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.
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
⇓ META ARTS ⇓

Shockwave

Pyrokinesis
⇓ VERY GOOD ARTS ⇓

Ice Manipulation

Dream Manipulation

Obi Manipulation

Arrow

Reaper
⇓ DECENT ARTS ⇓

Blood Manipulation

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
| Demon Art | Evaluation |
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SShockwave All-Rounder · Counter · Burst
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SPyrokinesis Also called Explosive Blood / Blood Burst Conditional Burst
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AIce Manipulation Also known as Cryokinesis All-Rounder · Control · AoE
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ADream Manipulation Control · Setup · Zoning
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AObi Manipulation Duelist · Mix-ups
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AArrow Also known as Arrow Manipulation Control · Displacement · Ranged Counterplay
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AReaper Fighting Style comparison · Mobility · Close Pressure · Aerial Offense
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BBlood Manipulation Also known as Blood Sickle Sustained Offense · Group Bossing
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BTamari Also known as Temari Homing Projectiles · Pressure · Resource Sustain
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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.
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.
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
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.
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.
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.
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.
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.
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.
Yes. Blood Manipulation requires a Sickle. Standard Sickles and Blood Sickles support the Art. Plan that requirement before spending resources on the build.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!