-Charging Bull, Not Upgraded
[How to use in combat - Notes]
Hold the button down to initiate a forward charge at speed. You can moderately steer left or right. Must make contact with enemies to hit. Will run straight through enemies (will hit + knockdown) and teammates (will pass through). Release button to stop charging. If initiated close to an enemy you run through cleanly it can hit twice, meaning twice the guard and damage.
Can also be used to destroy a Behemoth's lyrium wall.
[Personal Reflection]
The bread and butter of any Katari build. Generates 10% max guard per hit, does 150% weapon damage, low stamina usage, low cool down, and knocks down enemy targets. Great ability.
-Might Blow, Upgraded with Easy Target
[How to use in combat - Notes]
Tap the button to initiate the ability. If an enemy is targeted will perform the animation towards them. If not, it will perform the animation in the direction your character is facing. Will knockdown all enemies hit. Damage on knocked down targets goes from 200% to 500%. Has moderate AoE.
[Personal Reflection]
This is the definitive killing ability on this build. Bowl into a group of enemies with Charging Bull? Mighty Blow to finish them. Grapple an assassin unit and knock him down? Mighty Blow to remove the threat. Got a group of enemies attacking you and the other abilities are on cool down? Mighty blow to know them all down and give you some breathing room. The only inhibitor with this ability is its 16 second cool down.
-Grappling Chain, Upgraded with Give Them The Boot
[How to use in combat - Notes]
With a selected target, tap the button to initiate the throw. You will throw a grappling chain at said enemy and pull them towards you. If you are close enough you will follow up with a strong kick, damaging and knocking the target down (while the ability tool tip says it stuns, it does knockdown instead). Does not appear to do initial 100% weapon damage as advertised.
If an enemy is in the path of the selected target, or if they are clustered tight enough, it might pull a different enemy than the target. The chain does not need to physically make contact with the target (unlike an arrow), but the target must be within range.
Currently as distance and lag increases, the % chance to kick an enemy successfully decreases. At 7m or less the kick always seems to connect (for me). If hosting kick will always connect.
[Personal Reflection]
While not an often seen ability, it pairs very well with the Katari. Since its very close in function to pommel strike, I feel its best to compare the two. Pommel strike has 1 second longer stun and does 100% weapon damage more than grappling chain. However grappling chain has much more range, less stamina cost and less cool down. Grappling chain's animation does take noticeably longer than Pommel Strike's, however I consider it a double edged sword. While you are at the mercy of the enemies for the animation, the target is at the mercy of your teammates for the animation as well.
As said above, Grappling Chain knockdowns instead of stuns meaning it primes a target for Might Blow's 500% weapon damage hit, allowing for better ability cohesion. It also has the added benefit of interrupting teleports, giving you a great edge in the fight against DC (need l33t pro reflexes to work on perilous. Sadly I do not have l33t pro reflexes). If you play on a consistently laggy connection though you may be better off going with Pommel strike/Other, as Grappling Chain is currently dependent upon connection while off-host.
Despite all its current flaws, It is one really, really fun ability, that can be greatly utilized.
-To The Death, Upgraded with En Garde
[How to use in combat - Notes]
With an enemy targeted, tap the ability button. It is a toggle ability. Target must initially be in and remain within 15m for the ability to continue to be active. Will pass through stray enemies to hit designated target. Ability does not expire after time.
Cooldown begins immediately after connecting with target. Can manually be toggled off.
Target will take and deal 5% more damage per second that TTD is active. This can add up very quickly against bosses. Every time you strike the target 25% of damage dealt appears to be added to your guard(?).
[Personal Reflection]
This is the Katari's main form of defense. In practice it feels like a reasonable version of fade shield by including a cool down while also only affecting a single target. In waves 1-4 it acts primarily as a guard generator. Once you get to the boss however, you can more efficiently utilize its damage boosting potential to unleash some high hits, and quick kills.