From Software went back to basics with Sekiro: Shadows Die Twice. Replacing the RPG elements and online components of the Dark Souls franchise is one of the most fluent and satisfying combat systems made in recent memory.

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Part of what makes Sekiro's combat model so great is the number of options players have with dealing with opponents. Combat Arts are a core part of countering certain foes, granting unique attacks that excel at dealing with certain foes or situations. While not every Combat Art is perfect, nearly all of them are viable and worth using. Here are all of the Combat Arts in Sekiro: Shadows Die Twice ranked from worst to best. This article contains spoilers for Sekiro: Shadows Die Twice.

17 Ashina Cross

As the final unlock in the Ashina Arts tree, Ashina Cross is a Combat Art that sheaths Sekiro's blade before slashing at a target twice with incredible speed.

Ashina Cross does reasonable damage and can stagger targets, but that's where the positives end. Every attack costs two Spirit Emblems, the range is rather small, and Sekiro is unable to block or deflect attacks while sheathing his blade. Since players will earn this at the mid-game at the earliest, it just falls behind when compared to other options—especially when considering its Spirit Emblem cost.

16 Praying Strikes

Praying Strikes is a Temple Art Combat Art that causes Sekiro to punch a target relentlessly. The posture damage it deals is solid and can't be deflected, and Praying Strikes prevents enemies from counterattacking while struck.

It's tough to recommend to a newer player or someone unfamiliar with enemy attack timings, however. Use this as an opener or a direct counter to an enemy's wind-up.

15 Whirlwind Slash

Whirlwind Slash is the first Combat Art players will earn, and it is the simplest of the bunch. Sekiro makes two quick slashes at an opponent that can catch groups of enemies off-guard.

It's solid for how early it is obtained, but players should look for other alternatives as soon as possible.

14 Shadowrush

Shadowrush is the first ultimate skill players can learn in Sekiro. This move causes the player to impale an opponent with a powerful thrust before launching themself into the air. Damage is rather solid with Shadowrush, capable of opening most opponents to a death blow.

It costs two Spirit Emblems to use, which is a little much considering it has no follow-up attack, unlike its upgraded variant. That said, it doesn't consume Emblems when it doesn't hit targets, making this a solid movement skill.

13 Shadowfall

Shadowfall retains the movement of Shadowrush but also includes a followup attack after reaching the ground.

Damage on Shadowfall is great and its mobility is pretty solid for a Combat Art. Its main weakness is how late in the game players will obtain this upgrade.

12 One Mind

It's time to imitate Vergil from the Devil May Cry series. One Mind unleashes a flurry of attacks in a small area when Sekiro sheathes his blade. Sekiro is vulnerable during the sheathing portion of the animation, but the damage this ability does is incredible. Even blocking opponents will take vitality damage when One Mind hits them.

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Three Spirit Emblems is a high cost for this ability, and players must complete the Shura ending to obtain it. If it could be obtained much sooner, One Mind would be higher on this list.

11 Nightjar Slash

Nightjar Slash does little damage, but it makes up for this with its mobility. Sekiro will lunge towards an opponent with this Combat Art, allowing players to control the distance of each engagement rather well.

Newer players might struggle with when they should use Nightjar Slash, but those familiar with enemy attacks will more than appreciate what Nightjar Slash provides.

10 Praying Strikes - Exorcism

This upgrade for Praying Strikes gives the Combat Art extra attacks during the combo to help damage an enemy's posture.

It inflicts incredible posture damage while also preventing enemies from retaliating. While it might deal more posture damage than Ichimonji, it offers little utility when compared to the game's best Combat Arts.

9 Dragon Flash

As the only ranged Combat Art in Sekiro, Dragon Flash is a great choice for taking on weaker opponents that are incredibly aggressive such as Ashina Elites.

Even with a Spirit Emblem cost of two, it can still be used as a solid attack against aggressive foes when a player is out of Emblems.

8 Nightjar Slash Reversal

The largest boon Nightjar Slash Reversal provides is its utility. Not only can players leap towards targets, but they can also leap away from them after an attack.

No skill in Sekiro can control combat distance quite like this one, and the inclusion of a backward leap makes it much easier for newer players to use.

7 Spiral Cloud Passage

Nothing can deal as much chip damage in Sekiro as Spiral Cloud Passage. Despite being obtained late-game, its ability to chip away at a target's vitality at such great speeds makes it phenomenal for the game's later boss fights.

When combined with Divine Confetti or a Flame Vent with Living Force, Sekiro turns into a flaming ball of death that no enemy can hope to defend against.

6 High Monk

High Monk combines the sword slashes of most Combat Arts with the flurry of kicks that most Temple Arts have.

It is fantastic for punishing Perilous Attacks and most sweeping attacks, but it takes such a long period to unlock that those skill points are better spent on other ultimate skills. Still, it's a solid choice for those that want more posture damage compared to Senpou Leaping Kicks.

5 Floating Passage

While Floating Passage is a weaker variant of Spiral Cloud Passage, it can be obtained right at the start of the game instead of the very end.

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Rapid attacks that require no Spirit Emblems lends itself well against aggressive targets and humanoids. Use this on O'rin of the Water or Ashina Elites to trivialize the fight.

4 Senpou Leaping Kicks

Most Combat Arts from the Temple tree are rather lackluster when compared to other trees, but the Senpou Leaping Kicks art is a great exception.

This art allows Sekiro to leap into the air to counter aerial attacks, which he can follow up with multiple kicks that can shut down most attack wind-ups. It's the ultimate counter Combat Art in Sekiro and a solid repositioning tool.

3 Ichimonji

Ichinomji might be the lamest looking Combat Art in Sekiro, but don't mistake its visual flair for its effectiveness.

This attack deals incredible posture damage to opponents while reducing the posture buildup the player has. A well-placed Ichimonji strike can change the flow of combat in the player's favor.

2 Empowered Mortal Draw

The Mortal Blade certainly lives up to its name. This weapon can be used as a Combat Art at the cost of three Spirit Emblems. Each slash unleashes a red blade that has incredible reach and does unparalleled vitality damage.

The Empowered variant is even better, dealing increased damage with every attack. It trivializes nearly every combat encounter and boss fight, although its effectiveness drops off when the player is out of Emblems.

1 Ichimonji: Double

Take what makes the Ichimonji Combat Art good and double it. Ichimonji Double lets the player followup their first attack with a swift secondary Ichimonji strike that further reduces posture buildup and deals incredible posture damage.

Considering how early players can obtain this Combat Art, it's easily the strongest option for most players in Sekiro. Aggressive players might prefer the Mortal Blade, but the posture reduction provided by Ichimonji makes the game dramatically easier, and this skill doesn't require Spirit Emblems, unlike most good Combat Arts.

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