Blood Demon Arts
Tamari Demon Art
To learn Tamari in Slayers 2 (formerly Project Slayers 2), become a Demon, get its Orb through Muzan’s power roll or chest loot, and use it to start Tamari Core Training. Complete Cup Training, Push ups, Boulder Split and Defeat Mizunotos in that order. After training, open the Tamari skill-tree branch and unlock individual moves.
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Muzan route and the Tamari Orb
Muzan offers Blood Demon Art rolls inside his lair. After becoming a Demon, equip the Biwa Bell and use it to return to him. Choose Give me your power to open the art roll panel.
An Orb from chest loot can start the same training route. Read the item’s use prompt and match it to Tamari Core Training before using it.
Night search for a first invitation; Biwa Bell return route for a Demon.
Muzan NPC guideKeep conversion, power rolls and hunt tasks separate.
- Complete the Demon conversion quest and use Muzan’s Blood if your character is still human.
- For Muzan’s roll, enter his lair with the Biwa Bell, talk to Muzan and select Give me your power. Inspect the required roll resource before confirming.
- Check the result in inventory. Pick the Orb for Tamari, or claim a suitable Orb from a boss chest; keep a skill scroll separate from the Orb.
- Equip the Orb and use its item action. On the default PC layout, click M1 while holding it. Confirm the tracker title is Tamari Core Training.
- Start the first unlocked objective below. Finish each row before traveling to the next marker.
Complete Tamari Core Training in order
The next exercise stays locked until the previous objective registers. Use the active task marker and completed row before moving on.
| Step | Objective | Where to go | How to finish |
|---|---|---|---|
| 1 | Cup Training | Butterfly Estate cup station | Follow the cup carrying the ball through the shuffle and select it when the cups stop. Complete the activity before leaving the station. |
| 2 | Push ups | Butterfly Estate Pushups mat | Use the Pushups interaction on the dark mat and click as the shrinking ring meets the outer ring. Check the row completes before starting the next task. |
| 3 | Boulder Split | Rope-wrapped boulders below Windy Peak | Start Boulder Split Train, drag with the moving circles and survive the timer. The exercise uses the on-screen circles rather than weapon swings. |
| 4 | Defeat Mizunotos (5) | Active Mizunoto quest marker; Mistfall Harbor route | Fight the Mizunoto Slayer enemies after the earlier exercises are complete. Check the named kill counter; a trainee boss is a different objective. |
Tamari training checklist
Check the completed rows and the art unlock reward before opening Skill Tree. A locked row names the preceding exercise you still need to finish.

Open the walkthrough for each exercise
Follow the cup carrying the ball through the shuffle and select it when the cups stop. Complete the activity before leaving the station.
Push ups walkthroughUse the Pushups interaction on the dark mat and click as the shrinking ring meets the outer ring. Check the row completes before starting the next task.
Boulder Split walkthroughStart Boulder Split Train, drag with the moving circles and survive the timer. The exercise uses the on-screen circles rather than weapon swings.
Unlock Tamari moves after training
A Boss skill scroll unlocks a later technique; it does not replace the Orb or Core Training. Read the selected node’s Boss and scroll requirements after learning the preceding moves.
- Complete the final Mizunoto counter and check the Tamari unlock and mastery bar.
- Open M → Skill Tree on PC and find the Tamari branch.
- Select the first available move, read its point and prerequisite requirements, and unlock it.
- Use learned moves to build the art’s mastery. Inspect each next node for its own mastery, points and prerequisites before spending.
- Select the combat slot carrying the art and check the learned moves on the hotbar. Inspect the equipped weapon if the art row is missing.
If Tamari training or moves do not work
| Problem | Next action |
|---|---|
| Muzan offers conversion instead of power | Finish the conversion quest and use Muzan’s Blood, then return with the Biwa Bell. |
| An existing art blocks the new Orb | Read the current art replacement/reset prompt and its effects before removing your trained art. Keep the desired Orb ready. |
| The next exercise stays locked | Return to the preceding objective and confirm its completion row. Starting an activity is different from finishing it. |
| Mizunoto kills are not registering | Check the active row says Defeat Mizunotos and the earlier exercises are complete. Follow its marker and watch the counter after each fight. |
| Core Training ended but the hotbar is empty | Open the art branch and unlock a move node, then select the combat slot that carries it. |
Before learning Tamari
Use a Demon character and prepare healing and daytime sun protection before traveling between training activities. The Orb starts Core Training; finishing that quest and purchasing individual moves are separate steps.
Spinning Throw: tap or hold
The two animations come from one named move. Practice a short tap and a deliberate hold separately to identify which version your hotbar input triggered.
| Input | Shown result | What to check |
|---|---|---|
| Tap | A direct Tamari throw; a hit applies a slow effect in the showcase. | Use a target at a clear distance and confirm the throw connects before relying on the slow. |
| Hold | A charged barrage of six balls followed by a final throw. | Give the sequence room to complete; do not mistake the first ball for the entire attack. |
Tamari Dunk: impact and delayed burst
The showcased character leaps and throws a Tamari downward. The impact leaves a crater and briefly stuns a target caught in the blast; the ball then explodes again. Watch for both events before moving into another action.
For practice, place a stationary target near the expected landing area and compare its position after the initial impact and the follow-up detonation. The showcase does not prove a universal stun duration.
Piercing Kick: land the kick before pressing again
The move begins with a jumping kick. If that kick connects, a second press throws a Tamari that bounces off the opponent and detonates on its third bounce.
Treat the second input as a conditional follow-up. If the opening kick misses, reposition rather than assuming the bouncing attack will still start. Check the target and the skill state before committing another move.
Tamari Meteor: choose the landing point
In the showcase, the user drives a Tamari into the ground, launches upward and drops toward the location of the cursor. The cursor position therefore matters before the descent, not only when the move first starts.
Practice on open ground: place the cursor over an obvious point, activate the move and compare the final landing position. Repeat with a moving target only after you can control the basic placement.
Spiraling Shot: a launched finisher
The developer demonstration shows the user forming a spinning Tamari, kicking it forward and lifting a target after contact before the explosion. This is a separate launched move, not the charged version of Spinning Throw.
Check that the target is in the projectile path. A dramatic animation does not establish that every opponent will be caught or that the move forms a guaranteed combo with the other Tamari skills.
A useful order for testing Tamari
- Identify your learned Tamari nodes and assigned hotbar keys.
- Test Spinning Throw with a tap, then with a full hold; note which one changes the target's movement.
- Use Tamari Dunk on a predictable target and wait for the second burst.
- Try Piercing Kick only at a range where its opening kick can land, then test the follow-up press.
- Place Tamari Meteor with the cursor and test Spiraling Shot's projectile path separately.
- Before combining moves, check cooldowns, resources and whether the opponent can leave the sequence in your current game version.
Continue your journey
Find more guides in the Slayers 2 Wiki & Database.
