In The Witcher 3, Geralt of Rivia has access to many tools. One tool that is essential is his access to signs, five magic spells that have varying effects in and out of combat. There are five in total: Axii, Quen, Igni, Aard, and Yrden.

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With each sign offering a different effect, their uses vary by situation. Some enemies will go down quickly to a particular sign, while others seem completely immune. Strategizing your sign use in battle can make you a master monster hunter, rendering your enemies useless to your might. Here are the best and worst uses of each sign in The Witcher 3.

10 Axii - Worst Enemy

This sign is used to influence the minds of other creatures (and humans, in many cases). It gives Geralt the ability to control those he uses it on, and bend their will to his own. While useful, there are limitations to controlling minds.

One notable situation where this ability might fall short is in a battle against golems. These stony creatures don't really have the most developed version of what we'd consider a brain. They'll just smash and smash until their giant boulder-hands land on you. It's best to avoid trying to control their minds and go for some other strategies.

9 Axii - Best Enemy

Filling the gap where our childhood superpower dreams fell short is the Axii sign, when it's used on humans. While we often feel we are the superior species over animals, humans can be pretty dumb and easy to influence.

In the Witcher series, using Axii on humans is amazing. You can get bandit leaders to kill their squad, you can use the Delusion ability to sway conversations to your favor, and you can get guards to leave you alone after committing a crime.

8 Quen - Worst Enemy

Quen is a defensive sign, granting a fantastically strong shield to Geralt when he casts it. From here, he'll take a free hit from many enemies, protecting him from damage while he swings his sword the first few times.

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One situation where this temporary invincibility comes up short is against some Necrophages, specifically ghouls. Anything that travels in groups will attack Geralt from many sides, and using Quen to block one claw while five others swing at you can be a waste of your stamina. It might be better to stick to a crowd-clearing move like Igni or Ard.

7 Quen - Best Enemy

While taking Quen into a crowded battle may prove to be a waste of stamina, using it against a single hard-hitting enemy can be vital for survival. Being able to take that one slow, strong hit while you take the enemy down can make or break your battle, ensuring victory quickly if used right.

This, of course, comes into play against Cyclopses and large Elementals, who can wham Geralt with a hit that would knock the wind out of a bear. Throwing Quen up before these hits land might knock Geralt back, but a little stagger is better than being one-hit-KO'd.

6 Igni - Worst Enemy

Igni is a fire spell, allowing Geralt to send a blast of flames forward against anything that might be unlucky enough to land in his path. This is the offensive dream of many and can be used in a wide variety of situations. But, it has its downfalls as well.

Fire elementals resist this spell, being made of fire and using it for their attacks and defense. Throwing a blast of flames, even if you've upgraded Igni to the Firestream perk, might not be the worst decision you've ever made, but it's far from the best.

5 Igni - Best Enemy

While fire elementals can resist Igni with ease, Drowners and Water Hags are extremely susceptible to it. There isn't much more of a satisfying attack than blasting some Igni toward a group of Drowners on a lakeshore, setting them on fire and initiating their screams of pain.

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Igni doesn't just do a lot of damage to these foes. It also spreads them out and stops them from attacking Geralt. Set those ugly blue creatures alight, then start swinging. They'll go down so easy, it's like the spell was made for use against them.

4 Aard - Worst Enemy

With this blasting spell, Geralt can tear down stone walls and knock enemies flying off of their feet. It can be used to clear whole crowds of humans by knocking them on their behinds. But Aard's effectiveness can be based on size in many cases.

One example of where this works against you is against the frighteningly-large Arachas, especially the Armored variety. These gigantic insectoids are too big to be effectively knocked down with Aard, and they seem to have amazing footing somehow. It's best to try something other than this blast of wind.

3 Aard - Best Enemy

Anyone who has spent time roaming the hills of Velen knows that draconids are pests. From the small Wyverns to the larger Forktails, their ability to fly around can make them difficult to hit with the Witcher's silver swords.

Using a crossbow can knock them out of the sky effectively, bringing them to the ground and under the threat of your weapons. But, why use a crossbow when you can hit them with the all-too-satisfying Aard? With a quick shout, Geralt knocks these dragons out of the sky with a blast of wind. It's fun no matter how many times you do it.

2 Yrden -Worst Enemy

This magic trap sign is controversial in the fanbase. Some trumpet its usefulness in a wide range of situations, while others think it's pointless beyond its niche uses. One thing is true, and that's Yrden's uselessness against harpies or anything else that flies.

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These winged creatures circle above you in the sky, rendering themselves immune to the ground-based Yrden, which slows enemies that step into it. Even if you manage to trap one or two, the rest in the sky will continue to scratch and bite you. Stick with the crossbow or Aard.

1 Yrden - Best Enemy

Of course, Yrden can't be forgotten when battling Noonwraiths and Nightwraiths. These incorporeal ladies are almost impossible without the use of some Yrden traps, and even the best of players won't stand a chance against a higher-level ghost without it.

Any wraith that steps into a Yrden trap will immediately rejoin you in the mortal plane, rendering them corporeal and extremely weak to Geralt's silver. Throw those little purple traps down, wait for the poltergeist to hover into them, and then start swingin'.

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