Kintarō uses Kuma’s mounted action set; dismounted Kintarō fights on foot while Kuma remains active and can be repositioned separately.
How do I control Kuma?
Use the right joystick on a controller. With keyboard and mouse, point with the mouse and press A.
Does Kuma have his own health bar?
No. Kintarō and Kuma share one health bar. Damage Kuma takes transfers to Kintarō as Internal Damage.
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Remount Kuma. The documented recovery is gradual, so remounting does not instantly restore the full bar.
What abilities does Kintarō have while mounted?
Mounted Kintarō has Claw Swipes as Attack, Charge as Power, Leap as Special, and Roar as Defense.
What abilities does Kintarō have while dismounted?
Dismounted Kintarō has Axe as Attack, Whirl and Pound as Power, Double Leap as Special, and Roar and Shout as Defense.
What is the best Kintarō build?
No strongest build is established by the launch information. Power-focused, dash-focused, and Attack/Defense themes are early experimentation paths, not validated rankings.
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The version 1.6.0 launch notes list 26 unlockable Talents and two Ultimates.
Is Kintarō included in the free 1.6.0 update?
The update is free, but Kintarō is a paid hero DLC. Check your platform’s current regional listing for price and ownership details.
The Bottom Line
Kintarō is built around decisions, not a single button sequence: ride Kuma for the mounted kit, dismount to place him independently, protect the shared health bar, and remount when Internal Damage needs time to recover. His eight named abilities, two Ultimates, and 26 Talents leave room for experimentation, but launch evidence does not prove a best build. Test Power, dash, or Attack/Defense directions according to the upgrades your run actually offers.
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Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.
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