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Overview
Unarmed combat and wrestling is one of the most distinctive elements of Crimson Desert's combat system. Rather than being a separate weapon type that players must equip, bare-handed strikes, kicks, and grapples are always available and can be chained fluidly into any combo alongside weapon attacks. Pearl Abyss has described the system as one where "attacks flow naturally between weapon strikes, bare-hand combat, kicks, and grapples, allowing players to build highly customizable combo chains."

The wrestling system draws heavily from professional wrestling, featuring moves like RKOs, chokeslams, suplexes, and the Giant Swing. Pearl Abyss has cited Samurai Shodown, Final Fight, and King of Fighters as combat inspirations, describing Crimson Desert as "a brawler with some fighting game influences" rather than a traditional action RPG.
How the System Works
Unarmed combat is not a weapon slot that players equip. Instead, bare-handed strikes, kicks, and grapples exist as an always-available combat layer that can be woven into any weapon combo. Kliff can swing a sword, transition into a kick, grab an enemy for a suplex, and follow up with another weapon strike in a single unbroken sequence.

Bare hands have their own damage stat, suggesting the possibility of upgrading bare-knuckle fighting independently of weapon upgrades. This opens the door for dedicated unarmed builds.
Grapple Controls
Grapples are activated by pressing two face buttons simultaneously (Circle + Triangle on PlayStation). The resulting move changes based on directional input:
Input | Result |
|---|---|
Grab with no direction | Slams the enemy to the ground |
Grab + directional input | Tosses the enemy in that direction, potentially hitting other enemies |
Grab while sprinting | Sprinting grab that wraps Kliff's arm around the enemy's neck and uses momentum to drag them down |
Different button combinations | Produce different grapple types (spinning, over-shoulder throw, etc.) |
Kick System
The Triangle button (on PlayStation) is a dedicated, context-sensitive kick button. The type of kick changes based on Kliff's movement state:
State | Kick Type |
|---|---|
Standing (tap Triangle) | A powerful standing kick that can send enemies flying off cliffs |
Sprinting + Triangle | |
Rolling + Triangle | A sweep kick that takes enemies off their feet |
Jumping + kick | A two-footed flying kick |
Combo chains | Roundhouse kicks, knee lifts, and Taekwondo-style strikes |
Pearl Abyss has confirmed that Taekwondo kicks were motion-captured from actual martial artists.
Confirmed Wrestling Moves
The following wrestling and grapple moves have been confirmed through official trailers and hands-on preview events:
Move | Description |
|---|---|
RKO / Neckbreaker | Kliff grabs an opponent and leaps into the air for a neckbreaker. Can be performed while sprinting for an aerial smash variation. |
Chokeslam | Kliff grabs an enemy by the throat and slams them into the ground. |
Angle Slam | An Olympic Slam that lifts and throws the opponent. Confirmed in the Features Overview #2 trailer. |
Giant Swing | Kliff picks up an enemy and spins them around before releasing. Described as "Cesaro-style" by journalists. |
DDT | A hip-level grapple that drives the opponent's head into the ground. |
Suplex / German Suplex | Kliff lifts enemies off the ground and throws them backward over his head. |
A throwing grapple finisher that launches enemies. | |
Izuna Drop | Damiane's signature move: a Ninja Gaiden-style aerial grapple where she launches an enemy into the air, grabs them mid-flight, and pile-drives them into the ground. Primarily associated with Damiane rather than Kliff. |
Throwing enemies over Kliff's shoulder. | |
A wrestling-style body slam performed through specific button combinations. | |
A running arm strike that knocks enemies down. | |
Shoulder Tackle | A charging tackle that sends enemies flying. |
Back Breaker | Bending an enemy over Kliff's knee. |
Force Palm
The Force Palm is an additional hand-based ability activated by pressing the right stick (R3). It draws from a separate Spirit meter rather than the stamina pool. The Force Palm has multiple applications:
Fires a wave of energy from the palm that shoves enemies back
Can be aimed at the ground to launch Kliff into the air for aerial combos
Is a mid-air boost for extending aerial time
Is a guard-breaking low punch against blocking enemies
Can be elementally enhanced through the Axiom Bracelet
Axiom Bracelet and Elemental Infusion
The Axiom Bracelet is a piece of magical equipment that enables elemental infusions for both weapon and unarmed attacks. It provides three elemental types:

Element | Effect |
|---|---|
Fire | Damage over time, incineration, and explosions |
Ice | Slows and freezes enemies solid |
Lightning | Stuns and paralyzes enemies |
Both weapon strikes and bare-handed attacks can be infused with these elements, allowing for unarmed builds that combine wrestling moves with elemental effects.
Combo Flow
The core combat loop encourages mixing all attack types together. Typical combo patterns described in previews include:
Parry with sword and shield, switch to spear follow-up, kick, then grapple slam
Sprinting grab into neckbreaker, followed by an R1 sword stab
Light and heavy weapon attacks into a dive kick, then transition into a suplex or chokeslam
Perfect dodge into counter-attack, flowing into a grapple finisher
Shield bash into a super jump, transitioning into an aerial grapple or dive attack
Skill Tree
Unarmed combat skills are spread across the skill tree's blue branch (Stamina) and green branch (Spirit). Skills are unlocked using Abyss Artifacts found through exploration, combat, and quests. Some abilities can also be learned through observation: watching an NPC or enemy perform a move allows the player to learn it without spending an artifact. For example, Force Palm is learned by observing a story sequence rather than unlocking it manually.
Unarmed Combat Skills (Blue Branch)

The Unarmed Combat skill has a maximum of 5 ranks. Each rank upgrade unlocks additional combo moves and techniques.
Skill | Description |
|---|---|
Unarmed Combat (Base) | A technique for striking enemies with your bare fists. |
Trip the enemy by wrapping your legs around them from a low stance. | |
Unarmed Combat Mastery I | Adds Unarmed Combat skill combos. |
Headstart II | Lunge forward while throwing a barrage of punches. |
Headstart III | Gather your strength to unleash a torrential barrage of strikes. Costs Spirit. |
Kick Skills (Blue Branch)
Skill | Description | Cost |
|---|---|---|
Leap high and deliver a powerful double kick to send enemies flying. Unlocks Giant Swing at Grappling rank 3. | - | |
Launch your body forward and strike the enemy with both feet to send them flying. | - | |
Fly toward the enemy in midair and kick them twice. | - | |
Slam your foot down with precision from high above. | 10 Spirit | |
Step on a nearby enemy to leap over them and land behind their back. | 40 Stamina |
Grappling Skills (Blue Branch)
The Grappling skill has a maximum of 5 ranks. Higher ranks unlock additional grab types and follow-up attacks.
Skill | Description | Cost |
|---|---|---|
Grappling (Base) | Performs a grab attack. | - |
Grab and throw enemies to reposition them. | - | |
Take the enemy hostage. | - | |
Slam the enemy hard into the ground. Can chain multiple Lariat skills in a row at higher ranks. | - | |
Cling to specific targets (large enemies) to attack or escape danger. | - | |
Grab the enemy and throw them with a spin. Requires Grappling rank 3 and Pump Kick. | - | |
Catch the enemy while running to slam them down. | 60 Stamina | |
Slam into enemies from the air with your body, dealing AoE damage. Requires Double Jump or Aerial Force Palm. | 60 Stamina |
Force Palm Skills (Green Branch)
The Force Palm skill has a maximum of 5 ranks. It uses Spirit rather than Stamina and provides a versatile energy-based unarmed attack with multiple follow-up options.
Skill | Description |
|---|---|
Force Palm (Base) | Condense energy in your hands and release it to deliver an unarmed strike that reduces the target's Defense. |
Unleash energy toward the floor while midair to leap even higher. Combined with Double Jump, provides up to six total jumps. | |
Strike with healing energy to restore the health of the target. | |
Additional Palm Strikes I & II | Chain multiple consecutive palm strikes. |
Imbue Force Palm with an element from the Axiom Bracelet. | |
Follow up Force Palm with a swift, powerful strike. | |
Unleash a Force Palm that penetrates the target's inner core. | |
Channels Force Palm energy through the Axiom Bracelet for a long-range unarmed attack. Effective at building boss stagger meters. |
Oongka's Fist Combat
Oongka also has access to unarmed combat through his Fists weapon type. Unlike Kliff's deeply integrated wrestling system, Oongka's fists serve as a dedicated weapon type alongside his War Hammer, Great Axe, and ranged options. His bare-handed strikes have fast recovery between hits, making them ideal for aggressive rushdown against fast-moving opponents. Oongka can still use grappling moves like his signature Body Slam, which has a wider impact zone than Kliff's version due to his greater size and strength.
Skill Learning Through Observation
Some unarmed abilities can only be learned by watching NPCs or enemies perform them during gameplay. When an enemy executes a specific move, the player may receive a prompt to observe and learn it. Force Palm, for instance, is learned through an observation sequence during the story rather than by spending an Abyss Artifact. This mimicry system rewards exploration and attention to combat encounters, as unique moves can be permanently added to the player's repertoire by simply watching them in action.
Recommended Builds
For players interested in focusing on unarmed combat, the Iron Fist Monk build pairs the unarmed skill tree with the Axiom Bracelet to create a dedicated hand-to-hand playstyle. This build prioritizes Force Palm upgrades and elemental imbues to deal consistent damage without relying on traditional weapons. Early game skill guides suggest prioritizing stamina and basic combat skills first, then investing in grapple and Force Palm upgrades in the mid-game once the player has a comfortable health and stamina pool.
Limitations Against Bosses
Wrestling moves are not universally effective. Grapples and throws work against humanoid-sized enemies but are ineffective against very large creatures and bosses:
Boss | Grapple Effectiveness |
|---|---|
Grappling completely ineffective due to the boss's size. Forces reliance on timed dodges and weapon strikes. | |
Black Bear | Too large for grappling. Players must use other combat approaches. |
Humanoid boss where grapples work. Has a finishing grapple sequence requiring a precise button chain. | |
Fast humanoid boss where Force Palm blasts and throws can be effective. |
The Cassius Morten boss fight specifically has a finishing grapple sequence that requires players to chain specific button inputs. If the sequence is entered incorrectly, Kliff gets staggered and takes significant damage, making the grapple mechanic a high-risk, high-reward element of the encounter.

Environmental Interactions
The grapple system extends beyond enemy-to-enemy interactions. Confirmed environmental grapple mechanics include:
Grappling enemies off their mounts and commandeering the mount for yourself
Grabbing environmental objects like stakes or banners from the ground to use as improvised weapons
Kicking enemies off cliffs or into hazards with the standing kick
Throwing grappled enemies into other enemies, using them as projectiles
Journalist Impressions
The unarmed combat system has been one of the most discussed aspects of Crimson Desert across preview coverage:
Shacknews: "You get to RKO someone whenever you want" and the system "rewards you for mastering its systems" and "dares you to experiment."
PCGamesN: "When it clicks it feels like nothing else." Initially found controls complex but ultimately rewarding.
Windows Central: "I can Chokeslam and Angle Slam enemies in this game? Sign me up now." Called it "so rare to see a fantasy RPG fully embrace a wrestling playstyle."
GamingTrend: "Blew me away" with combat quality. Found judo throws and grapples rewarding.
TechRadar: Praised combat depth but noted that many moves require pressing two to three buttons simultaneously.
Skill Details
Detail | Info |
|---|---|
Character | |
Skill Tree | Stamina (Blue) |
Category | |
Cost | |
How to Unlock | Unlocked by default. Max Lv. 5. |
Triangle / Y (with weapons sheathed) |
Skill Progression
Unarmed Combat has 5 upgrades that branch from it as you invest more Abyss Artifacts.
Skill | Effect | How to Unlock | |
|---|---|---|---|
After rolling, sweep your enemy's legs with a powerful low kick. | Unlocked by default | Triangle after rolling | |
While crouching, wrap your legs around an enemy and bring them to the ground. | Raise Unarmed Combat to Lv. 2 | Hold Triangle while crouching | |
Perform an additional unarmed strike in combos. | Raise Unarmed Combat to Lv. 3 or observe skill in action | Passive | |
While in the air, launch yourself at an enemy and kick them twice. | Raise Unarmed Combat to Lv. 4 | Hold Triangle while airborne | |
Drive a precise diving kick into the enemy from high altitude. | Raise Unarmed Combat to Lv. 5 or observe skill in action | Triangle while high in the air |





Hidden Unarmed and Gauntlet Mechanics
Bare-handed fighting has several hidden extensions that the tutorial never mentions. The most important trick is a mid-combo throw, and the rest become available once you slot a Gauntlet into your Two-Handed Weapons slot. Equipping a gauntlet unlocks a brand new move set that is completely separate from the usual triangle-button melee chains, turning unarmed combat into a full fighting game style toolkit.
Mid Combo Throw
While you are in the middle of a standard unarmed combo, pressing the jump button partway through will interrupt the string and trigger an unlisted throw. The throw connects on most humanoid enemies and, crucially, on most bosses, which makes it an extremely useful tool for openings that do not require a weapon. If you are punished for pressing the same combo strings repeatedly, mixing in the jump-throw during the chain is often enough to break an opponent's guard pattern.
Gauntlet Move Set
With a Gauntlet equipped in the two-handed slot, the triangle-button melee chains are replaced with a new set of inputs built around R1 and R2. These moves behave more like an anime fighting game than the default brawler combos and they include at least three notable finishers.
Move | Input | Effect |
|---|---|---|
Raging Demon Turning Slash | R1 plus R2 (turning slash) while unarmed with gauntlet equipped | A rapid multi-hit attack that visually resembles a raging demon from classic fighting games. Kliff blurs past the target and connects with a burst of hits, making it a strong reversal option against groups. |
Charged Shadow Step Stab | R1 plus triangle (stab) while unarmed with gauntlet equipped | The stab input performs a charged shadow step style attack. Kliff dashes forward with a committed strike that feels similar to the classic Akuma shadow dash, and it covers enough distance to close large gaps on dodging bosses. |
Shoryuken Follow Up | Press R1 again immediately after the Charged Shadow Step Stab | Chains the stab into a rising uppercut that functions like a shoryuken, launching the enemy into the air. Use this as a juggle starter: after the launch, you can follow up with any midair option, including meteor variants or a wrestling body slam on the way down. |
Directional Wrestling Variations
Wrestling moves change based on the directional input you hold when you trigger them. Holding back while pressing the X plus square wrestling input performs a completely different grapple than the neutral version, and unlocking the consecutive move skill lets you press the wrestling input again to chain into a unique follow-up attack. Running at an enemy from behind and using the wrestling input produces a lariat that turns into a spinning flip, which is one of the flashier options in the whole unarmed kit.
Because each direction produces a distinct move, it is worth spending time on the training dummy to map out which inputs give you the tools you want: spacing, knockdown, juggle, or hard launcher. Plain wrestling, back-directional grapples, running lariat, and the consecutive follow-up should all be in your rotation.
Tips
Invest in Unarmed Combat early to unlock its full progression chain.
Keep an eye on your Stamina bar when using this skill repeatedly; running out mid-combo leaves you vulnerable.
See Also
Related Articles
Topic | Connection |
|---|---|
The broader combat framework that includes unarmed combat | |
The protagonist who performs all unarmed and wrestling moves | |
Equipment that enables elemental infusion of unarmed attacks | |
Weapon Types | Weapon attacks that chain with unarmed combat |
Boss fight featuring a grapple finishing sequence |