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Grappling
April 10, 2026 at 03:11 PM
Add level 3 Giant Swing unlock section with infinite spinning technique cross-reference
Grappling is a core unarmed combat skill in Crimson Desert, available to all three playable characters (Kliff, Damiane, and Oongka). It belongs to the Stamina (Blue) branch of the skill tree. When activated, the character grabs hold of an enemy and can follow up with a variety of wrestling-inspired techniques, from throws and slams to full-body takedowns.
The system draws heavy inspiration from professional wrestling and martial arts. Moves like the Lariat, Clothesline, Body Slam, and Scissor Takedown are all modeled after real grappling techniques, giving Crimson Desert's melee combat a visceral, physical feel that sets it apart from conventional sword-and-shield action games.
Grappling is especially effective against bosses. While bosses cannot be thrown or restrained in the traditional sense, every grapple attempt drains their stagger bar. Once the stagger bar is depleted, the boss enters a vulnerable state where they can be hit with devastating follow-up attacks. This makes Grappling a valuable investment even for players who primarily fight with weapons.
Detail | Info |
|---|---|
Character | |
Skill Tree | Stamina (Blue) |
Category | |
Cost | |
Max Level | 5 |
How to Unlock | Abyss Artifact x1+ |
Input | Triangle + Circle (PS) / Y + B (Xbox) |
Grappling has five levels, each unlocked by investing Abyss Artifacts. As you raise the skill level, new grapple moves become available. The full progression is outlined below.
Level | Skill | Effect | Controls |
|---|---|---|---|
1 | Throw | Toss a grabbed enemy across the battlefield. The thrown enemy can collide with other foes, dealing impact damage to both. | Triangle + Circle / Y + B |
1 | Restrain | Hold an enemy hostage after performing a grapple. The restrained enemy is immobilized for several seconds, giving allies an opening or letting you reposition. | Triangle + Circle while piercing |
2 | Lariat | Slam your enemy into the ground with overwhelming force. The impact sends a shockwave that staggers nearby enemies. One of the strongest single-target grapple moves at this tier. | X + Square / A + X |
3 | Giant Swing | During Pump Kick or Dropkick, grab the enemy mid-kick and hurl them in a spinning throw. | Triangle + Circle during Pump Kick/Dropkick |
3 | Lariat Follow-up | After landing a Lariat, continue slamming the enemy into the ground repeatedly by mashing the input. Each additional slam deals full Lariat damage. | X + Square repeatedly |
4 | Back Hang | While airborne, latch onto a target's back. From this position you can strike repeatedly or transition into other grapple moves. Useful against large enemies and bosses. | Triangle + Circle while airborne |
4 | Clothesline | While sprinting, extend your arm to clothesline an enemy. The impact knocks them flat on their back and deals heavy stagger damage. | Triangle + Circle while sprinting |
5 | Body Slam | A devastating finisher. Lift the enemy overhead and slam them into the ground with your full body weight. Deals the highest single-hit damage of any grapple move. | Triangle + Circle after grab (hold) |
Throw is the most basic grapple finisher, available from Level 1. After grabbing an enemy, pressing the grapple input tosses them forward. The thrown enemy acts as a projectile: if they collide with other enemies, both take damage. Throw is fast to execute and costs minimal Stamina, making it a reliable option when surrounded by groups.
Restrain lets you hold a grabbed enemy in place. This is useful in cooperative situations or when you need a moment to recover Stamina. The restrained enemy cannot act for several seconds. You can also use Restrain as a setup: hold the enemy, wait for your Stamina to partially regenerate, then release into a Throw or Lariat.
Lariat becomes available at Level 2. It is a high-impact slam that drives the enemy into the ground. The shockwave from the impact staggers any nearby foes, making Lariat effective for crowd control. At Level 3, the Lariat Follow-up upgrade allows you to chain multiple slams in a row by mashing the input, turning a single grapple into a sustained damage combo.
Back Hang unlocks at Level 4 and lets you cling to an enemy's back while airborne. This move is particularly effective against large enemies and bosses, since it keeps you attached even through some of their animations. From the Back Hang position, you can transition into strikes or other grapple moves. Against bosses, Back Hang is one of the safest ways to deal consistent stagger damage without getting hit by frontal attacks.
Clothesline is a running grapple attack unlocked at Level 4. While sprinting toward an enemy, activating the grapple input delivers a devastating arm strike that knocks the target flat. Clothesline is excellent for initiating combat, since the momentum from sprinting adds extra knockback force. It works well as an opener before transitioning into ground-based follow-ups.
Body Slam is the ultimate grapple finisher, unlocked at Level 5. After grabbing an enemy, holding the input lifts them overhead before slamming them into the ground. Body Slam deals the highest single-hit damage of any grapple skill. The wind-up is slow, so it is best used on staggered or restrained enemies who cannot interrupt the animation.
Scissor Takedown is technically part of the Unarmed Combat skill tree, but it synergizes closely with Grappling. The move wraps your legs around an enemy and trips them to the ground, creating an opening for an immediate grapple follow-up like Throw or Lariat.
One of the strongest aspects of Grappling is how fluidly it integrates with other combat actions. You do not need to stop fighting with weapons to initiate a grapple; several transitions let you flow in and out of grapple state without breaking your rhythm.
Dodge to Grapple: After a dodge roll, you can immediately input a grapple command. This is the safest transition since the dodge's invincibility frames protect you during the approach.
Stab to Grapple: A weapon stab (particularly from one-handed swords) can cancel into a grapple. The stab's forward momentum carries you into grab range.
Pump Kick to Giant Swing: At Level 3, landing a Pump Kick or Dropkick lets you grab the stumbling enemy and hurl them with Giant Swing.
Back Hang from Vault: After using Vault to leap over an enemy, you can grab onto their back mid-air for a Back Hang.
Unarmed Combo to Grapple: Stagger an enemy with unarmed strikes, then grab them for a Throw, Lariat, or Body Slam. This is the core loop of a dedicated grapple build.
Grappling also pairs well with Brass Knuckles. Since Brass Knuckles are classified as an unarmed weapon, they enhance your base strike damage while keeping you eligible for all grapple transitions. Players running a full unarmed and grapple build often prioritize Brass Knuckles as their primary gear.
Against bosses, grapple moves do not trigger their normal throw or restrain animations. Instead, every successful grapple attempt drains the boss's stagger bar. The amount of stagger damage scales with the grapple move used: Throw and Restrain deal moderate stagger damage, while Lariat, Clothesline, and Body Slam deal significantly more.
The recommended strategy against tough bosses is to combine weapon attacks with periodic grapple attempts. When the boss's stagger bar is nearly depleted, switch to a high-damage grapple move like Body Slam or Lariat Follow-up to break their stance. Once staggered, the boss is vulnerable to a critical hit window where all damage is amplified.
Back Hang is especially strong against large bosses like Tarandus and Queen Stoneback Crab. Clinging to their back avoids most of their frontal attack patterns and lets you chip away at their stagger bar safely.
Reaching level 3 of the Grappling skill unlocks Giant Swing, one of the most powerful crowd control moves in the game. After initiating a grapple with Pumpkick or Drop Kick, pressing the execution button throws the grabbed enemy in a wide arc that damages anything in its path.
Giant Swing also has a hidden infinite spinning technique. Instead of tapping the execution button, hold it down. While holding, steer with the camera and your character will keep spinning through enemies indefinitely, as long as you have stamina. Consume stamina-restoring drinks to extend the duration. This technique can clear out entire enemy camps in a single prolonged spin. See the Giant Swing article for full details on this technique.
Invest in Grappling early. The Level 2 Lariat alone is worth the Abyss Artifact cost, and the Lariat Follow-up at Level 3 turns it into a high-damage combo.
Keep an eye on your Stamina bar when using grapple moves repeatedly. Running out of Stamina mid-combo leaves you unable to dodge, making you vulnerable to counterattacks.
Use Throw in group fights to create space. The thrown enemy damages anything it hits, so you can thin out clusters of foes efficiently.
Clothesline is the best opening move for fights. Sprint toward a group, Clothesline the nearest enemy, then follow up with Lariat on the downed target.
Against bosses, do not rely solely on grappling. Mix weapon combos with grapple attempts to keep the boss's stagger bar under pressure without draining all your Stamina at once.
Scissor Takedown from the Unarmed Combat tree sets up free grapple follow-ups. Consider investing in both skill lines for maximum effectiveness.