Swordash: Hunter Rise
RPG & MMORPG

Swordash: Hunter Rise

FATTOY

The file you download is VipMod — a free installer & mod launcher. Open it and Swordash: Hunter Rise installs with mods built in.

  • Install Inside VipMod
  • Root Not required
  • Version 1.0.4
  • Size 219 MB
  • Downloads 10K
  • Updated Sep 3, 2026
  • Requires Android 9.0+

Mod features

What the mod adds when you play in VipMod

  • Damage multiplier

    Multiplies exactly the HP enemies lose, applied right where the game finalizes damage. Your listed attack stat stays the same as usual. Pick a level, enter a battle and you'll see the numbers jump. After switching it off, you have to reopen the game to get back to normal.

    Turning it on mid-battle takes effect within a few seconds. But switching it OFF midway doesn't release the mod; you have to tap "Restart to apply changes" for it to really turn off.

  • God Mode

    Your HP never drops during battle: every hit on your side is forced to 0 right where the game finalizes damage. Turn it on, enter a battle and the health bar stays put. After switching it off, you have to reopen the game to get back to normal.

    Turning it on mid-battle takes effect right away. It has the same catch: you need a restart to fully turn it off.

  • Reduce damage taken

    Divides the damage enemies deal to your side (each hit still does at least 1 HP, so it's not invincibility). Use it when you want battles to keep some risk instead of going full God Mode. After switching it off, you have to reopen the game to get back to normal.

    With a floor of one HP per hit it can't replace God Mode; it only keeps you alive longer.

  • One-hit kill

    Every hit from your side is forced to be enough to take the target down instantly. Battles end unusually fast for your combat power, so think before turning it on. After switching it off, you have to reopen the game to get back to normal.

    Switch it off mid-session and the next battle is still affected; you need a restart to clear it.

  • Battle speed up

    Speeds up the whole battle: monsters, attacks and the battle clock all run faster. Beyond ×3 the phone can't keep up with the frame rate, so it only goes up to ×3. Applies only inside stages and doesn't touch the time the server counts. After switching it off, you have to reopen the game to get back to normal.

    Switch it off in the lobby and the speed goes back to normal, but the next battle runs fast again; only a restart truly resets it.

  • Movement speed

    Multiplies the walking and running speed of your character (and your summoned minions). Doesn't change damage. After switching it off, you have to reopen the game to get back to normal.

    Run too fast and you'll charge straight into monster nests, so keep it moderate if you like to dodge by hand.

  • Attack speed

    Multiplies your character's attack speed stat so attacks come faster. Doesn't change damage per hit. The game reads this stat when it builds your character, so after turning it on you have to enter a NEW stage to see it. After switching it off, you have to reopen the game to get back to normal.

    REMOVED from the mod package on September 3, 2026. In the current game version this stat is an empty slot: we measured two full battles and the game didn't read it even once, so the switch made no difference on or off. If you want faster attacks, use "Battle speed up".

  • Auto attack

    Turns on the game's own auto-attack toggle, even on stages where that feature isn't unlocked yet. Your character finds enemies and attacks by itself; you just watch. After switching it off, you have to reopen the game to get back to normal.

    Combined with "Endless ultimate", the character gets stuck in a loop of casting its ultimate and the stage crawls: we spent 14 minutes on a chapter that should take just over a minute.

  • Endless ultimate

    The rage bar is always full, so your ultimate is always available. Combined with Auto attack, the character casts it nonstop on its own. After switching it off, you have to reopen the game to get back to normal.

    Best used on its own; don't combine it with "Auto attack" (see the note on that switch).

  • In-battle drop multiplier

    Multiplies the number of items and the amount of gold monsters drop during a stage. What actually goes into your inventory after the battle is still settled by the server, so don't expect your stored gold to grow by the same factor. After switching it off, you have to reopen the game to get back to normal.

    Re-measured on September 3, 2026: the multiplier is exact. For the same monster type at ×5, items dropped per monster went from 3 to 15 and gold from 203 to 1,015, a full 5 times.

  • No ads

    Tap a watch-video-for-reward button and you get the reward right away, without sitting through the clip. The server approves rewards based on the time between requesting a code and reporting the view as finished, so there has to be a pause; reporting immediately (0 seconds) gets rejected. Wherever a reward doesn't arrive, raise the wait time. This game has no interstitial or banner ads to turn off.

    The "Wait instead of clip" slider gives the game time to register the reward; 0 seconds still works, but a few buttons need a few seconds before they pay out.

  • Self-protection (recommended)

    Blocks the routes the game uses to report suspicious activity to its server when it sees odd numbers. Best kept on alongside every switch above. After switching it off, you have to reopen the game to get back to normal.

    Turn it on in the MOD menu, and it's best left on. We have no way of seeing its effect within a play session, so we only confirm that the hook runs and claim nothing more.

  • Show verification panel

    Draws a small line in the top corner of the screen counting how many times each switch actually stepped in (damage, damage reduction, god mode, drops, ad skipping, report blocking). Turn it on when you want to know whether the mod is working, then turn it off. After switching it off, you have to reopen the game for the text to disappear.

    It's a small line of text counting each switch's interventions, for checking things yourself. It has no effect on gameplay; feel free to turn it off for a clean screen.

Screenshots

About this game

We tapped into Swordash: Hunter Rise and hit a wall at the thirty-second mark. The screen opened on a girl holding a katana, the loading bar got three quarters of the way and stopped, and below it was exactly one yellow button that said Google.

No guest button, no name field, no other way around. Tapping it brought up Google's panel with the line "to continue to Swordash:Hunter Rise" and a single option: add an account. This is the first thing you need to know, before even asking whether the mod works.

Before we talk mods: the game demands a Google account

VipMod gives each game its own space, and that space starts out empty, without the Google account already on your phone. So to open this game, you first have to add a Google account inside the box.

We deliberately didn't do that on our test phone, because a real account shouldn't live inside a modified game. Instead we unlocked it through a technical route to play and grade the mod, and we're saying so plainly so you don't assume you can just install it and jump in.

To be fair, this sign-in gate belongs to the publisher; it isn't a flaw in the mod. But it's still the highest fence between you and the first stage, higher than anything else in this article.

People remember it as Sword Hunter

Reading the reviews explains why a game this new already has over eighty percent five-star ratings. A lot of people aren't there to praise the gameplay; they're there to welcome back an old name.

Two different players called it by its original name, Sword Hunter, a title that was once pulled from the store, taking with it the accounts they had grinded for years. Their tone is easy to recognize: the legend is back, the childhood game finally found again.

That also explains the odd shape of the ratings. Eighty-one percent gave five stars, 8.4 percent gave one star, and there wasn't a single two-star review. People are either thrilled or annoyed; almost nobody is in between.

Drag, tap, dash, and a hand of cards mid-battle

The controls are just three gestures, and the game teaches exactly those three. Drag your finger to run, tap anywhere to slash, swipe quickly to dash, dodging attacks or slipping through gaps.

Each run is a chapter of linked stages, with more stages as the chapters go on: chapter one has three, and by chapter five it's fifteen. The top of the screen shows the current stage, the right corner counts your combo, and the bottom corner holds a percentage ring for your ultimate; when it's full, tap to unleash it.

After each wave the battle pauses and fans out three cards for you to pick an effect, ranked by letter grade, with a timer that auto-picks after six seconds. Effects stack within a run and vanish when you leave the chapter, classic roguelite.

Early on, normal attacks deal just 22 to 29 damage; after merging a weapon it's around 150. Each chapter ends with a named boss with its own health bar.

Outside battle: a gear closet and a talent tree

The main lobby is a map you flip through by chapter, each chapter card stating the combat power required. Chapter two wants 100, chapter four 354, chapter five 654, so you can't skip ahead; you have to build up your character.

The character, Sally, has eight gear slots and starts with 101 damage and 440 HP. Equipping the first sword raises damage to 130, and each item upgrade costs five hundred gold.

The most interesting part is the forge. Collect three identical items and merge them into one of a higher grade; we merged three white swords into a green one and combat power ticked up by twenty.

There's also a talent tree you spin randomly using crystals, which regenerate at four hundred per hour up to a cap of one thousand. And the chest cabinet has a pity counter stating outright that within ten more pulls you're guaranteed a purple item.

These tabs open gradually rather than all at once. The talent tree unlocks when your character reaches level two, while the chest cabinet and challenges require clearing chapters three and four.

Twenty minutes for one stamina point

The stamina tank holds twenty points and every chapter run costs five, so a full tank gets you exactly four runs. We read the regeneration rate straight from the running game's data: 1,200 seconds per point, or twenty minutes.

Do the multiplication and the problem is obvious. One run costs a hundred minutes of waiting, and going from empty to full takes six hours forty minutes. That's the game's real brake, not the difficulty.

There are two ways to buy stamina. The first takes sixty diamonds for twenty points, up to three times a day. The second is free: ten points for one video, up to twelve times a day.

We tried the free option with a stopwatch: the clip ran forty-five seconds, followed by a screen promoting five other games that you have to close with the X, about sixty-two seconds in total for ten stamina. Quit a run midway and you lose everything: we bailed out while holding 1,439 gold and the lobby wallet didn't move by a single coin.

The mod builds its own counter so you can check it

The MOD menu here has twelve switches, and not one of them is about money. That makes sense, because the game's gold and diamonds are kept on the server's books, not on your phone.

The best switch is the one that sounds the driest. Turn on "Show verification panel" and a small line of text sprouts in the top corner, counting how many times each switch actually stepped in, along with the current battle speed. Thanks to it, we could grade each switch instead of guessing.

With the damage multiplier at ten, the numbers over monsters' heads went from about 120 to between 1,200 and 1,600, and a seven-stage chapter was done in one minute eighteen seconds. With God Mode on, the hits-taken counter stayed frozen for two whole minutes even with the character planted among four or five monsters.

No ads works as advertised too: tap a watch-video button and the reward goes straight in, with no clip popping up. This switch also has a wait-time slider so the game has time to register the reward before paying out.

Switching off doesn't always mean off

There's one thing worth knowing ahead of time to save yourself some frustration. Switch something on mid-battle and it kicks in within a few seconds, but switch it off midway and the mod doesn't let go: we turned off the damage multiplier and the counter kept running; we turned off the speed-up and the next battle was still fast. Only the restart button in the menu truly puts the game back the way it was.

The second thing: a stronger mod doesn't always mean faster grinding. Combine "Auto attack" with "Endless ultimate" and the character gets stuck casting its ultimate over and over; a ten-stage chapter dragged on for fourteen minutes, while the same effort with just the damage multiplier on took under a minute and a half.

As for "Self-protection", we've marked it as not graded. It starts off like every other switch, so turn it on in the MOD menu. It shows signs of running, but within a play session there's no way to see its effect, so we claim nothing beyond advising you to keep it on.

So who should play it?

If you played Sword Hunter back in the day and still miss it, this is almost certainly what you're looking for, and the feel of those three old gestures is fully intact. The hand-drawn art is clean, battles are fast, and each run wraps up in a few minutes, so it suits those moments of waiting.

But weigh two things first. The language list has only English and two forms of Chinese, and the English version still has a few lines of untranslated Chinese. And you still need a Google account inside the box to open the game, even though the mod lifts the stamina brake and the forty-five-second ads for you.

Information

Packagecom.fattoy.swordashhunter.android
Version1.0.4
Size219 MB
UpdatedSep 3, 2026
RequiresAndroid 9.0+
RootNot required
InstallInside VipMod
DeveloperFATTOY
CategoryRPG & MMORPG
Google PlayView official listing

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