Kure Gakuran Style Guide: All 5 Perks & How to Get It
Everything on the Kure gakuran style added in v7.400: the full 5-perk breakdown from the official card, the developers' own recommended build, and what rolling Kure actually costs.
Kure Quick Facts
- Rarity
- Legendary (1% tier drop rate)
- Added In
- Update v7.400 (2026-07-11)
- Perks
- 5
- Recommended Height
- 5'9" / 175 cm or taller (official)
- Expected Cost
- ~200 Robux (expected value, see below)
What Is Kure in Gakuran?
Kure is the newest fighting style in Gakuran, added in update v7.400 on 2026-07-11, and it launched straight into the Legendary tier — the rarest of the game's four rarity tiers, sharing a combined 1% drop rate with Capoeira and Wrestling. That 1% is the tier's total rate: the developers haven't published how it splits between the three Legendary styles, so any per-style percentage you see elsewhere is a guess, not data.
What sets Kure apart mechanically is coverage. Its official card lists 5 perks — offense, guard pressure, anti-parry, and a low-HP comeback tool in a single kit — and two of them, Last Stand and Concussive, appear on no other style's published card. The whole kit points one direction: the developers describe Kure as a style for aggressive players who stay on the offensive, and as excelling in extended fights thanks to its passives.
Being brand new and top-rarity, Kure is currently the style most players are rerolling for — which is exactly why it's worth knowing the real odds and the official build advice before you spend a single Robux chasing it. Both are covered below, sourced from the developers' own card rather than community guesses.
All 5 Kure Perks Explained
These are the five perks exactly as published on Kure's official card (verified 2026-07-13), with what each one actually means in a fight. The official card sums the kit up as excelling in extended fights through its passives — you'll see why as the pieces stack up.
Last Stand: +15% total damage while at 25% HP or less. This is the comeback engine the official card highlights first. Most styles want to disengage at low HP; Kure inverts that — dropping under 25% health turns every hit 15% harder, so a losing trade war can flip in the final stretch. It's the single biggest reason Kure favors long, grinding fights over quick bursts.
Takedown: M2 headbutt grabs the opponent, disorienting them and dealing 1.5× damage. Takedown converts your heavy attack (M2) from a plain swing into a headbutt grab: it disorients the victim and deals 1.5× damage. In Gakuran, heavies already can't be blocked — turning yours into a grab that also disorients makes it the kit's main opener, and the official build notes stress that reach (i.e. height) is what lets you land it consistently.
Concussive: a successful M2 slam removes the victim's ability to parry for 2 seconds. Concussive is Kure's signature follow-up: after a successful M2 slam, the victim can't parry for 2 seconds. Parrying is Gakuran's zero-damage counter that stuns the attacker, so deleting it for 2 seconds removes your opponent's best answer right as you're on top of them — the official card calls this "a strong opportunity to continue your offense". Slam, then chain M1s with one less thing to fear.
Guard Pierce II: 15% block chip damage. Guard Pierce II means 15% of your damage chips through a raised block, so turtling never fully stops you. It's the perk that makes Kure's constant-pressure gameplan honest: even a defensive opponent is losing health while you wait for the M2 opening.
Resilience I: 15% chance to clash into a grapple. Resilience I gives a 15% chance to convert a clash into a grapple. It's the lowest rank of the Resilience line (Wrestling carries the maxed 55% version), so treat it as occasional free value in trades rather than something to build around.
How to Get Kure in Gakuran
There's only one way to get Kure: roll it. Your fighting style is assigned at random at character creation, and rerolling — about 2 Robux per roll — is how you chase a specific style. Each roll has a 1% chance of landing in the Legendary tier that Kure shares with Capoeira and Wrestling.
At 1% per roll, hitting the Legendary tier takes an expected 100 rolls — roughly 200 Robux at ~2 Robux each. To be clear, that's an expected value derived from the official tier rate, not a guarantee: you can get lucky in 10 rolls or unlucky in 300. And because the per-style split inside the tier isn't published, landing Kure specifically (rather than Capoeira or Wrestling) can take longer than the tier average. Run your own numbers in the Roll Calculator before committing a budget.
Before spending anything, redeem the active codes: every current code rewards free reroll tokens, and MAPUPDATE alone grants 25 free rerolls per current outlets' reporting. That's a quarter of the expected Legendary-tier cost for free — check the Codes page for the live list before you start rolling.
Kure Build & Playstyle: The Official Recommendation
Kure is one of the few styles whose card carries explicit build advice from the developers. The official recommendation is a medium-to-tall height — around 5'9" / 175 cm or taller — to maximize your reach and make constant pressure easier to apply. Per the card, the added range is specifically what helps you land M2s more consistently and capitalize on openings in close-range combat; since Takedown and Concussive both key off landing the M2, the whole kit scales with that reach.
The card is equally explicit that shorter builds remain a viable option for players who prefer the extra mobility — so a Kure roll on a short body is not a wasted roll, it just plays faster and closer instead of longer and heavier. Note that a reroll randomizes height and style together, so you can't roll them separately; if your Kure comes in under 5'9", the official position is that it still works.
Playstyle-wise, the developers' own words are the best summary: Kure suits aggressive players who enjoy staying on the offensive and overwhelming opponents, and it excels in extended fights. Open with the M2 headbutt grab, use the 2-second no-parry window to run M1 chains, let Guard Pierce chip through anyone who turtles — and remember that below 25% HP, Last Stand means you're at your most dangerous, not your weakest.
How to Roll for Kure: Step by Step
Redeem Codes for Free Rerolls First
Every active code rewards free reroll tokens — MAPUPDATE grants 25 free rerolls per current outlets. Claim them on the Codes page before spending Robux.
Know the Odds Before You Budget
Kure sits in the Legendary tier at a 1% combined drop rate per roll. Expected cost to hit the tier: ~100 rolls / ~200 Robux — an average, not a guarantee. Check the Roll Calculator.
Reroll Until You Land It
Rerolls cost about 2 Robux each once free tokens run out. Each roll randomizes your style, height, and other stats together — there's no style-only reroll.
Judge the Height You Rolled With It
5'9" / 175 cm or taller is the official ideal for Kure's reach and pressure, but the developers confirm shorter builds stay viable — a short Kure roll is still a keeper.
Kure FAQ
What rarity is Kure in Gakuran?
Kure is a Legendary-rarity style — the highest tier, with a 1% combined drop rate per roll shared with Capoeira and Wrestling. The developers haven't published each style's individual odds within that tier.
What are all 5 Kure perks?
Kure's official card lists five perks: Last Stand: +15% total damage while at 25% HP or less; Takedown: M2 headbutt grabs the opponent, disorienting them and dealing 1.5× damage; Concussive: a successful M2 slam removes the victim's ability to parry for 2 seconds; Guard Pierce II: 15% block chip damage; Resilience I: 15% chance to clash into a grapple. All five are published as text on the developers' Trello card, verified 2026-07-13.
How do you get Kure in Gakuran?
By rerolling your character (~2 Robux per roll) until you land it. The Legendary tier drops at 1% per roll, so expect around 100 rolls / ~200 Robux on average to hit the tier — and possibly more for Kure specifically, since per-style odds aren't published. Redeem codes first: MAPUPDATE grants 25 free rerolls per current outlets.
What height is best for Kure?
The official recommendation is medium-to-tall — around 5'9" / 175 cm or taller — to maximize reach and land M2s more consistently. The developers also confirm shorter builds remain viable for players who prefer the extra mobility.
Is Kure the best fighting style in Gakuran?
There's no official ranking, so no honest guide can crown it. What's true: Kure is the newest Legendary, and its 5-perk kit covers more situations than most — grab opener, anti-parry lockout, block chip, and a low-HP damage boost. But Capoeira and Wrestling are Legendary for their own reasons (Wrestling's maxed Resilience and hyperarmor, Capoeira's mobility kit), so "best" comes down to playstyle. Kure is the pick if you like aggressive, extended-pressure fights.
What update added Kure to Gakuran?
Update v7.400, released 2026-07-11. Kure is the newest of the game's 9 fighting styles, and its official card (with the full perk list and recommended build) went up the same day.