Counters are techniques that allow the player to be more effective against a given item or play style. Most exploit some weakness in the opponent's play style or use a strength of the player to increase combat effectiveness. This can be accomplished in a variety of ways, from outmanoeuvring the opponent to dodge their attacks, to attacking during one of their moves to inflict damage while they're vulnerable.
Most Counters do not require the player to use specific items, although choosing the correct items against a given opponent can make combat against them far easier. In general, rarer and more powerful items will have more weaknesses to exploit because of the increased complexity of their move sets, although successfully utilizing these counters may be more difficult compared to simpler items.
Common Examples[]
Instinct Trick[]
This is a very common technique used against moves that are entirely or partially unable to break Instinct. Just before a dodgeable attack is about to connect, the player will quickly activate Instinct, dodge the move, and then deactivate it again. This allows the player to conserve their dodges for more potent attacks, and makes the likelihood of it breaking far less.
Air Camping[]
This technique is used against items that are strongest when used on the ground. The player will simply remain in the air while fighting the opponent, either with Air Jumps, Flight, or attacks that lock them in place. This prevents the opponent from effectively fighting the player and may expose some of their defensive weaknesses.
Out-Ranging[]
Out-Ranging is used to counter play-styles or items with poor range. The player will stay outside of the effective range of their opponent, preventing the attacks from connecting at all, or at least reducing their effectiveness.
This can be used against anything, although this technique benefits greatly from the player using long-ranged items, because if their range is less than their opponents, the player will eventually need to close the distance to attack, nullifying the benefits of this counter.
Item-Specific Counters[]
NOTE: For every beast-type fruit, when they transform, use Dragonstorm.
| Blox Fruit | Counter |
|---|---|
| Rocket | Keep distance, stay airborne, and use stuns. |
| Spin | Run when they use Air Slasher [C], punish on other skills. |
| Blade | Avoid swords; short range. |
| Spring | Use Instinct. Z has a small hitbox. |
| Bomb | Aircamp, punish V charge. |
| Smoke | Move fast; slow skills. |
| Spike | Rush carefully; beware of C. |
| Flame | Use ranged attacks; high knockback. |
| Ice | Aircamp, beware C and V stuns. |
| Sand | Aircamp (Shark race can swim). |
| Dark | Keep distance; punish slow range. |
| Eagle | Keep distance; punish if low HP. |
| Diamond | Keep distance; beware C and V. |
| Light | Skills are Instinct-trickable. |
| Rubber | Distance makes them weaker. |
| Ghost | Use AoE to remove clones; punish cooldowns. |
| Magma | Very slow; punish during casts. |
| Quake | Aircamp, punish high endlag. |
| Buddha | Spam stuns/knockback; beware speed. |
| Love | Cancel Besto Friendo; move quickly. |
| Creation | Keep mobile; Instinct helps. |
| Spider | Dash around; Rabbit race recommended. |
| Sound | Wait for C; avoid close quarters. |
| Phoenix | Force energy drain; combo after. |
| Portal | Punish cooldowns; don’t chase gateways. |
| Lightning | Move unpredictably; beware V AoE. |
| Pain | Bait V and F; punish endlag. |
| Blizzard | Avoid V; Flash Step C; beware Instinct breaks. |
| Gravity | Aircamp; avoid charged C and V. |
| Mammoth | Weak in air; punish range gaps. |
| T-Rex | Punish missed X; avoid prey mark. |
| Dough | Wait out V; aircamp; punish after C. |
| Shadow | Use NPC cover; punish endlag. |
| Venom | Stay unpredictable; Instinct essential. |
| Gas | Drain gas meter; punish M1 spam. |
| Control | Stay airborne; avoid F teleport. |
| Spirit | Aircamp; punish endlag; avoid beams. |
| Leopard | Fight at range; punish transformation gaps. |
| Yeti | Aircamp; punish predictable snowball/X. |
| Kitsune | Wear down tails; punish post-transform. |
| Dragon | Aircamp; Instinct-trick F; punish AoE gaps. |
| Awakened Blox Fruit | Counter |
|---|---|
| Flame | Same as unawakened; avoid area burn. |
| Ice | Stay mobile; Instinct-trick Z/X; Flash Step out of V. |
| Sand | Avoid X and V; Instinct Z; keep distance. |
| Dark | Bait F; punish missed stuns; avoid V combos. |
| Light | Move quickly; avoid Z/V; punish C. |
| Magma | Aircamp; punish X endlag; use Instinct carefully. |
| Quake | Aircamp; Flash Step out of C; never get pulled. |
| Buddha | Aircamp; punish slow hitbox; beware M1 spam. |
| Spider | Avoid X; punish slow moves. |
| Phoenix | Stun to stop heals; punish endlag. |
| Dough | Disable Instinct; aircamp; punish large donuts. |
NOTE: The main counter to all swords is Blade.
| Sword | Counter |
|---|---|
| Katana / Cutlass | Keep distance; Instinct. |
| Dual Katana | Don’t rush; avoid X→Z combos. |
| Triple Katana | Use speed; Instinct against Z. |
| Iron Mace | Stay at range only. |
| Pipe | Aircamp; horizontal fights. |
| Saber | Avoid V2 Z; dash away; Instinct vs X. |
| Rengoku | Mobile; both moves break Instinct. |
| Tushita | Keep distance; punish short reach. |
| Spikey Trident | Avoid long X reach; stay mobile. |
| Buddy Sword | Instinct-trick Z; punish held X heal. |
| Cursed Dual Katana | Dodge straight lines; Flash Step. |
| Dark Blade | Avoid Z range; X doesn’t break Instinct. |
| Fighting Style | Counter |
|---|---|
| Combat | Slow, short range; easy to dodge. |
| Dark Step | Watch Breakdance; predictable. |
| Electric | Punish missed C; extended endlag. |
| Water Kung Fu | Medium distance; hard to hit. |
| Dragon Breath | Keep far distance; Instinct vs Z/X. |
| Superhuman | Instinct after Z; break combos. |
| Death Step | Avoid C starter; Instinct saves chains. |
| Electric Claw | Save Instinct for C; retreat if grabbed. |
| Sharkman Karate | Instinct on; watch X breaks; punish after. |
| Dragon Talon | Instinct-trick Z/X; avoid wide C. |
| Godhuman | Dash unpredictably; Instinct-trick Z/C. |
| Sanguine Art | Keep distance; punish cooldowns. |
NOTE: Rubber fruit is immune to all guns.
| Gun | Counter |
|---|---|
| Slingshot | Short range; avoid Z slow. |
| Flintlock | Low damage; dash away. |
| Musket | Low threat; dash/tank. |
| Cannon | M1/X break Instinct; avoid relying on it. |
| Dual Flintlock | High hit rate; keep distance. |
| Magma Blaster | Aircamp; short range weak in air. |
| Refined Slingshot | Same as Slingshot; stronger damage. |
| Bazooka | Very slow; punish easily. |
| Kabucha | Slow projectiles; X breaks Instinct. |
| Acidum Rifle | Beware Rumble combos; avoid aircamp. |
| Venom Bow | Slow skills; avoid Z explosion. |
| Bizarre Revolver | Very high damage; Flash Step X. |
| Dragonstorm | Instinct-trick Z; avoid M1 spam. |
| Skull Guitar | Aircamp; punish Z; avoid X heal. |