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Complete Guide To All Weapon Unique Skills In Elden Ring – Quick Tip For Every Unique Skill

6/13/2022 6:04:09 PM

It's important to know your options when it comes to skills because they can have a major impact on your overall build. In this guide, we list tips for every unique skill in Elden Ring.


Complete Guide To All Weapon Unique Skills In Elden Ring

  • Alabaster Lord's Sword: You can cast defensive spells with delayed or lingering damage like magma sorceries and then use alabaster lord's pull to bring enemies into its effective range. 

  • Ancient Lightning Spear: Combo with godfrey icon and shard of alexander and then spam this at great bow nights and they'll never bother you again.

  • Angel's Wings: Getting hit with this unique skill prevents healing with your flask which basically makes this the pvp variant of loretta's slash. But you can also use it against npc invaders. 

  • Bear Witness: You can hold enemies in place by stun locking them with the fire projectiles and then use that to set up the initial uppercut attack.

  • Blade of Calling/Death: Use the verticality on this one to dodge most ground attacks like crucible knight's tale or the shock wave from godfrey stomp.

  • Bloodblade Dance: Don't immediately go into the follow-up, sometimes you can break an enemy stance by only using the first attack allowing you to just walk up to them and get a nice critical.

  • Bloodboon Ritual: You can kill through ceilings, unfortunately not compatible with godfrey icon or old lore talisman because this is already way too powerful.

  • Bloodhound's Finesse: It is a staple for pure melee builds. The weapon applies blood loss, so blood flame blade or blood grease can boost its efficiency and against heavy hitters with high poise, the first attack can just be used to dodge while the second attack can be used to counter.

  • Bubble Shower: Who decided these needed to do this much damage, with shard of alexander and carrie and filigreed, you can melt any big boss you want, it can even stun lock those ancestral follower.

  • Claw Flick: hit through walls give your enemies the finger. It looks like it travels far but it's only effective if you're as close to an enemy as possible. So wait until an enemy is finished with a combo or something and catch them on their downtime or go for a critical and hit them with it as they're getting back up. 

  • Corpse Wax Cutter: Have you ever looked at the blasphemous blade in the moonveil? The hp sapping effect is crap but it can be buffed with holy shrouding tier a sacred scorpion and it penetrates enemies making it useful in crowds, so it's pretty bad. The only death-based ability in the game without the hp debuff and that's lame. You can even see the visual effect is just taken from the black flame incantations.

  • Cursed-Blood Slice: Great for taking off the dogs and ravens and caled. If you can hit something with the very first attack, they'll probably stay there to receive all four just go to pvp. 

  • Destined Death: The hp debuff can stack with a black blade but not blade of death. Blade of death and Destined Death have the exact same effect id. The hp sapping effect however does stack and dust and death applies this effect five times in total. This is why against crowds you might see some enemies taking less damage than others. So break an enemy stance and then pop this out point blank and you should get all 5 to hit. 

  • Devourer of Worlds: The incredibly slow wind-up time definitely don't expect you to use this in an emergency situation against a hard-hitting enemy, but instead against a bunch of low hp mobs just hanging out somewhere on a random caled street.

  • Dynast's Finesse: The first attack is better used as a dodge against thrusting attacks while the follow-up attack is better equipped for doing damage.

  • Erdtree Slam: The atomic ass crash maneuver to rule them all. With enough levels invested into faith, it outclasses the other slams both in damage and in poise breaking, much like the other two slams the jump can be used to dodge ground crawling attacks. 

  • Establish Order: The initial explosion does holy damage and knocks enemies back, great for setting up the following slash if someone is right in front of you.

  • Familial Rancor: Like the other rancor sorceries, it requires a dedicated intelligence stat to get good damage out of it but the stun lock potential is there for splitting up groups of enemies or keeping an enemy open to more attacks.

  • Firebreather: Being good against hands might actually be the only benefit to using firebreather for anything. 

  • Flame Dance: The unique weapon skill of the giant's red braid. One of the greatest multi-purpose skills in the game, in addition to its massive damage if all five attacks actually land, it has great stopping power even against larger enemies and can wipe out entire crowds of enemies in a single use.

  • Flame Spit: It's fire damage in a weapon skill, meaning fire buffs like flame shrouding tier and skill buffs like carrion filigreed or shard of alexander can all give this skill some extra punch. If you build around it, you can take out some pretty strong enemies with this thing.

  • Flowing Form: This one's basically just a farming tool, it's generous fp cost makes it great for taking out crowns and it only costs 9 fp. So if you can kill more than 3 enemies at once with the ancestral horn talisman, you can get a net positive on your return. The hammer variant of this skill is also really great at catching dodges from agile enemies like black knife assassins and zamor heroes.

  • Frenzyflame Thrust: Although madness has no utility outside of pvp, this skill still does loads of fire damage and can be buffed appropriately with fire boosting items.

  • Ghostflame Ignition: This skill is amazing, frostbite damage both a close and long range attack gets boosted with all magic items terra magicka and the spellblade set, if you're wearing it, just you have no reason not to use this.

  • Glintstone Dart: Use the follow-up attack to close distance after an enemy attack and break stances. The projectile part of this skill can sometimes trick knights into lowering their shields. Also wear the spellblade set.

  • Gold Breaker: Direct hits score more damage than against those caught in the aoe, so sneaking up to enemies and ensuring a direct hit on the first strike can be really effective. Even if it is pretty fun finding a wandering mob and jump slamming the ground in front of them like thor.

  • Golden Tempering: The increased duration after 1.04 makes this worth using, buffing the twin swords gives you a really cool thrusting attack combo that works great with spear talisman.

  • Gravity Bolt: It can be chained in succession which gives you a surprisingly quick attack option on a colossal weapon. It can severely punish bosses that like standing still and it can reliably break the stances of smaller enemies in a single use.

  • Great Oracular Bubble: The skill variant works the exact same way as the sorcery variant. Amazing damage but it's slower than a sloth taken, sneak up on an enemy with high defense like a crucible knight and if the target is unaware, you'll get bonus stealth damage.

  • Great-Serpent Hunt: The great serpent hunt is almost guaranteed to stun riker no matter what state he's in or what attack he's winding up. If you space out your attacks properly and take advantage of the high damage follow-up attack, you can keep him stun locked for his entire second phase and prevent him from doing that one attack that lasts for like a minute.

  • I Command Thee, Kneel: It doesn't cost too much fp to use and the radius makes it a pretty reliable way to keep dogs and imps from rushing you.

  • Ice Lightning Sword: Use this skill while fighting in water and the lightning bolt will extend outward in a large aoe. Keeping some of its original damage as well as its frostbite status.

  • Knowledge Above All: If you're a pure caster against a melee boss like grave duelist or a boss with high elemental resistance like a magma worm, knowledge above all will lower magic and holy defense for everyone including you boosting your damage on various spells while giving the enemy as little advantage as possible. 

  • Last Rites: Prevent skeletons from reviving themselves making catacomb exploring much less of a pain and tibia mariners get even easier.

  • Magma Guillotine: It has the turning radius of a sports car which makes it a great tool for pvp, but also does serviceable damage without fp and you can still close distance pretty well.

  • Magma Shower: Spinning slash but now with fire, good against hands obviously the magma doesn't linger for long but it does prevent surprise flanks from small enemies like dogs because the magma will stun anything that steps in it.

  • Miquella's Rings of Light: Great in open areas, but in catacombs and caves, you will spend most of your time flinging them into walls, which sucks too because they're really good against skeletons.

  • Mists/Fires of Slumber: Use against giants pharah missoula beasts and godskin duo.

  • Moonlight Greatsword: While the skill itself cannot be charged, the heavy attacks can and therefore are boosted by the godfrey icon. The axe talisman does not share the effect.

  • Nebula: The bastard star's variant can be used to stun enemies on its initial attack while the wing of a stell variant has decent range and can be used against crowds of smaller enemies knights and big dudes alike. If one of the explosions manage to stun an enemy, they'll probably get hit multiple times for huge damage.

  • Night-and-Flame Stance: Combine the magic and fire shrouding tears in one physic flask. The magic beam attack is great for breaking shields and focusing down a single large enemy while the flame attack is better against multiple smaller enemies at once.

  • Oath of Vengeance: You can get extremely early by fighting the leonid misbegotten, so you can use it as a shitty godric's great rune as it increases all attributes by 5 for 30 seconds. You can cast it before going into a large fight or even a boss to give you an advantage at the beginning of the fight.

  • Onyx Lord's Repulsion: The inverse effect of gravitas, it actually repels enemies away, anything you see minding their own business near a cliff is asking to be the target of this. Also a pretty decent button against those weird self-destructing in called.

  • Ordovis's Vortex: It doesn't have as much hyper armor as it probably should, but you can charge it while an enemy stance is broken or make an opening yourself by using rejection to stagger or knock an enemy over.

  • Radahn's Rain: Use this to shred big and slow enemies especially after they're recovering from an attack. Dragons like ford sacks and placidus axe fall to this easily.

  • Reduvia Blood Blade: If you find yourself being swarmed by multiple enemies or in a situation where a pure melee strategy would leave you vulnerable, try kiting around and picking off weaker enemies with the reduvia blood blade. If you have lord of blood exaltation, it might give you the damage boost you need to do something a bit more proactive.

  • Regal Beastclaw: The slam and the projectiles are two separate attacks, so you can get a little extra damage out of it if you hit something with the very tip of the slam.

  • Regal Roar: Not boosted by the roar talisman if only because the damage from the skill comes from the stomp and not the roar itself. The charged heavy is changed into a lunging heavy which can close distance and can be charged by the axe talisman.

  • Rosus's Summons: Compensate for the long wind-up time by going for a critical hit first and then use the skill as they're getting back up. This also increases the chance of all four hits connecting as they should.

  • Ruinous Ghostflame: If you want to activate this and then set yourself on fire with fire's deadly sin, you can deal fire and frostbite damage at the same time.

  • Sacred Phalanx: The first swing of the spear does its own damage independent from the spears. Also you can hit through walls.

  • Sea of Magma: This is not that different from any magma sorceries or incantations you can already find in the game, but the low fp cost and great range makes it efficient for keeping annoying enemies.

  • Shriek of Milos: When active, strong attacks will become combo attacks making talismans like godfrey icon and the rotten wings sword very ideal.

  • Siluria's Woe: It can be a small aoe or a massive projectile depending on whether or not you charge it. If it's not dragon sized, this skill can knock it over.

  • Sorcery of the Crozier: It doesn't receive bonus damage from the spellblade set, despite it being both a glenstone sorcery and a skill, this might be a bug but you can create a similar effect with the knowledge above all skill which lowers magic defense for nearby enemies.

  • Soul Stifler: Drop off a small ledge somewhere and then wind it up. If pursuing enemies try to attack you, they'll probably just awkwardly fall off the ledge.

  • Spearcall Ritual: Despite looking like another boss melting skill, this one is much more efficient against groups of smaller enemies. The damage is unchanged no matter how small or large the target is but against large groups, it seems to hit just as consistently.

  • Spinning Wheel: It is still alive and this is not boosted by either winged sword talismans, but lord of blood exaltation is still a nice addition once you proc bleed. Combine a stamina talisman loadout with the cerulean hidden tear and you really can just spin for days.

  • Starcaller Cry: It's both magic and a skill which means wearing the spellblade set will boost its damage.

  • Storm Kick: This initial windup can be used to duck under attacks from taller enemies like crucible knights or sanguine nobles.

  • Surge of Faith: This destroys large enemies, if you boost it with flame grant me strength, it does massive damage and leaves you unapproachable. It’s great if you feel like making a wall around you, if you have multiple agile enemies trying to attack you or if you have the sudden urge to blow a dragon's face off.

  • Taker's Flames: Use it against melania so she knows her vampire bloodborne rally knockoff ability isn't special and that you have something that can contend with it.

  • The Queen's Black Flame: Use this against large bosses with giant health pools because the black flame effect scales based on the target's max hp.

  • Thundercloud Form: The cloud actually has the hitbox, you can find a huge boss enemy and just run into it in cloud form and it'll actually do serviceable damage before the final hit even happens.

  • Thunderstorm: Use thunderstorm only if you're being surrounded by something. It's a pretty ravenous fp consumer if you use all of the follow-up attacks.

  • Tongues of Fire: If something really fast is running at you and you can’t stop it against small enemies, the fire will continuously stun lock them until dead. Most larger enemies can still just walk through the flames and spank you though.

  • Troll's Roar: It's good for knocking people on their ass and setting them up for a strong attack, but it's even better for baiting out a knight that's being overly defensive. The initial roar will likely prompt a counter-attack and with good damage reduction items, you can just poise right through his little toothpick sword and paddle out of him.

  • Unblockable Blade: If you ever catch a knight enemy acting overly defensive, this attack usually puts them on the offense quickly.

  • Viper Bite: If it hits begin boss fights with this maneuver and then put it away once the target has been poisoned and you can just fight like normally with the added benefit of damage over time.

  • Waterfowl Dance: It’s used to take out lots of small dudes with taker's cameo and top off your hp.

  • Wave of Destruction: It deals both physical and magic damage, however it seems to scale primarily off of strength and not intelligence.

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