Overview
The disarm mechanic is a hidden combat technique in Crimson Desert that allows Kliff to knock weapons and shields out of an enemy's hands during combat. The game never explicitly teaches this ability, but it is one of the most powerful and versatile tools available to players. By blocking an incoming attack with a shield and immediately following up with a heavy strike, Kliff performs a Shield Bash counter that forces the target to drop their equipped gear. The disarmed enemy is then stuck fighting with bare fists for the rest of the encounter, drastically reducing their damage output and removing their ability to block.
Beyond its tactical value in combat, the disarm mechanic opens up several powerful progression strategies. Disarmed weapons can be picked up, sold for silver, used as duplicate materials for gear refinement, or extracted for Abyss Gears at a Witch NPC. Certain unique and otherwise unobtainable weapons can only be acquired through disarming specific enemies, making this mechanic essential for completionists and players looking to optimize their builds.
How to Disarm

Disarming an enemy is performed through a specific sequence of inputs tied to the Shield Bash ability. The technique works as a counter: Kliff must first absorb an enemy's melee strike on his shield, then immediately retaliate with a heavy attack while still holding block. The timing window is generous, and the move requires very little precision compared to parrying or dodging.
Step-by-Step Instructions
Equip a small (round) shield. The disarm only works with one-handed weapon and shield combinations. Tower shields and two-handed weapons do not support this mechanic. Even the basic starter shield that Kliff begins the game with is sufficient.
Hold the block button (L1 on PlayStation, LB on Xbox, Ctrl on PC) to raise your shield and enter a guarding stance.
Wait for an enemy to strike your shield. You will hear a distinct clashing sound and see a visual impact effect when the enemy's weapon connects with the shield.
Immediately press the heavy attack button (R2 on PlayStation, RT on Xbox, Right Click on PC) while still holding block. Do not release the block button before pressing heavy attack, or Kliff will perform a regular sword swing instead of the shield bash counter.
The enemy drops their weapon and shield. If the shield bash connects, the target is forcibly disarmed. Their gear falls to the ground and can be picked up after the fight.
Controls Summary
Platform | Block | Heavy Attack | Disarm Input |
|---|---|---|---|
PlayStation | L1 (hold) | R2 | Hold L1 + press R2 after block |
Xbox | LB (hold) | RT | Hold LB + press RT after block |
PC | Ctrl (hold) | Right Click | Hold Ctrl + Right Click after block |
The key distinction from a normal heavy attack is that you must keep the block button held down throughout the entire sequence. If you release block before pressing heavy attack, Kliff will swing his sword normally rather than performing the disarming shield bash.
Area of Effect
The shield bash has a wide swing arc and can hit multiple enemies at once. If several foes are clustered together when the bash connects, all of them within the arc can be disarmed simultaneously. This makes the technique especially effective in large group encounters, where disarming two or three enemies in a single counter can shift the balance of a fight dramatically. Grouping enemies together before countering is a reliable way to maximize the number of disarms per engagement.
Requirements and Limitations
While the disarm mechanic is straightforward to execute, it has several requirements and restrictions that players should understand before relying on it.
Requirements
Small (round) shield required. Kliff must have a one-handed weapon equipped alongside a standard round shield. The disarm does not work with tower shields, two-handed swords, spears used in two-handed mode, or any dual-wield configuration.
Shield Bash ability. Shield Bash is automatically unlocked as soon as players gain access to Kliff's combat abilities. There are no skill tree prerequisites or points to spend; the ability is available from the start.
Enemy must be wielding a weapon or shield. The disarm only removes equipment that the enemy is actively carrying. Unarmed enemies or creatures that attack with claws, bites, or natural weapons cannot be disarmed.
Limitations
Does not work on bosses or elite enemies. Boss-tier and elite enemies are immune to the disarm effect. Attempting the shield bash counter on these targets will still block their attack, but it will not strip their weapons. This restriction applies to all named bosses and enemies with a special health bar.
Enemy size matters.Enemies that are significantly larger or stronger than Kliff cannot be disarmed. Standard human-sized foes and similarly proportioned opponents are the primary targets.
No tower shields. Large tower shields cannot perform the disarming bash. Players who prefer tower shields for their higher damage reduction will need to swap to a smaller round shield when they want to disarm.
Must hold block throughout. Releasing the block button before pressing heavy attack cancels the disarm and results in a regular weapon swing. This is the most common execution mistake.
Unique Weapons from Disarming
Several weapons in Crimson Desert can be obtained exclusively or more easily through the disarm mechanic. Some of these items are unique or otherwise limited in availability, making disarming specific enemies the best (or only) way to add them to your collection.
Weapon | Type | Location | Notes | |
|---|---|---|---|---|
Shield (Gong) | Fort Manube (Tashkelp area) | The Faceless faction enemies | A gong held in one hand. After blocking 3 attacks, gains a charge that dazes nearby enemies. Disarming Faceless soldiers yields large quantities. | |
Lightning Long Sword | One-Handed Sword | Regular sword-wielding enemies near the outpost | Normally a boss reward from the outpost. Identical weapon can be disarmed from common enemies in the area, bypassing the boss fight. | |
Spear | Marne's Outpost area | Spear-wielding enemies near the outpost | No other known method of obtaining this weapon. Disarming is the only confirmed source. |
Shield of Ringing
The Shield of Ringing is one of the more unusual items obtainable through disarming. It functions as a small gong that Kliff holds in one hand. Unlike conventional shields, the Shield of Ringing has a built-in charge mechanic: after successfully blocking three attacks, it builds up a charge that can be released to daze all nearby enemies. This area-of-effect stun makes it a strong crowd-control option in group fights.
The most reliable source for the Shield of Ringing is Fort Manube in the Tashkelp region, where Faceless faction members carry these gongs. Disarming these enemies produces the shield with no durability limit. A separate copy can be found at the Demeniss circus, but that version has limited durability. Farming the Faceless at Fort Manube is the better long-term option since each disarmed soldier drops one, and you can collect multiple shields per visit.
Lightning Long Sword
The Lightning Long Sword is normally obtained as a boss reward from Marne's Outpost in Northern Delesia. However, the regular enemies stationed around the outpost also carry this weapon. By disarming them, players can acquire the exact same sword without needing to defeat the boss. The disarmed version is identical in every way to the boss reward, including stats, appearance, and any attached Abyss Gears.
Lightning Spear
The Lightning Spear is notable because disarming appears to be the only confirmed way to obtain it. Spear-wielding enemies in the Marne's Outpost vicinity carry this weapon, and no boss drop, treasure chest, or quest reward has been identified as an alternate source. Players who want a lightning-element spear should specifically target these enemies with the disarm technique.
Abyss Gear Farming via Disarming
One of the most lucrative applications of the disarm mechanic is farming Abyss Gears from enemy weapons. Every weapon dropped by a disarmed enemy retains whatever Abyss Gears it had equipped. By collecting these weapons and visiting a Witch NPC to extract the gears, players can steadily build a large library of Abyss Gears without needing to complete dungeons, puzzles, or boss encounters.
Spire of Frost Method
The Spire of Frost is the best-known location for Abyss Gear farming through disarming. It is located far east of Pailune, slightly southwest of the Four Bearers Barons label on the map. A ring of unique enemies surrounds the main structure, and among them are soldiers wielding maces and shields at a besieged fort outpost nearby.
These mace-and-shield enemies are the primary targets. Disarming them yields both their mace and their shield, and each piece of equipment carries an Abyss Gear:
Abyss Gear Category | Effect | ||
|---|---|---|---|
Mace | Malice Bane | Category 2 (Rare/Unique) | Increases damage against mighty foes |
Shield | Stamina Cost Reduction | Category 1 (Common) | Reduces stamina consumed by actions |
Malice Bane is particularly valuable because it falls under Category 2, which includes rare and unique Abyss Gears needed for synthesis. Acquiring multiple copies through disarming is far faster than hunting for them through normal gameplay. Stamina Cost Reduction is a Category 1 gear that, while more common, is universally useful and stacks well when slotted across multiple pieces of equipment.
The Ice Watch Altar Area
The farming zone is sometimes referred to as the Ice Watch Altar area, which sits near the Spire of Frost. The mace-and-shield enemies here are part of the besieged outpost encounter. What makes this location ideal for farming is that the enemies respawn under specific conditions (see the Farming Strategy section below), allowing for repeated disarm runs.
Extracting and Selling Disarmed Gear
After collecting disarmed weapons and shields, players can process them in two ways: extracting Abyss Gears and selling the leftover equipment.
Extracting Abyss Gears
To extract Abyss Gears from disarmed weapons, visit any Witch NPC. Elowen, the Witch of Wisdom, is one of the earliest witches players can access (unlocked during Chapter 5). Select the "Extract Abyss Gear" option and choose the weapon you want to strip. The extraction is free and returns the Abyss Gear to your inventory unharmed.
One limitation of the current system is that extraction must be done one item at a time. There is no batch extraction option, so processing a full inventory of disarmed weapons takes some patience. Summoning your pet to help pick up items during the farming phase can speed up the collection process.
Selling for Silver
After extracting any Abyss Gears you want to keep, the stripped weapons can be sold at any vendor. Each disarmed weapon typically sells for 6 to 7 silver, which may seem modest individually but adds up quickly when farming large quantities. Over the course of a single farming session at the Spire of Frost, players can accumulate dozens of maces and shields, turning the disarm mechanic into one of the most reliable passive income methods in the game.
Using Duplicates for Refinement
Disarmed weapons also serve a third purpose: they can be used as duplicate materials for gear refinement. When you bring two copies of the same non-unique weapon to a blacksmith, one can be consumed in place of standard refinement materials. This means that farming disarmed weapons can save you from gathering timber, ore, and other crafting resources. Note that this duplicate-refinement shortcut only works for non-unique gear; unique weapons require specific materials to upgrade.
Farming Strategy
Maximizing the output of the disarm farming loop requires understanding how enemy respawns work at outpost locations. The following strategy is designed around the Spire of Frost besieged outpost, but the same principles apply anywhere enemies respawn.
The Respawn Trick
Enemies at besieged outpost locations (like the one near the Spire of Frost) will respawn every time you leave and return, as long as you have not cleared the outpost. Clearing an outpost means killing all the enemies and completing the associated encounter. Once cleared, the enemies do not come back.
The trick is to disarm the enemies and take their weapons without finishing the fight. The simplest way to do this is:
Approach the outpost and engage the mace-and-shield enemies.
Use the shield bash counter to disarm as many as possible.
Pick up the dropped weapons and shields.
Let the enemies kill you (or fast travel away) without killing them.
Return to the outpost. The enemies have respawned with their weapons restored.
Repeat the cycle as many times as needed.
The critical detail is step 4: you must avoid killing the enemies. If you defeat them all, the outpost registers as cleared and respawns stop. By intentionally dying or leaving before the encounter completes, the game treats the outpost as unfinished, and the enemies return with fresh equipment each time.
Optimal Farming Loop
A refined farming loop at the Spire of Frost looks like this:
Travel to the besieged fort outpost near the Spire of Frost.
Equip a small round shield and a one-handed weapon.
Hold block and wait for the mace-and-shield enemies to attack.
Counter with shield bash to disarm them. The bash can hit multiple enemies at once, so try to group them.
Collect the dropped maces and shields. Summon your pet to help gather items.
Allow yourself to be killed by the remaining enemies, or fast travel to a nearby waypoint.
Return and repeat. Each cycle yields a fresh set of maces (with Malice Bane) and shields (with Stamina Cost Reduction).
After several cycles, your inventory will be full of maces and shields. Travel to the nearest Witch to extract the Abyss Gears, then sell the empty weapons at any vendor for silver.
Post-Patch Status
The basic disarm sequence still works on a strong majority of enemies as of recent patches. Players occasionally report that the technique has been removed or broken, but the core flow remains intact:
Raise your shield with the block button.
Let the enemy's attack actually connect with the block.
Press the heavy attack button right after the hit lands.
The enemy's weapon and shield are knocked free and can be picked up.
What was patched out is the specific disarm exploit that worked on enemies equipped with Abyss Gears. Earlier in the game's life, disarming Abyss Gear holders produced outsized rewards, and that specific interaction was closed. The ordinary disarm against regular shield-and-weapon enemies, including the Spire of Frost mace holders covered in the farming section above, is still fully functional. If your disarm attempts stop working, the problem is almost always timing rather than a patch change; make sure you are holding the block button through the attack and only pressing heavy attack after the enemy's strike physically lands.
Brace-and-Counter Variant for Knocking Weapons Loose
The Shield Bash sequence covered above is the main disarm path, but a lighter brace-and-counter variant works on the upright Machina Knight enemies that patrol the Marni-themed outposts and at Marni's Drilling Rig. The variant exists because small humanoid Machina Knights swing unique loadouts that the standard shield-bash farming loop never normally hits, including the Electro-Mecha Longsword and the Electro-Mecha Spear.
Required Loadout
Equip a small round shield alongside any one-handed sword. The cheapest no-fuss source is the equipment shop in Hernand: the merchant at the main town stocks the basic Mecha Shield (small round) and a starter one-handed sword for a few silver each. Neither piece needs to be refined or upgraded for the disarm to fire; the counter input does not scale with weapon refinement, only with the timing of the spin.
Slot | Item | Notes |
|---|---|---|
Off-hand | Small Mecha Shield (round) | Sold at the Hernand equipment shop. Tower shields will not work. |
Main hand | One-handed sword | Any short blade from the same vendor is enough. No refinement required. |
Input Sequence
The brace-and-counter input is held block followed by a heavy attack timed on the enemy's strike, the same fundamental rhythm as the shield-bash counter, but landed in the narrower window of the Machina Knights' faster swing arcs.
Equip the small shield and one-handed sword listed above. Draw both so the brace stance is available.
Hold LB on Xbox or L1 on PlayStation to brace. Kliff plants the shield in front and absorbs incoming damage on contact.
Wait for the enemy to start its melee swing. Do not pre-empt the input; the counter only spins on contact.
As the strike connects with the shield, press RT on Xbox or R2 on PlayStation. The character spins through the attack and has a chance to fling the enemy's weapon out of its grip.
If the spin completes but the weapon stays in the enemy's hand, reset the brace and wait for the next swing. The roll is per-counter, not per-encounter, so multiple attempts on the same target are normal.
Releasing the brace before the heavy-attack input is the same execution mistake covered in the main controls table: the character will perform a regular sword swing instead of the spin counter. Keep the block button held through both halves of the input.
Recover Disarmed Weapons Before They Are Picked Back Up
A Patch 1.06.00-era change altered how disarmed Machina Knights behave on the ground: knights now move to retrieve their dropped weapon almost immediately after being disarmed, rather than fighting bare-handed for several seconds as in earlier builds. The new behaviour shortens the window for picking up the dropped weapon and means a slow run-up to the weapon often loses the pull.
Two countermeasures keep the loot in the player's inventory:
Have a pet bird out before the disarm. Bird pets auto-loot dropped items in a short radius and will grab the weapon faster than the knight can retrieve it.
Save just before attempting the disarm. If Kliff overcommits and kills the enemy outright, the unique weapon will not be in the drop table and the slot resets without a payout. Reloading the manual save reverts the kill and resets the encounter for another attempt.
Farming Targets for the Mecha Weapons
The brace-and-counter variant is the only confirmed way to add extra copies of the Mecha-tier Marni weapons to a save once their associated boss has been cleared. The unique drop list and the matching enemy spots are summarised below.
Weapon | Type | Disarm Source | Notes |
|---|---|---|---|
Two-Hand Sword (Lightning) | Sword-wielding small Machina Knights at the Marni-themed outposts; same enemies at Marni's Drilling Rig. | Carries the lightning weapon attack that charges through Turning Slash hits. Disarming bypasses the two-phase boss when the boss has already been killed. | |
Spear | Spear-wielding small Machina Knights at the same outposts and at Marni's Drilling Rig. | No alternative source confirmed once the matching boss is cleared. Same brace-and-counter rhythm works. |
Both weapons accept Abyss Gear sockets after the 1.06.00 socket retrofit, so extra copies pulled this way are not wasted: each duplicate can carry its own gear loadout for swapping into different builds, or feed into Gear Refinement as a duplicate material against the smith.
Tips and Tricks
Start disarming early. Since Shield Bash is available from the beginning and even the starter shield works, there is no reason to wait. Disarming enemies from the first hours of gameplay gives you extra silver and potentially useful Abyss Gears well ahead of the normal progression curve.
Target shield-and-weapon enemies first. Enemies carrying both a shield and a weapon drop two items when disarmed instead of one, doubling the loot per successful disarm.
Group enemies before countering. The shield bash has a wide arc. Kiting enemies into a tight cluster before blocking lets you disarm two or three at once, significantly speeding up the process.
Summon your pet. Your companion can help pick up dropped items from the ground, saving time during hectic fights where multiple weapons are scattered around.
Do not clear outposts you want to farm. Once an outpost is cleared, the enemies are gone for good. If you discover an outpost with enemies carrying valuable gear, disarm them and leave without finishing the encounter.
Check enemy weapons before engaging. Not all enemies in a group carry the same equipment. Scan the group for the specific weapon types you want (maces, spears, swords) and prioritize disarming those targets.
Remember that disarmed enemies are weaker. Once disarmed, an enemy loses the ability to block and deals significantly less damage. This can be used tactically in tough encounters by disarming the most dangerous foes first, then mopping up the rest.
Extract Abyss Gears before selling. Always visit a Witch to pull Abyss Gears from disarmed weapons before selling the empty husks. The gears are far more valuable than the few silver you get from the weapon itself.
Use duplicates for refinement. If you have two copies of the same non-unique weapon, bring both to a blacksmith. One can substitute for refinement materials, saving you from gathering resources.
Explore faction areas for unique drops. Different enemy factions carry different equipment. The Faceless at Fort Manube drop the Shield of Ringing, while enemies near Marne's Outpost carry lightning-element weapons. Visiting diverse regions gives access to a wider variety of disarmable gear.
Related Topics
Combat - Overview of Crimson Desert's combat system
Shield Bash - The ability used to perform disarms
Abyss Gear - Weapon and armor modifiers obtainable from disarmed weapons
Gear Refinement - How to upgrade equipment using duplicate weapons
Witches - NPCs who extract and slot Abyss Gears
Weapons - Complete list of weapons in Crimson Desert
Silver - The game's primary currency
Spire of Frost - The best-known Abyss Gear farming location