Kaizen Binding Vows are obtained through the Binding Vow Spin menu and upgraded by fusing five identical copies at the same tier. Spins provide Tier 1 vows; five Tier 1 copies become Tier 2, and five Tier 2 copies become Tier 3. You can equip up to three vows at once, and the current stat tables list 18 vows across five grades.
This guide covers the current acquisition path, every listed buff and debuff, the exact fusion requirements, and the trade-offs that make a higher tier useful in some builds but harmful in others.
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How to get Binding Vows in Kaizen
- Open Roblox Kaizen.
- Click Clan & Vow Spin on the left side of the screen.
- Select Binding Vow Spin.
- Spin to receive a Binding Vow.
Binding Vow Spins provide Tier 1 vows. No command syntax is required for acquiring or equipping them. Reported drop rates are Grade 4: 50%, Grade 3: 22%, Grade 2: 17%, Grade 1: 8%, and Special Grade: 2.5%. These values add up to 99.5%, so the published table appears to contain a rounding or omission issue; treat the figures as reported rates rather than a mathematically complete probability distribution. Source: GameTouse
The latest full stat table reviewed lists 18 names: three Grade 4, three Grade 3, three Grade 2, four Grade 1, and five listed Special Grade entries plus the two Heavenly Restriction entries included in the Special Grade section. An older guide says 17, so the game UI may be the final authority if the roster changes. Current stat table · Older count reference
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Every Binding Vow and its stats
Values below are reported for Tier 1, Tier 2, and Tier 3. “CE” means Cursed Energy. Percentages are kept as reported by the current guide. Full stat source: Pro Game Guides
Grade 4
| Vow | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Swordsman | +2% Weapon Damage; −1% CE Damage; −1% Melee Damage | +3% Weapon Damage; −1.5% CE Damage; −1.5% Melee Damage | +4% Weapon Damage; −2% CE Damage; −2% Melee Damage |
| Strong Hands | +2% Melee Damage; −1.5% Cursed Damage | +3% Melee Damage; −2% Cursed Damage | +4% Melee Damage; −2.5% Cursed Damage |
| Sorcerer’s Will | +2% CE Damage; −1.5% Melee Damage | +3% CE Damage; −2% Melee Damage | +4% CE Damage; −2.5% Melee Damage |
Grade 3
| Vow | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Tank | +4% Defense; −4% Walk Speed; −2.5% Global Damage | +5.5% Defense; −4.5% Walk Speed; −3.5% Global Damage | +7% Defense; −5% Walk Speed; −4.5% Global Damage |
| Runner | +4% Walk Speed; +2% Dash Range; −1% Weapon, Melee, and CE Damage | +5% Walk Speed; +2.2% Dash Range; −1.5% Weapon, Melee, and CE Damage | +6% Walk Speed; +2.2% Dash Range; −2% Weapon, Melee, and CE Damage |
| Fragile Resolve | +3.5% Walk Speed; +7.5% Global Attack Speed; −1.5% Defense | +4.5% Walk Speed; +8.5% Global Attack Speed; −2.5% Defense | +5.5% Walk Speed; +10% Global Attack Speed; −3.5% Defense |
Grade 2
| Vow | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Block Breaker | Breaking an enemy’s defense extends stun by 1 second and restores 5% CE and Stamina. If your defense breaks, you take an extra 1-second stun and lose 5% CE and Stamina. | Both stun effects become 1.1 seconds; restore or loss becomes 6%. | Both stun effects become 1.2 seconds; restore or loss becomes 7%. |
| Curse Extermination Oath | +7.5% damage against NPCs; −5% Defense | +8.5% damage against NPCs; −6% Defense | +10% damage against NPCs; −7% Defense |
| Vow of One-Sided Slaughter | Every five combo counts adds 2% damage, capped at +5%; −5% Defense, −1% CE, Melee, and Weapon Damage | Same 2% per five combo counts, capped at +6%; −6% Defense, −1% CE, Melee, and Weapon Damage | Same 2% per five combo counts, capped at +7%; −7% Defense, −1.5% CE, Melee, and Weapon Damage |
Grade 1
| Vow | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Last Stand Oath | Below 40% HP: 10% lifesteal; −5% Defense | Below 42.5% HP: 10% lifesteal; −6.5% Defense | Below 45% HP: 10% lifesteal; −7.5% Defense |
| Movement Master | +10% Dash Speed; +1 Dash Count; +10% Dash Cost | +12.5% Dash Speed; +1 Dash Count; +11% Dash Cost | +15% Dash Speed; +2 Dash Count; +12% Dash Cost |
| Cursed Efficiency | −10% CE Cost; +2.5% CE Damage; −2% Global Damage; −5% Stamina | −12% CE Cost; +3.5% CE Damage; −2.5% Global Damage; −5.5% Stamina | −14% CE Cost; +4.5% CE Damage; −3.5% Global Damage; −6% Stamina |
| Perfect Block Master | Wider Perfect Block window; +5% CE; +1-second stun extension | Wider Perfect Block window; +6% CE; +1.1-second stun extension | Wider Perfect Block window; +7% CE; +1.2-second stun extension |
Special Grade
| Vow | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Berserk | Below 15% HP: heal 17.5% HP and gain +5% Damage for 20 seconds; −4% CE; −4% Global Damage | Heal 20%; +5.5% Damage for 22 seconds; −4.5% CE; −4.5% Global Damage | Heal 22.5%; +6% Damage for 24 seconds; −5% CE; −5% Global Damage |
| Overcharged | Holding skills: +6% Damage per second, capped at 17.5%; −3.5% Stamina Cost; +5% CE Cost; −5.5% Defense | +7% per second, capped at 18.5%; −4.5% Stamina Cost; +7.5% CE Cost; −6.5% Defense | +8% per second, capped at 20%; −5% Stamina Cost; +10% CE Cost; −7.5% Defense |
| Vow of Last Stand | Below 50% CE: 2× faster CE regeneration for 20 seconds and +8% CE Damage; −3.5% CE; −3.5% Stamina | Same trigger for 22 seconds; +9% CE Damage; −4% CE; −4% Stamina | Same trigger for 24 seconds; +10% CE Damage; −5% CE; −5% Stamina |
| Glass Cannon Contract | +7% CE, Weapon, and Melee Damage; −10% Defense | +8.5% CE, Weapon, and Melee Damage; −12% Defense | +10% CE, Weapon, and Melee Damage; −14% Defense |
| Physical Heavenly Restriction | +10% Melee Damage; +6% Stamina; +6.5% Defense; +9% Weapon Damage; removes all CE and prevents Cursed Techniques | +11% Melee Damage; +7% Stamina; +7.5% Defense; +10% Weapon Damage; removes all CE and prevents Cursed Techniques | +12% Melee Damage; +8% Stamina; +8.5% Defense; +11% Weapon Damage; removes all CE and prevents Cursed Techniques |
| Sorcery Heavenly Restriction | +13.5% CE Damage; +8.5% CE; −6% CE Cooldown; −28.5% Stamina; −62.5% Weapon and Melee Damage; +200% Weapon and Melee Cooldown; −9% Defense | +15% CE Damage; +9% CE; −7% CE Cooldown; −30% Stamina; −63.5% Weapon and Melee Damage; +200% Weapon and Melee Cooldown; −10% Defense | +16% CE Damage; +10% CE; −8% CE Cooldown; −32% Stamina; −66% Weapon and Melee Damage; +200% Weapon and Melee Cooldown; −11% Defense |
How Binding Vow fusion works
- Open Inventory.
- Open the Binding Vows section.
- Select the vow you want to upgrade.
- Click Fuse.
- Select five duplicates of the same vow at the same tier.
Five identical Tier 1 copies fuse into one Tier 2 copy. Five identical Tier 2 copies fuse into one Tier 3 copy. Therefore, reaching Tier 3 from new spins requires 25 Tier 1 copies: 25 Tier 1 → five Tier 2 → one Tier 3. The reviewed guides do not report an in-game currency cost for this fusion process. Fusion reference
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What prevents a fusion?
- Fewer than five copies are selected.
- The selected copies are different Binding Vows.
- The copies are not all at the same tier.
- You try to fuse Tier 1 directly into Tier 3.
The current instructions do not verify a Fusion Altar, Temple of Vows, Level 25 requirement, 500 Kaizen Points, or a separate currency threshold. They also describe duplicate-card tier fusion only; there is no verified requirement to combine vows with techniques, weapons, Domains, or other vows.
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You can equip up to three Binding Vows simultaneously. Binding Vows remain in your inventory after a clan reroll, so rerolling your clan does not delete them. The reviewed sources do not establish any separate level, altar, temple, or currency unlock for fusion. Equipment and persistence reference
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How to choose which vows to fuse
Do not assume Tier 3 is automatically better. Fusion usually increases a vow’s main benefit, but it can also increase the penalty. Last Stand Oath is a clear example: its lifesteal remains 10% at every tier while its Defense penalty grows from −5% to −7.5%. If you rely on defense or frequently stay above the vow’s HP trigger, keeping lower-tier copies may be preferable until you are ready to accept the trade-off.
- Weapon-focused builds: Swordsman or Glass Cannon Contract can increase weapon damage, but both reduce other damage or defense depending on the vow.
- Melee builds: Strong Hands and Physical Heavenly Restriction support melee damage. Physical Heavenly Restriction removes CE and prevents Cursed Techniques, so it is a fundamental build commitment rather than a small bonus.
- CE-focused builds: Sorcerer’s Will, Cursed Efficiency, Vow of Last Stand, and Sorcery Heavenly Restriction offer CE-related benefits, but their stamina, defense, or weapon penalties can be severe.
- Mobility builds: Runner and Movement Master improve movement or dashing, with increased damage, stamina, or dash-cost penalties to consider.
- Defensive builds: Tank increases Defense but reduces walk speed and global damage. Block Breaker rewards breaking defenses but also punishes you when your own defense breaks.
- NPC farming: Curse Extermination Oath is specifically aimed at NPC damage and trades away Defense.
Because you may equip three vows, compare the complete combination rather than judging one buff in isolation. A build that stacks damage multipliers may become fragile, while a defensive or mobility vow may improve consistency more than a small damage increase.
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