Abilities

Anime Ability Arena Free Ability Movesets

All Hit-unlocked kits from Wind through Vampire, plus Cursed special unlock notes and move-by-move summaries.

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Free Abilities

Free abilities in Anime Ability Arena — the Roblox experience Ability Arena by Banjomeni — unlock through Hits, not Robux. Every kit below becomes permanently available once your account reaches the listed threshold. Damage during matches adds Hits steadily; each elimination also grants +5 bonus Hits on top of damage you already earned.

Move keys follow the live control scheme: E is your primary attack, Q is usually mobility or utility, and some kits add R for finishers or buffs. Cooldowns and damage values can change when Banjomeni patches balance, so use this page as a roster index and test unfamiliar R moves in casual lobbies first.

Track milestones on the Hits checklist and return to the Abilities Hub for premium pass kits.

Starter and early elemental kits

Wind — 0 Hits

Everyone begins with Wind. It teaches arena spacing with simple knockback tools.

  • E — Wind Push: Releases a gust that damages nearby enemies and knocks them back.
  • Q — Wind Dash: Short dash in any direction.

Wind is ideal for first-session Hit farming because Push connects quickly in crowded lobbies.

Fire — 25 Hits

  • E — Fireball: Explosive projectile that damages and knocks back on impact.
  • Q — Fire Rage: Temporary attack speed and damage buff.

Fire rewards aggressive trading once you understand explosion radius.

Water — 50 Hits

  • E — Water Explosion: Area blast around your character with knockback.
  • Q — Water Step: Short teleport usable twice before cooldown.

Water is a popular mid-early pick because double teleports escape dogpiles while you grind toward Rock.

Rock — 100 Hits

  • E — Rock Smash: Crushes enemies between summoned rocks for damage and knockback.
  • Q — Solidify: Stone form with higher melee damage and defense at the cost of movement and attack speed; toggle off manually.

Rock teaches defensive timing — Solidify wins trades but punishes greedy chasing.

Ice — 150 Hits

  • E — Ice Spear Throw: Thrown spear that damages, knocks back, and shatters.
  • Q — Ice Slide: Forward slide that damages players along the path.

Ice Slide doubles as a gap closer for follow-up spear shots.

Mid-game kits with stronger tools

Lightning — 250 Hits

  • E — Lightning Strike: Calls a bolt for damage and knockback.
  • Q — Lightning Teleport: Two short teleports before cooldown.
  • R — Lightning Power Up: Temporary movement and attack speed boost.

Lightning is often recommended as a first “main” because mobility and R buff stack cleanly.

Psychic — 350 Hits

  • E — Psychic Slam: Lifts an enemy and slams them twice.
  • Q — Psychic Dash: Medium-range dash.

Psychic E is a strong single-target punish; pair with dash to land slams on airborne targets.

Archer — 450 Hits

  • E — Rapid Fire: Arrow volley ending with a stronger knockback shot.
  • Q — Archer Dash: Quick dodge.

Archer farms Hits safely at range but needs dash awareness when brawlers close distance.

Ninja — 500 Hits

  • E — Sword Strike: Heavy forward slash with knockback.
  • Q — Smoke Bomb: Near-invisibility plus movement speed for a short time.

Smoke Bomb enables hit-and-run unlock farming without fully committing to duels.

Slime — 550 Hits

  • E — Slime Ball: Exploding projectile that slows enemies.
  • Q — Slimed: Temporary jump height increase.

Slime adds vertical mobility — useful on maps with elevation.

Brawler — 750 Hits

  • E — Downslam: Hammer ground slam for area damage.
  • Q — Charge: Forward rush that damages and knocks back along the path.

Brawler wants Charge to connect before Downslam for combo pressure.

Late-game Hit grinds

Pirate — 1,000 Hits

  • E — Bomb: Thrown explosive with large blast radius.
  • Q — Pirate Dash: Short dash.
  • R — Cannon: Fires a straight-line cannonball with damage and knockback.

Pirate shares the 1,000 Hit milestone with Beam — celebrate both unlocks on your checklist.

Beam — 1,000 Hits

  • E — Trinity Burst: Two projectiles followed by a finishing beam.
  • Q — Big Beam: Charged beam with damage and pushback.

Beam players win neutral by charging Q from safe distances.

Knight — 1,350 Hits

  • E — Knight Cut: Upward sword launch with knockback.
  • Q — Knight Dash: Short dash on a longer cooldown than most kits.
  • R — Knight Block: Temporary block that stops most incoming abilities.

Knight Block defines defensive play — bait enemy R moves, block, then punish.

The Hero — 1,500 Hits

  • E — Laser Eyes: Airborne controllable laser beam.
  • Q — Dash: Short mobility skill.
  • R — Super Punch: Forward flying punch with heavy damage and knockback.

The Hero E dominates vertical space; watch stamina-like air limits in live patches.

Retro Fighter — 2,000 Hits

  • E — Retro Fireball: Aimable explosive projectile usable in air.
  • Q — Uppercut: Launcher with knockback.
  • R — Retro Jump: High jump for repositioning.

Retro Fighter mixes zoning and combo setups — Uppercut into air fireball is a common creative route.

Shadow — 5,000 Hits

  • E — Shadow Ball: Ranged shadow projectile.
  • Q — Shadow Dash: Medium-range dash.
  • R — Shadow Slam: Ground slam damaging all enemies in the area.

Shadow is a long grind milestone; see Tier list for current meta opinions once unlocked.

Vampire — 7,500 Hits

  • E — Claw Damage: Rapid claw strikes on nearby enemies.
  • Q — Vampire Dash: Medium-range dash.
  • R — Drain: Grabs an enemy and steals health to heal yourself.

Vampire R makes extended duels favor patient players who track grab range.

Cursed — special unlock

Community guides list Cursed separately from Hit thresholds. Public sources describe a special unlock requirement rather than a published Hits number. Treat details as unconfirmed until Banjomeni documents them on the Roblox page or group.

Documented moves from public guides:

  • E — Cursed Wave: X-shaped slash with damage and knockback.
  • Q — Cursed TP: Short teleport usable twice before cooldown.
  • R — Cursed Rain: Three explosive cursed projectiles.

If you unlock Cursed through an event or hidden condition, note the method on your personal tracker and watch Updates Hub for official clarification.

Grinding tips tied to this roster

Prioritize Hit volume over flashy solo kills unless the +5 elimination bonus closes a milestone. Kits with multi-hit E moves or wide area damage — Fire, Water, Lightning, Archer — often climb faster than slow single-target burst.

Rotate practice sessions: use comfortable farmers to reach the next threshold, then spend one match learning the new kit’s Q escape before returning to grind. Premium shortcuts live on Premium abilities; they do not remove the need to learn free matchups.

For beginner pacing read Getting Started. When Banjomeni adjusts thresholds, update the Hits checklist row you are working toward before deleting old notes.

FAQ

Frequently Asked Questions

Quick answers for Anime Ability Arena on Roblox.

How many free abilities are there?

Nineteen Hit-based kits from Wind at 0 through Vampire at 7,500, plus Cursed which guides list as a special unlock outside the standard Hit ladder.

Which free ability is best for grinding Hits?

Early on, Fire and Water land consistent damage and escapes. Mid-game Lightning and Archer are community favorites for speed and range. Pick kits you can actually connect with.

Do Pirate and Beam both unlock at 1,000 Hits?

Yes. Both movesets unlock at the same milestone according to public roster tables mirrored on this page.

How do I unlock Cursed?

Public guides mark Cursed as a special unlock without a published Hits total. Wait for official Banjomeni notes or group posts before trusting rumor requirements.