
Faye's Abilities
A careful read on the moves, magic, and combat habits Faye seems to bring into the reveal.
ℹ️ Pre-Release Info
Design Philosophy — Magic as Part of the Body
The single most important framing for Faye's combat came from Cory Barlog in the IGN exclusive interview. When asked to separate Faye's power from Kratos', he put it plainly:
“For Kratos, magic is a tool on his belt. For Faye, magic is part of her body.”
That is not just a thematic line. It reshapes how you read every ability hint in the footage. Kratos equips runic attacks from a menu. Faye appears to channel magic directly through her movement and presence. Her power does not look like something she activates. It reads like something she is.
Barlog went further, comparing Faye's magic to Freya's style — deeply connected to the natural world rather than imposed on it. The implication is that Faye's abilities flow from who she is as a Guardian and a Frost Giant, not from external enchantments or gear.
Two Eras, One Fighter — Greek Agility Meets Norse Weight
Game Director Ariel Lawrence laid out the combat DNA clearly in the same interview:
“The Greek era influenced Faye. The Norse era also influenced Faye. So going back to our more agile, more fluid combat roots, while keeping our companion system, our more brutal close-quarters combat. How do they blend together, and then create a unique feel for Faye that's also still a Santa Monica game?”
This is the key to understanding why Faye feels different from both Kratos iterations. The Greek-era DNA brings back the verticality, speed, and chaining freedom that defined the older titles. The Norse-era DNA keeps the companion dynamics, the cinematic weight of each encounter, and the sense that every hit has consequence. Faye is not a return to either era. She is the first attempt to run both playstyles through a single character.
Mobility First
Faye's most obvious combat trait is speed, but not in a floaty way. The reveal makes her look sharp, efficient, and constantly ready to slip into a better angle instead of standing her ground and overpowering everything.
Official wording already leaned into speed, control, and relentlessness, and the footage supports that read. Faye does not look like a smaller Kratos. She looks like a character built to win space, reset height, and keep the combo initiative.
Aerial Combat — Jump & Double Jump
One of the biggest departures from previous God of War titles: Faye can jump and double jump during combat. This was confirmed in the State of Play gameplay footage and represents a significant new dimension for the series.
Neither Kratos in God of War (2018) nor Ragnarök had a dedicated jump mechanic in combat — movement was ground-anchored, with evasion handled through dodges and rolls. Faye's aerial options change the flow in several ways:
- Vertical spacing — Faye can disengage upward, reposition above enemies, and attack from angles Kratos never could
- Combo extension — Double jump appears to enable air-to-ground strings that add a new layer to the combo system
- Environmental traversal in combat — Arena design likely accounts for vertical platforms and ledges that Faye can reach mid-fight
ℹ️ Series First
The Golden Hand of the Jötnar
The Golden Hand of the Jötnaris now confirmed as the formal name for Faye's signature ability system. Revealed in the Combat First Look trailer and corroborated across multiple sources, it encompasses several interconnected mechanics:
- Golden Palm Strike — A devastating melee attack that channels Jötnar energy through Faye's hand, capable of separating an enemy's soul from its body
- Golden Aura Parry — A defensive technique where Faye projects a golden aura to deflect and counter incoming attacks, turning enemy aggression into combo openings
- Soul Extraction — The ability to rip an enemy's soul from its physical form, creating a second vulnerability state
- Soul Weaponization — Extracted souls can be weaponized as projectiles or combo extenders, turning a single opening into sustained pressure
Barlog's explanation of the Everywhen's magic density adds crucial context: the Everywhen amplifies magic a thousandfold compared to the Greek and Norse realms. That is not background lore — it is the in-universe reason why Faye's latent Guardian powers manifest as the Golden Hand in this setting when they were dormant during her life.
The likely combat loop is not just “cast spell, deal damage.” It reads closer to:
- Body-soul split — open with the Golden Palm Strike to separate soul from body
- Follow-up routing — continue pressure on the displaced soul instead of letting the combo reset
- Soul weaponization — hurl the extracted soul at other enemies or use it to extend aerial strings
- Encounter control — turn one opening into crowd control or launch extension
Momentum-Based Combat
The Combat First Look trailer confirmed a core design pillar that Santa Monica Studio describes as momentum-based combat:
“Building momentum from one strike to the next, across the ground or into the sky.”
This is not just flavor language. The momentum system means Faye's attacks chain more fluidly than Kratos' — each strike feeds into the next, gaining speed and intensity rather than resetting between moves. It explains why the combat footage feels closer to a character action game than the deliberate rhythm of GoW 2018.
The system works both horizontally and vertically. Faye can build momentum through ground strings and carry it into the air, or start aerial and bring the accumulated energy back down. This bidirectional flow is what makes her feel fundamentally different from Kratos, whose power came from planted, deliberate strikes.
One-Handed Sword + Free-Hand Magic Architecture
Multiple sources have confirmed that Faye's combat revolves around a unique one-handed swordplay with a free-hand magic/parry system. This is a deliberate departure from Kratos' two-handed weapon approach:
- Sword hand — Wields Rue's legendary sword in one hand for precise, rapid strikes
- Free hand — Used for magic channeling, Golden Hand abilities, parrying, and soul manipulation
This architecture creates a constant duality in Faye's gameplay — physical offense and magical defense/control running in parallel rather than alternating. It is the mechanical expression of Barlog's “magic is part of her body” philosophy. Where Kratos equips runic attacks as discrete tools, Faye weaves magic into her baseline combat rhythm through her free hand.
Greek Trilogy Techniques — Confirmed
The Combat First Look confirmed that Faye's moveset draws directly from the original Greek trilogy's combat vocabulary:
- Air Juggles — Keeping enemies airborne through chained attacks, a hallmark of the PS2-era games that was absent in the Norse titles
- Combo Grapples — Grabbing enemies mid-combo to reposition or set up finishers, chaining directly into air strings
- Ground Slams — Bringing aerial momentum down into devastating ground impacts, closing the air-to-ground loop
SMS described their approach as “Building upon modern GoW combat while injecting classic Greek DNA — fresh yet familiar.” The air juggle → combo grapple → ground slam chain is the clearest mechanical expression of that design goal.
Aerial Combo Pressure
Put the movement layer and the soul layer together and you get the real combat identity shift: Faye seems built for ground-to-air-to-ground pressure. She is not just fast in a general sense. She looks designed to keep enemies suspended, displaced, or out of rhythm once she gets the first clean hit.
Where Kratos often wins by force and presence, Faye seems built around timing, route choice, and cleaner spacing. The footage suggests a fighter who punishes openings fast rather than bulldozing through them.
The official material also emphasizes seamless ground-to-air transition. A Santa Monica Studio combat designer described it in the Combat First Look trailer:
“Transition seamlessly between the air and the ground states led to this hyper responsiveness that quickly became fundamental to what made her so fun to play.”
That seamless responsiveness is the mechanical expression of Lawrence's “Greek agility meets Norse weight” design goal.
Phranque Synergy
Faye's combat is also shaped by Phranque. Based on the reveal, that partnership may:
- Extend combos or cover space Faye is not occupying
- Create defensive utility when encounters start getting crowded
- Handle traversal or puzzle interactions that Faye alone cannot reach cleanly
Weapon Context
Faye has access to at least two distinct weapons in the Everywhen:
- Leviathan Axe — Faye was the original holder before passing it to Kratos. The game is expected to explore its origin story.
- Rue's legendary sword — A powerful weapon Faye gains use of after earning Rue's trust, which she uses to escape captivity in the Everywhen.
The dual-weapon setup mirrors Kratos' Leviathan Axe / Blades of Chaos split, but with weapons that carry different narrative weight. See the Weapons Analysis page for the full breakdown.



