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Martial Arts

Martial Arts are arts available to every character in the game without needing to equip weapons to use them. Early in the game, Martial Arts can be vital to survival since weapon durability is a bigger issue before gaining access to repair options and a bigger inventory of weapons to equip. Throw Arts continue to be useful throughout the game for their Stun abilities, and Sinker is the most accessible Strength Down art in the game. Light Martial Arts can be quite powerful and can be used when you don't want to spend weapon durability or if you don't have Weapon Arts Skill Panels on your character. Heavy Martial Arts are unique in that they require the character not to have a related Skill Panel, so while they may be difficult to hit on the reel, they can work well into combos for characters who are heavy and focus their Growth Panel on things other than combat skills.

Each of the three Martial Arts types are divided into three different classes: Normal, Light, and Heavy, though Throw Arts do not have a Heavy set, making for eight different sets of Martial Arts total. Characters will access each line depending on whether or not they meet the requirements described in the next section.

Determining Martial Arts Class

Martial Arts Class uses a special weight ranking that is only used to determine Martial Arts class. If a character is below the weight limit of 15 and has a Skill Panel for a Martial Arts type, that character will have access to the Light version of that particular line. If a character does not have a Skill Panel for a Martial Arts type and is above or at the weight limit of 15, that character will have access to the Heavy version of that particular line. If neither of these conditions are met, the character will have access to the Normal version of that particular line. The class of each of the three Martial Arts types (Punch, Kick, and Throw) are determined separately, so it is possible to have some Normal and some Light or Heavy lines at the same time, such as having Normal Punch with Light Kick and Light Throw, or having Heavy Kick but Normal Punch. Because a character cannot be above the Heavy weight limit and below the Light weight limit simultaneously, it is impossible to have both Heavy and Light Arts on one character at the same time.

Note that the Master Fighter Skill Panel counts toward the requirement, so you can use Light Arts of any Martial Arts Type by having the Master Fighter Skill Panel and meeting the weight requirement. This also means that you cannot use any Heavy Arts while you have the Master Fighter Skill Panel.

The weight ranking to determine Martial Arts class uses the following formula:

[(BaseWeight / 4) + (EquipmentWeight / 8) + PanelBonus]

Equipment Type Weight Multiplier
Body Armor8
Axe
Bow
Gun
Shield
Leg Armor
5
Sword
Spear
Head Armor
4
Staff3
Dagger2
Accessory
Raw Material
1

Base Weight refers to the base weight of the character.

Equipment Weight refers to the total weight of all of the characters' equipment.

Base Weight is innate to each character and cannot be changed or modified. While all characters are capable of using Heavy Arts, only some characters are capable of using Light Arts, as their Base Weight alone is too high. On the Player Characters page, any character with a weight listed with green background is capable of using Light Martial Arts. Anyone without the green background is incapable. Be aware, though, that while some characters may be technically capable, they will have to have little to no equipment in order to meet the weight class requirement.

Equipment Weight is calculated based on both the type of equipment and the material it is made out of, per item. The base weight of the material is multiplied by a different factor depending on the type of equipment. The multiplier used for each type of item is displayed in the table to the right.

The weight of each material can be found on the Materials Page. While Angelite, Demonite, and Feather have a weight of 0, when determining equipment weight, they act as if they have a weight of 1, so the weight of equipment made with those materials will be the same as the multiplier rather than 0.

As an example, Head Armor has a multiplier of 4 and Fur has a weight of 3. So a Fur Hood would have a total item weight of 12. Add the item weight of all equipped items together and divide by 8 to determine the total equipment weight.

It is very important to note that the weight of items crafted by the player are ignored in the calculation. If you have crafted a Lead Axe at the Blacksmith, it will count as a total of 0 toward your calculation, rather than 40. Since the game does not show which items are crafted and which are bought or found, it is important to know the difference between crafting and repairing items. If you have an item that you'd like to equip that wasn't crafted, you can "change" it to a crafted item by using it as the base ingredient for a different type of item, then making the original type of item again. Note that you can lose or change Abilities by doing this, though, so be careful to the secondary materials used if you're wanting to maintain a certain Ability set. You can see more information about this on the Blacksmithing Page.

Panel Bonus is a modifier to weight that awards the character for having multiple types of Martial Arts Skill Panels. For each Martial Arts Type's calculation, you can get a bonus for having Skill Panels of the other two Martial Arts panel. The bonus is -1 for each of the other panels owned. Note, again, that Master Fighter counts as having all three Skill Panels, so you will get a -2 bonus to each calculation when it is equipped. These bonuses do not stack if you have multiples of the same panel, so having three Punch panels will not give you -3 to your Kick or Throw calculation, and having Master Fighter plus other panels will not give you any bonus beyond -2.

Arts List

Chart Guide
Ability The ability lines from which the art can be glimmered and used.
GR Growth Rate. Arts with higher growth rate grow stronger as the character's Levels grow higher.
HP The art's base HP damage. Higher values will do more HP damage per hit.
LP The art's base LP damage rate. Higher values will have a better chance of inflicting HP per hit.
HC Hit count. The number of times an art hits the enemy before showing total damage.
Acc Accuracy. Ranges from E (most likely to miss) to A (most likely not to miss).
Effect Additional effect an art may cause to the opponent upon contact; not guaranteed.
Glimmer Glimmer Rate. Higher numbers mean the art is less likely to glimmer when using its respective Ability.
Ability Lines
L1 L2 L3 L4 L5 EN HP
Punch (Normal) Uppercut Bear Swipe Brute Force Deadly Palm - 10
Punch (Light) Hummingbird Gatling Jab - Bodhisattva - 10
Punch (Heavy) Uppercut - Punchout Raksha - 10

Since the Punch Skill Panel is common and useful for raising Ability Levels, it's likely that you'll have many characters with easy access to Punch Arts. Brute Force is notable as an easy-to-access Endurance Down art, as well as one that doesn't require the use of item durability. Raksha is useful to heavy characters without Punch panels as "free" access to an art that can induce Blackout; you won't need any Skill Panels or equipped items to use it. Light Punch Arts in general are overshadowed by the Light Throw and Light Kick Arts for the most part, but Gatling Jab is the easiest of the L2 Light Martial Arts to glimmer and is quite powerful early in the game.

Name Ability Target Attribute GR HP LP HC Acc Effect Glimmer
Uppercut Punch (Normal) (L1)
Punch (Heavy) (L1)
Opponent Bludgeon 5 5 1 1 B - -
Bear Swipe Punch (Normal) (L2) Opponent Bludgeon 6 10 3 1 B - 8
Brute Force Punch (Normal) (L3) Opponent Bludgeon 8 10 3 1 A Endurance Down 27
Deadly Palm Punch (Normal) (L4) Opponent Bludgeon 10 10 3 1 A Endurance Down 44
Hummingbird Punch (Light) (L1) Opponent Bludgeon 3 10 2 1 B - -
Gatling Jab Punch (Light) (L2) Opponent Bludgeon 3 15 2 3 B - 10
Bodhisattva Punch (Light) (L4) Opponent Bludgeon 6 6 3 6 B - 43
Punchout Punch (Heavy) (L3) Opponent Bludgeon 5 15 3 3 B - 20
Raksha Punch (Heavy) (L4) Opponent Bludgeon 8 40 6 1 B Blackout 38
Ability Lines
L1 L2 L3 L4 L5 EN HP
Kick (Normal) Kick Sinker Thunder Kick Flying Knee - 15
Kick (Light) Kick Sinker Triangle Kick Three Dragon - 15
Kick (Heavy) Kick - Kickrush Flash Flood - 15

Most characters can gain access to Sinker early in the game, giving easy access to a Strength Down art to lower the enemy's HP damage output. This remains useful as it does not require spending any item durability even once better Strength Down arts have been acquired later in the game. Three Dragons is the most powerful of all of the Light Martial Arts, though it's also the most difficult to glimmer.

Name Ability Target Attribute GR HP LP HC Acc Effect Glimmer
Kick Kick (Normal) (L1)
Kick (Light) (L1)
Kick (Heavy) (L1)
Opponent Bludgeon 5 10 2 1 C - -
Sinker Kick (Normal) (L2)
Kick (Light) (L2)
Opponent Bludgeon 5 15 5 1 B Strength Down 7 (Kick (Normal))
12 (Kick (Light))
Thunder Kick Kick (Normal) (L3) Opponent Bludgeon 6 20 3 1 B - 30
Flying Knee Kick (Normal) (L4) Opponent Bludgeon 8 25 3 1 B - 45
Triangle Kick Kick (Light) (L3) Opponent Bludgeon 7 15 6 1 A - 30
Three Dragon Kick (Light) (L4) Opponent Bludgeon 9 30 5 3 A - 50
Kickrush Kick (Heavy) (L3) Opponent Bludgeon 5 20 3 3 B - 25
Flash Flood Kick (Heavy) (L4) Opponent Bludgeon 6 25 3 3 B - 40
Ability Lines
L1 L2 L3 L4 L5 EN HP
Throw (Normal) Throw Kawazu Throw Hammerfall Call Back - 15
Throw (Light) Hairdryer Kawazu Throw Cyclone Windwhistle - 15

All Throw Arts have the chance to Stun the enemy, making them useful from the start of the game to the end, since they don't require the use of item durability. Windwhistle is the easiest of the L4 Light Martial Arts to glimmer, and it can be a reliable source of damage while giving the chance to Stun, making it a great way to start a round of combat without spending any item durability even late in the game.

Name Ability Target Attribute GR HP LP HC Acc Effect Glimmer
Throw Throw (Normal) (L1) Opponent Bludgeon 5 5 1 1 C Stun -
Kawazu Throw Throw (Normal) (L2)
Throw (Light) (L2)
Opponent Bludgeon 6 10 2 1 B Stun 8 (Throw (Normal))
9 (Throw (Light))
Hammerfall Throw (Normal) (L3) Opponent Bludgeon 7 20 2 1 B Stun 21
Call Back Throw (Normal) (L4) Opponent Bludgeon 7 20 4 2 B Stun 33
Hairdryer Throw (Light) (L1) Opponent Bludgeon 3 5 1 B Stun -
Cyclone Throw (Light) (L3) Opponent Bludgeon
Pierce
5 20 2 1 B Stun 28
Windwhistle Throw (Light) (L4) Opponent Bludgeon
Pierce
6 20 4 3 B Stun 39