Slayers 2 Demon Art Tier List – Best Demon Arts Ranked

Who needs swordsmanship when your blood itself comes with a moveset?

Updated September 24, 2026 for V0.17: Shockwave remains my best overall Blood Demon Art despite losing half of Z and C’s block damage, while Pyrokinesis joins it in S tier after receiving a faster barrage and 25% more Z damage. Ice Manipulation drops to A because its X can no longer function as a mid-combo instant cast, and Blood Manipulation falls to B after another round of Art and Sickle nerfs.

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Shockwave remains my early pick for the best Blood Demon Art in Slayers 2 after V0.17, with Pyrokinesis joining it in S tier. Shockwave still has the best mix of strict-stun conversion, steerable pressure, armor-breaking counterplay, and flexible close-range punishment. Pyrokinesis is the more explosive damage pick after stronger Z burst and a barrage that is harder to escape, although its ultimate can no longer turn a guardbreak into a free full sequence and follow-up combo.

Slayers 2 Blood Demon Arts Tier List – Best BDAs Ranked

S
Shockwave game image

Shockwave

Pyrokinesis game image

Pyrokinesis

A
Ice Manipulation game image

Ice Manipulation

Dream Manipulation game image

Dream Manipulation

Obi Manipulation game image

Obi Manipulation

Arrow game image

Arrow

Reaper game image

Reaper

B
Blood Manipulation game image

Blood Manipulation

Tamari game image

Tamari

I rank each Slayers 2 Blood Demon Art on the complete kit: useful damage windows, mobility, crowd control, defense, and how well its attacks work together. Bossing and dueling reward different things. A barrage that lets your party keep attacking can be exceptional in PvE, while a counter or a well-placed catch can decide a duel before the biggest finisher ever comes out.

In general, my philosophy here is that an Art gets recommended when its attacks are easy to confirm, difficult to punish, useful at several ranges, or capable of forcing an opponent into situations where your next move becomes easier to land. The opposite is also true: enormous damage doesn't mean much if the attack takes forever to start and everyone can see it coming.

RELATED: Slayers 2 Clans Tier List

These are early V0.17 rankings, not a fixed verdict on the meta. A specialist can outperform a broader pick with the right build and execution. I weigh the cost of a mistake, guard pressure that works against an actual defender, and whether an Art can create a second opening after the first burst. Max Health rises sharply across current gear, so a theoretical one-touch route matters less than repeatable confirms, safe recovery, and damage that survives a longer fight.

Blood Demon Art Rankings Explained

S: Shockwave · PyrokinesisA: Ice Manipulation · Dream Manipulation · Obi Manipulation · Arrow · ReaperB: Blood Manipulation · TamariC: No current placements
Demon ArtEvaluation
SShockwave

All-Rounder · Counter · Burst

Kit:
Air Type, Compass Needle, Explosive Fury, Flashing Willow, Annihilation Type; Chaotic Afterglow variant.
Best for:
Hybrid; reactive melee and ranged-to-melee pressure
Difficulty:
High
Synergy:
Soyama for damage conversion and an alternative counter on the shared timer; Kamado for control and sustain.
  • Shockwave remains first in S tier because V0.17 nerfs its guard pressure rather than its confirms. Z and C deal 50% less block damage, so a patient defender can absorb more pressure. Z still applies strict stun on impact, however, leaving the ranged catch itself just as valuable once it lands.
  • The counter continues to answer armored offense. X breaks hyper armor and buffs Z and C with +15% movement speed and +15% damage. Every counter shares one cooldown, so Soyama, War Fans, or another defensive tool provides an alternative trigger - not an extra turn of safety.
  • C remains one of the kit’s defining pressure tools. The barrage can be steered and used while moving at 65 speed, making lateral escape harder than against a fixed animation. Reduced block damage means you should steer around movement or punish a commitment instead of expecting the barrage to melt guard by itself.
  • V keeps the punish game flexible. Tap performs the slam immediately, hold retains the jump, and both slam variants use hyper armor. The ultimate variant still applies strict stun. Armor allows incoming damage, which matters more when high-health opponents can survive the trade and answer afterward.
  • Shockwave remains the best all-round PvP choice and a strong hybrid Art. Pyrokinesis now wins more raw-damage comparisons, but Shockwave still creates safer openings across more matchups. Exact counter-buff duration and refined-gear boss times remain TBA.
SPyrokinesis

Also called Explosive Blood / Blood Burst

Conditional Burst

Kit:
Blood Rupture; remaining launch move names: TBA.
Best for:
Hybrid; burst pressure, tracking, and secured punish windows
Difficulty:
Moderate, estimated
Synergy:
Kamado for an extra close-range opening; general Demon Art damage and stamina support.
  • Pyrokinesis moves into S tier after V0.17 improves both speed and payoff. C’s barrage is 30% faster, shrinking the window to escape once the sequence begins. Combined with its existing mid-move steering, the barrage now converts a good angle into damage much more consistently.
  • Z receives a direct 25% damage increase. The move already benefits from Pyrokinesis’s improved tracking package, so this is meaningful practical burst rather than damage attached to an attack nobody can land. It also gives the Art a stronger rotation before committing the ultimate.
  • The ultimate loses its cheapest follow-up routes. It no longer continues landing after it breaks guard and no longer leaves the target ragdolled at your feet for a free combo. Use it after a confirmed opening or as a finisher; throwing it into block no longer produces the same two-for-one reward.
  • The previous mobility and tracking buffs still matter. V follows the target’s current position, held X travels at 65 speed, and C can be redirected. C uses hyper armor instead of i-frames, so an opponent can still damage you through the commitment even when they cannot interrupt it.
  • S tier reflects a real damage-specialist ceiling. Shockwave remains broader because of strict stun and an armor-breaking counter, while Pyrokinesis asks for cleaner offense and pays more when it succeeds. High-health gear should reveal whether that burst remains enough to control a full second rotation.
AIce Manipulation

Also known as Cryokinesis

All-Rounder · Control · AoE

Kit:
Wintery Icicles, Cold White Princesses, Barren Hanging Garden, Freezing Cloud, Bodhisattva.
Best for:
Hybrid; grouped enemies and PvP control
Difficulty:
High
Synergy:
Douma for defensive repositioning; Shabana for coordinated group damage.
  • Ice Manipulation - also called Cryokinesis - drops from S to the front of A tier. The Art still has excellent AoE, restraint, range variants, and defensive utility, but V0.17 directly weakens the guard and combo routes that made the complete package feel oppressive.
  • X can no longer be inserted freely into a combo. It gains a 0.1-second windup and three additional seconds of cooldown. That sounds small on paper, but the explicit goal is to stop mid-combo use, forcing Ice to establish a separate opening before accessing one of its strongest control tools.
  • Guard pressure is weaker across the kit. Z loses 25% block damage, while only the final hit of the ultimate now guardbreaks and the earlier hits deal less block damage. A defender who blocks the start no longer hands Ice the entire ultimate sequence for free.
  • Cold White Princesses and the ranged/close variants still preserve A-tier flexibility. Wintery Icicles, Hanging Garden, and Freezing Cloud cover several distances and group situations. Block regeneration during stun gaps makes timing important, but the Art still has more answers than most specialists.
  • Douma remains the natural recovery pairing. Clone repositioning can rescue a bad exchange, although shared counter cooldowns limit defensive stacking with War Fans or other counters. Ice is still excellent for control-heavy PvP and farming; it simply has fewer guaranteed links than the two S-tier Arts.
ADream Manipulation

Control · Setup · Zoning

Kit:
Melodic Whisper, Ordained Flesh (also called Flesh Placement), Piercing Flesh, Flesh Barrage, Flesh Monster.
Best for:
PvP; deliberate placement and group-fight pressure
Difficulty:
High
Synergy:
Douma for recovering position; Shabana for fighting around a shared zone.
  • Dream remains A as the strongest dedicated setup Art. Its ranged Z orbs continue to home onto the target under the cursor, making the first layer of pressure reliable enough to force movement before a grab, placement, or sleep attempt.
  • Homing does not erase defense. The orbs do not gain unlimited range, guard bypass, or a guaranteed answer to an evade. Dream performs best when the projectile pressures a predictable response and the next tool is already placed to catch it.
  • Keep the close and ranged routes distinct. Melodic Whisper, Ordained Flesh, Piercing Flesh, Flesh Barrage, and Flesh Monster create several setup shapes, but higher-health gear gives opponents more chances to survive the first sequence. Sleep wake rules and boss resistance remain TBA.
  • Douma and Shabana support different versions of the build. Douma helps recover position, while Shabana rewards coordinated fighting around a shared zone. Neither makes a missed cursor grab safe, so hold a defensive resource after committing.
  • Dream is better in PvP and organized groups than in simple solo farming. Its value comes from controlling decisions, not racing Shockwave or Pyrokinesis on immediate damage. That specialist strength remains fully relevant in A tier.
AObi Manipulation

Duelist · Mix-ups

Kit:
TBA
Best for:
PvP; specialist dueling
Difficulty:
High, estimated
Synergy:
Shabana for nearby-party support; Douma for defensive recovery. No exclusive Obi multiplier established.
  • Obi remains A as a dangerous duel specialist. The earlier 10% whole-kit damage increase and V guardbreak still give it a clear way to punish blocking, and V0.17 does not directly remove those tools.
  • Z offers armored pressure rather than automatic guard damage. Hyper armor covers the jump and air hold, but the move deals only a fraction of its old block pressure. In the higher-health meta, taking damage to force a trade is more survivable, not automatically favorable.
  • Confirm the guardbreak follow-up quickly. Guard regeneration works during stun states and recovery begins from 25% after guardbreak stun ends. Obi still has the right tool for the job, but idle animation gaps can return resources before the next hit arrives.
  • Douma and Shabana support different matchups. Douma gives defensive recovery, while Shabana rewards allies fighting nearby. The Art’s damage buff applies in either build; there is still no confirmed exclusive Shabana-to-Obi multiplier.
  • A tier reflects strong PvP value with a narrower PvE case. Obi can force meaningful defensive choices, but its boss rotations and complete current move naming still need more assessment. It remains excellent when the player enjoys mix-ups rather than broad farming coverage.
AArrow

Also known as Arrow Manipulation

Control · Displacement · Ranged Counterplay

Kit:
Arrow Flight, Arrow Smackdown, Koketsu Arrow, Arrow Eruption; remaining current move names: TBA.
Best for:
Hybrid; ranged PvP control and safe PvE spacing
Difficulty:
Moderate; high positioning ceiling
Synergy:
Yahaba for stamina regeneration and a close-range pulse; coordinated ranged teammates.
  • Arrow remains A because its catch tools still solve the kit’s original consistency problem. Arrow Flight has improved catch range, while Arrow Smackdown tracks cleanly and tap-locks onto the target. V0.17 does not directly reverse those reliability buffs.
  • Koketsu Arrow remains a valuable defensive swing. It can be activated while stunned, forcing aggressive opponents to respect a reversal after winning the opening. It is not universal invulnerability, and repeated pressure can still punish poor timing.
  • The earlier range and armor improvements still support a complete zoning plan. Held Arrow Flight travels at 60 speed, X has hyper armor through its second half, and the ultimate reaches up to 120 studs. Hyper armor still allows damage, which is relevant against higher-health opponents willing to trade.
  • Yahaba converts accurate control into stamina economy. That specialist synergy helps Arrow keep playing at range through longer v0.17 fights. In groups, manage displacement carefully so a successful launch does not carry the target out of an ally’s finisher.
  • A tier reflects dependable range with real counterplay. Lock-on break distance, block interactions, and optimized boss confirms remain TBA. Arrow is broadly competitive, but it lacks the burst promotion Pyrokinesis receives and the strict-stun conversion that keeps Shockwave in S.
AReaper

Fighting Style comparison · Mobility · Close Pressure · Aerial Offense

Kit:
Reap of Despair, Diving Punch, Shindo, Phantom Step; Sonido Surge (launch ultimate).
Best for:
PvP; aggressive pursuit
Difficulty:
Moderate; high ceiling
Synergy:
Soyama for converting offensive uptime into damage; Kamado for close-range control.
  • Reaper stays A and becomes a cleaner close-pressure comparison in V0.17. Every Fighting Style gains three base damage, three Block Points, and a 1.05x damage multiplier, improving the baseline before individual move interactions are considered.
  • Cross Reaver (Z) now stuns the target in place instead of knocking them away. Removing the launch keeps the opponent inside melee range and creates a much more natural continuation. This is the most important practical Reaper buff because it improves the next action rather than only raising a number.
  • Traversal Reap (X) loses 50% block damage. The grab barrage already has a 0.67-second windup, so raw use into a patient guard becomes even less rewarding. Confirm X through movement or an existing stun instead of treating it as instant pressure.
  • Soyama and Kamado still support aggressive builds. Soyama converts successful uptime into damage, while Kamado adds close control. The universal counter timer and higher-health gear reward preserving one movement tool for the second exchange.
  • Reaper remains here for comparison rather than as a ninth Demon Art. Its v0.17 changes improve the combo case, but the official balance categories still place it under Fighting Styles. Current boss routes and complete naming need more testing.
BBlood Manipulation

Also known as Blood Sickle

Sustained Offense · Group Bossing

Kit:
TBA
Best for:
Coordinated groups, pulls, and specialist pressure
Difficulty:
Moderate, estimated
Synergy:
Sickle; Shabana for M1 poison and party support.
Unlock:
Requires a Sickle. Standard Sickles drop from Hoyuzo; Blood Sickles from Gyutai/Gyutaro. Exact drop rates and level gates: TBA.
  • Blood Manipulation drops to B after another heavy round of direct nerfs. V loses 50% of its block damage, C loses 45% of its damage scaling, and the ultimate loses 35% of both damage and scaling. The Art now asks for more setup while producing substantially less reward.
  • The previous nerfs remain fully active. V already lost 35% damage and strict stun, X lost its final-hit guardbreak and exchanged i-frames for hyper armor, and Z/X cooldowns increased. The inward pull still reaches blocking targets, but positioning utility cannot carry the old damage reputation by itself.
  • Required Sickles are also weaker in every relevant exchange. Z loses 35% damage and scaling, gains 0.15 seconds of windup, and deals 40% less block damage. X loses 25% block damage. That removes damage, guard pressure, and confirm speed from the weapon meant to complete the Art.
  • Shabana and coordinated teams preserve a specialist niche. Pulling blocking targets and keeping enemies near allied pressure can still be useful, especially when the group plans around it. Solo boss damage and PvP threat need fresh testing after the stacked Art-and-weapon reductions.
  • B tier is a practical demotion, not a declaration that Blood is unusable. The kit retains control and group utility, but most players now spend more effort for less damage than the A-tier alternatives. Revised scaling formulas and optimized rotations remain TBA.
BTamari

Also known as Temari

Homing Projectiles · Pressure · Resource Sustain

Kit:
Spinning Throw, Tamari Dunk, Piercing Kick, Tamari Meteor, Spiraling Shot.
Best for:
Ranged PvE and specialist PvP pressure
Difficulty:
Moderate; timing and target selection still matter
Synergy:
Susumaru for stamina returns; Susumaru/Yahaba party bonuses.
  • Tamari remains B as the more stable ranged specialist. Improved target locking and homing continue to reduce attacks lost to small sidesteps or camera alignment, and V0.17 does not directly nerf those consistency gains.
  • Piercing Kick remains the best bridge into the projectile kit. Its improved tracking and hitbox make contact easier before the follow-up input. Sharp lateral movement can still expose the route, so it has not become a universal confirm.
  • Tamari Dunk keeps its flexible release timing. The attack no longer cancels during windup and can be held for up to two seconds. Vary the charge to punish reactions; always waiting for maximum hold simply gives the opponent a calendar reminder.
  • Susumaru supplies the strongest reason to specialize. A successful skill restores 5% Max Stamina and grants a short damage bonus. That resource loop matters more in longer, higher-health fights where Tamari can keep landing controlled projectile pressure.
  • B tier remains the right ceiling until its guard and defensive game improves. Homing is useful, but Tamari still lacks Shockwave’s counter, Pyrokinesis’s new burst, or Arrow’s stun-usable reversal. Block interactions and optimized boss damage remain TBA.

RELATED: Slayers 2 Demon Slayer Progression Guide

What Is the Best Demon Art in Slayers 2?

Shockwave remains my early best overall pick in V0.17. Z’s strict-stun impact still converts a ranged catch into pressure, C can be steered, X breaks hyper armor, and the tap V slam gives the kit a practical short punish. Cutting Z and C block damage by 50% makes patient guarding more effective, but it does not remove the mechanics that let Shockwave win neutral and confirm damage.

Pyrokinesis is the new S-tier damage alternative, while Ice and Blood lose ground. Pyrokinesis C is 30% faster and Z deals 25% more damage, giving its tracked and steerable offense much better practical payoff. Ice drops to A after slower, less frequent X pressure and weaker guard damage. Blood falls to B after losing V block damage, C scaling, ultimate damage, and much of the damage and guard pressure on its required Sickles.

RELATED: Slayers 2 Breathing Styles tier list

Best Demon Arts by Playstyle

  • Flexible control: Ice Manipulation remains the broad AoE option, but X now needs a deliberate opening rather than functioning as an instant mid-combo extension.
  • Group bossing: Shockwave and Pyrokinesis are my early damage shortlist, with Ice still valuable for AoE control. Blood Manipulation remains usable around its pull, but the cumulative damage and Sickle nerfs make it a niche team choice rather than a default bossing recommendation.
  • Reactive aggression: Shockwave. Its counter breaks hyper armor and strict stun confirms the ranged conversion, although reduced Z and C block damage means you should punish committed attacks instead of pouring the kit into a raised guard.
  • Setup-focused PvP: Dream for cursor-targeted homing orbs; Obi for a dedicated V guardbreak and armored Z pressure.
  • Mobile melee: Reaper. Cross Reaver now stuns in place instead of knocking the target away, making close pressure easier to continue after a clean hit.
  • Ranged control: Arrow is now the stronger all-purpose pick thanks to improved catches, tap lock-on, and Koketsu Arrow’s stun-usable reversal. Tamari is the resource-efficient specialist, especially with Susumaru, and its new homing makes it much less punishing to learn.

RELATED: All Slayers 2 Trainer and NPC Locations

How These Demon Arts Are Ranked

  • S: The leading overall or specialist recommendations, with an unusually valuable combination of combat tools or practical build potential.
  • A: Excellent arts that can compete at the top within their strengths, but make a narrower overall recommendation.
  • B: Viable arts with useful niches, greater setup demands, or meaningful consistency concerns.
  • C: Arts held back by significant consistency problems or stronger alternatives. A useful specialist build can still make one worth keeping.

Rarity, lore strength, visual spectacle, and unlock difficulty do not earn ranking points. A difficult art can still rank highly when its tools reward achievable execution. Clan actives and passives contribute to a build recommendation, but they remain separate from the Demon Art’s own kit.

V0.17 rewards repeatable pressure rather than one guardbreak gimmick. Block regeneration still works during stuns, skill cooldowns remain global, and every counter shares one cooldown. Several ultimates can no longer break guard and continue landing the remaining sequence, while Max Health rises by 50% on all gear and even further on complete Firstlight and Nightfall outfits. Reliable starters and second rotations now matter more than an old training-dummy burst.

RELATED: Slayers 2 Discord, Wiki & Trello Links

Choosing a Clan and Spending Skill Points

Look for an interaction you will actually use. Susumaru’s Tamari refund and Yahaba’s Arrow regeneration directly support those arts. Soyama still rewards damage dealt, but its counter shares the universal counter cooldown with Shockwave and other defensive tools. Douma offers recovery, while Shabana supports nearby allies. Pick the interaction you can execute, not the longest list of actives.

Unlock your Art’s essential attacks, maintain a useful weapon or basic-attack follow-up, and budget for stamina, health, and movement. BDA Reset now also resets the invested BDA skill points; the exact reset cost and mastery-retention behavior remain TBA. A rotation that leaves no resources to defend is still a poor trade when it misses. Exact optimal stat splits are TBA.

Recheck weapon follow-ups after V0.17. Sickles take another major hit: Z loses 35% damage and scaling, gains 0.15 seconds of windup, and deals 40% less block damage, while X loses 25% block damage. Umbrella pressure is also easier to defend after slower Z startup, shorter strict stun, and broad block-damage reductions. Reaper benefits from the universal Fighting Style stat buff and a Z that now stuns in place, although X loses half its block damage.

On mobile or console, tune the controls before judging a ranged Art. You can force PC, Mobile, or Console controls; console camera sensitivity now works correctly; and mobile uses a dedicated tool button instead of double tap. Mobile can also dash while blocking in V0.145. It still dashes forward rather than directionally, so Arrow and Tamari spacing remains different from PC even with improved homing.

How I Rank Blood Demon Arts in Slayers 2

A good BDA needs to do more than win against a training dummy. For these rankings, I'm looking particularly closely at how reliably each Art creates opportunities to deal damage. A move that deals slightly less damage but consistently catches opponents, starts combos, or leaves you safe afterward can be much more useful than a gigantic attack that rarely lands. My main criteria are:

  • How difficult the Art is to use consistently
  • Damage and burst potential
  • Combo starters and extensions
  • Range and ability to pressure opponents from neutral
  • Mobility and gap-closing tools
  • Stuns, freezes, slows, knockdowns, counters, and other utility
  • AoE and performance against groups
  • Boss performance
  • PvP pressure and matchup flexibility
  • Cooldowns and resource efficiency
  • Risk versus reward
  • Skill-tree upgrades and passives

PvP and PvE won't always produce the same answer, either. A huge AoE attack may be excellent for clearing NPCs but mediocre against a player who can dodge or block it. The higher-health gear meta also separates burst from sustained value: Pyrokinesis can erase more of a punish window, while Shockwave, Dream, and Ice have more tools for creating the next one. Counters remain strongest in duels, but shared cooldowns prevent stacking them into several independent defensive turns.

RELATED: Ultimate Slayers 2 Tier List

How to Unlock Blood Demon Arts in Slayers 2

Start Muzan’s Demon questline at -40 reputation, then use the Biwa Bell to return to his lair and ask for power. Evil Art Orbs can also come from eligible chests. Consume the appropriate orb, finish its training objectives, and invest in the Skill Tree and mastery. Current roll costs and individual training requirements: TBA.

Blood Manipulation also needs a Sickle. Standard Sickles and Blood Sickles support it, so plan the weapon alongside the Art. Some ultimate skills require boss drops rather than mastery alone. A fresh unlock and a complete build should not be judged as if they have the same tools.

Slayers 2 Blood Demon Arts FAQ

What is the best Blood Demon Art in Slayers 2?

Shockwave remains my early V0.17 overall pick, with Pyrokinesis joining it in S tier. Shockwave retains strict-stun conversion, steerable pressure, an armor-breaking counter, and flexible slam variants. Pyrokinesis is the stronger pure-damage alternative after faster C pressure and 25% more Z damage.

How many Blood Demon Arts are in Slayers 2?

This guide compares eight Demon Arts plus Reaper. The balance notes group Reaper under Fighting Styles, so it is retained as a comparison rather than counted as a ninth Art. Pyrokinesis is the option previously called Explosive Blood here, not an additional entry.

What is the best Blood Demon Art for PvP in Slayers 2?

Shockwave remains my early V0.17 PvP pick because its strict-stun catch and armor-breaking counter survive the block-damage nerf. Pyrokinesis is the burst alternative, while Dream and Obi remain strong setup specialists. Ice drops to A after X loses its instant mid-combo role.

What is the best Blood Demon Art for PvE in Slayers 2?

Shockwave and Pyrokinesis are my early V0.17 PvE damage shortlist, while Ice remains excellent for AoE control and grouped enemies. Blood Manipulation drops to B after further damage-scaling and Sickle nerfs. Equal-gear boss times with refined outfits remain TBA.

Are Project Slayers Blood Demon Art rankings still accurate in Slayers 2?

No. Slayers 2 has reworked Blood Demon Art movesets and a different combat system, so the original game's rankings and combo routes shouldn't be carried over. Familiar names don't guarantee familiar performance: returning arts need to be evaluated alongside the sequel's mechanics, clan synergies, and balance changes.

How do you get a Blood Demon Art in Slayers 2?

Become a Demon, obtain an Evil Art Orb, and complete its training quest. Muzan’s lair provides the roll route. Skills then require Skill Tree investment and mastery; some ultimates are boss drops. Exact current costs are TBA.

Does Blood Manipulation require a weapon?

Yes. Blood Manipulation requires a Sickle. Standard Sickles and Blood Sickles support the Art. Plan that requirement before spending resources on the build.

Are Blood Manipulation and Explosive Blood the same Art?

No. Blood Manipulation is the Sickle-based Art and now sits in B tier after repeated Art and weapon nerfs. Pyrokinesis, previously called Explosive Blood in this guide, is a separate S-tier Art with tracking, steering, faster barrage pressure, and stronger Z damage.

Can you change your Blood Demon Art in Slayers 2?

Yes. BDA Reset lets you move away from your current Art and now also resets your invested BDA skill points. The exact reset cost, menu route, and whether mastery is retained remain TBA, so check the prompt before committing.

Is Tamari the same Blood Demon Art as Temari?

Yes. Tamari and Temari refer to the same projectile-based Art. It moves into B tier in V0.98 because improved target locking, projectile homing, Piercing Kick tracking, and a more reliable Tamari Dunk make its specialist game plan considerably more consistent.

Does your clan have to match your Blood Demon Art?

No. Match the actual bonuses to your playstyle. Soyama supports offensive pressure, Douma provides defensive recovery, and Shabana rewards coordinated groups. Susumaru and Yahaba have more specific interactions with Tamari and Arrow respectively.

Was Blood Manipulation nerfed?

Yes. V0.17 cuts V block damage by 50%, C damage scaling by 45%, and ultimate damage and scaling by 35%. Its required Sickles also lose Z damage, scaling, speed, and block pressure, plus X block damage. Combined with the earlier V, X, and cooldown nerfs, Blood drops to B tier.

Does hyper armor make you invincible?

No. Hyper armor lets an attack resist interruption during its active window, but you can still take damage. Several moves traded i-frames for armor in this patch, and Shockwave’s counter now breaks hyper armor.

How does guard recovery work after a guardbreak?

Block regenerates correctly while you are stunned. After guardbreak stun ends, recovery starts from 25%, and another hit can cancel it. Several V0.17 ultimates can no longer break guard and continue landing the remaining sequence, so guardbreak timing matters more than simply starting the animation into block.

Were Arrow and Tamari buffed in Slayers 2 V0.98?

Yes. Arrow gained better Arrow Flight catch range, improved Arrow Smackdown tracking with tap lock-on, and the ability to use Koketsu Arrow while stunned. Tamari gained better target locking and homing, improved Piercing Kick tracking and range, and a Tamari Dunk that no longer cancels during wind-up.

How do global cooldowns affect Blood Demon Arts in Slayers 2?

Skill cooldowns are now global, so swaps should not provide separate copies of the same timer. Every counter also shares one cooldown, which directly weakens builds that stack Shockwave, Soyama, War Fans, or other counters for repeated defensive turns. Exact variant edge cases remain TBA.

Did Slayers 2 V0.17 change the Blood Demon Art tier list?

Yes. Pyrokinesis moves from A to S, Ice Manipulation drops from S to A, and Blood Manipulation drops from A to B. Shockwave remains the best overall Art, while Dream, Obi, Arrow, Reaper, and Tamari keep their tiers.

Was Pyrokinesis buffed in Slayers 2 V0.17?

Yes. C's barrage is 30% faster and Z deals 25% more damage. The ultimate can no longer continue after breaking guard or leave the target at your feet for a free combo. The faster, stronger core pressure is enough to move Pyrokinesis into S tier despite the ultimate restrictions.

Was Ice Manipulation nerfed in Slayers 2 V0.17?

Yes. Z loses 25% block damage, X gains a 0.1-second windup and three seconds of cooldown, and only the ultimate's final hit now guardbreaks. Ice remains an excellent AoE and control Art, but losing instant mid-combo X pressure moves it from S to A tier.

That wraps up the V0.17 Slayers 2 Blood Demon Arts tier list. Shockwave keeps the best overall toolkit, Pyrokinesis gains the clearest damage-based promotion, and the cumulative Ice and Blood nerfs create a much sharper divide between broad pressure and specialist value. These placements will need another look once refined high-health gear becomes common and the new ranked routes settle.

Thanks for reading, and don't forget to check out our other Slayers 2 guides and tier lists; we've made quite a few of them!


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

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