Koko
Koko is a Legendary sword mainly used in hybrid builds. By itself, it is not very popular, but it becomes much stronger when paired with Control. Inside Control’s area, its damage gets boosted, making it much more useful in fights.
This makes Koko a good option for players who mix sword and fruit damage. It works well in PvP and longer fights as long as you stay within Control’s range.
Without Control, Koko is much weaker and doesn’t stand out compared to other swords, which is why most players don’t use it on its own.
Obtainment:
Koko is obtained as a drop after defeating Order.
Koko

Strengths & Weaknesses
A quick breakdown of where this build shines and struggles.
Strengths
High damage for a Legendary sword
Strong synergy with Control, especially inside [Z]
Increased range within Control area
Fast M1s for combo pressure
Good for hybrids and mixed builds
Both moves hit multiple targets
Viable for grinding with Buddha
[Z] Electric Stab: short stun, mobility, easy-to-hit hitbox
[X] Injection Shot: long range, hits anywhere in Control, always breaks Instinct, slight stun
Weaknesses
Cannot hit Blade users
Requires strong aim and prediction in PvP
Outclassed by swords like Dragonheart and True Triple Katana
Very short stun duration
Hard to obtain and high mastery requirement
Third M1 dash affects grinding consistency
[Z] Electric Stab: not instant, slight end lag, knockback can disrupt combos
[X] Injection Shot: noticeable wind-up
Verdict
Koko is a solid hybrid sword that performs best with Control, offering good range and combo potential. Without it, the sword feels average and is easily outclassed. Best suited for skilled players who can aim well and play around its setup.
Abilities
10,and
15A 4-hit combo that ends with a forward dash and sweeping strike.
First two hits are standard slashes.
Third hit dashes forward, closing distance.
Final hit is a sweep, useful for hitting multiple targets.
A forward dash attack that shocks and launches enemies.
Deals damage with a brief stun and upward knockback.
Functions as a mobility move for engaging or chasing.
Gains longer dash range and larger hitbox inside Control [Z].
A charged lightning shot that hits targets at range with stun and knockback.
Hold and release mechanic with adjustable aim.
Applies stun and slight knockback on hit.
Ignores projectile travel and hits instantly along its path.
Inside Control, can hit anywhere in the area with strong aim assist.
A 4-hit combo that ends with a forward dash and sweeping strike.
First two hits are standard slashes.
Third hit dashes forward, closing distance.
Final hit is a sweep, useful for hitting multiple targets.
A forward dash attack that shocks and launches enemies.
Deals damage with a brief stun and upward knockback.
Functions as a mobility move for engaging or chasing.
Gains longer dash range and larger hitbox inside Control [Z].
A charged lightning shot that hits targets at range with stun and knockback.
Hold and release mechanic with adjustable aim.
Applies stun and slight knockback on hit.
Ignores projectile travel and hits instantly along its path.
Inside Control, can hit anywhere in the area with strong aim assist.
Upgrade

Showcase Video
Update Logs
- Ability Changes
- Koko’s moveset was reworked, improving how its abilities function and flow in combat.
- Major Changes
- [X] Injection Shot now has full-range coverage within Control’s area, allowing it to hit targets anywhere inside the field while active.
- Major Changes
- Koko was added to the game as a new Legendary sword.
