Sword Skill Types Explained
Every Sword Skill in Aincrad carries a hidden tag that decides what it is actually good for. The game mentions it once in a prologue tooltip and never again. This guide covers the three types — Sword Strike, Severing Attack and Crush Attack — what each one answers, which types your weapon actually gets, and how to fill three slots so nothing in the castle counters you.

You can hold three Sword Skills at once. Which three types you pick matters more than which numbers are highest.
The Three Damage Types
Sword Skills are not just scaled versions of each other. Each one is classified as a Sword Strike, a Severing Attack or a Crush Attack, and that tag decides whether the skill is absorbed, whether it removes a body part, and how exposed you are when it ends.
Sword Strike
Balanced damage & controlThe safe, all-purpose type. Sword Strike skills deal balanced damage and — crucially — let you raise your guard or dodge almost immediately after the animation. Most of the game's wide arcs, shockwaves and launcher moves live here, which makes this the type you reach for when you are surrounded rather than duelling.
Fast recovery, crowd coverage, safest to throw blind
Severing Attack
Part-breaking & i-framesThe cutting type. Severing skills behave like your weapon's charged heavy attack: they shear destructible parts off targets — horns, tails, plating — and several of them carry invincibility frames during the active window, letting you dance through a boss AoE while dealing damage. The cost is the worst recovery of the three types.
Highest raw numbers, breaks body parts, punishing whiff
Crush Attack
Guard breaking & stunThe impact type. Crush skills tear through shields and raised guards and stack knockdown damage until the enemy is stunned outright. Against an intact Break Marker these are worth more than any amount of light-attack pressure — this is the type that turns a damage sponge back into a normal enemy.
Shatters guards, builds stun stacks, opens the real damage window
Crush Attacks also exist as a normal action — holding the heavy attack input produces one without spending SP. See the guard break guide for how the Break Gauge itself works.
Which Type Answers Which Problem
The taxonomy only matters because Aincrad puts specific defensive layers in front of you. Match the type to the layer and fights collapse; mismatch it and the same enemy feels like a damage sponge.
| Situation | Best Type | Why |
|---|---|---|
| Shielded kobold or armoured elite | Crush Attack | Frontal light and Severing damage is absorbed by the Break Marker. Crush drains it directly, and one strong crush skill can delete a hand-held buckler outright. |
| Horned or plated beast | Severing Attack | The horn or plate is a destructible part, not a guard. Severing damage is the tool that shears it away and permanently removes that attack from the enemy's kit. |
| Three or more enemies at once | Sword Strike | Wide arcs, shockwaves and launchers are concentrated in the Sword Strike list, and the fast recovery means you can guard the second enemy's swing instead of eating it. |
| Boss telegraphing a wide AoE | Severing Attack | The i-frames on several Severing skills let you pass through the attack while contributing damage. Just make sure the recovery lands after the AoE ends, not into the follow-up. |
| Enemy already staggered | Highest ATK multiplier you own | Damage reduction is gone during a stagger, so type stops mattering and raw multipliers take over. This is where a Cascade or Volcano Slam earns its slot. |
| Low stamina, need breathing room | Sword Strike | Sword Skills spend SP rather than stamina, and the Sword Strike recovery is short enough to guard out of. It is the only type you can safely throw with an empty stamina bar. |
Starter Skill Types by Weapon
You cannot choose which types you unlock — Weapon EXP unlocks skills in a fixed order per weapon type. Here is the first three skills each weapon hands you, tagged by damage type, so you know what your kit is missing before a boss teaches you the hard way.
One-Handed Sword
Complete| Skill | Type | Damage | Motion |
|---|---|---|---|
| Slanted Edge | Crush | 160 (+200% ATK) | Diagonal downward swing |
| Vertical Slash | Severing | 180 (+200% ATK) | Straight overhead cut |
| Horizontal Slash | Sword Strike | 120 (+250% ATK) | Sweeping crowd arc |
The only weapon whose first three skills are one of each type. A brand-new sword user already has perfect coverage without a single extra unlock.
Mace
Complete| Skill | Type | Damage | Motion |
|---|---|---|---|
| Clashbang | Crush | 90 (+250% ATK) | Gap-closing thrust |
| Beatdown | Sword Strike | (+270% ATK) | Diving overhead swing |
| Bull Rush | Severing ×2 | 60 slam → 30 + 140 (+250%) | Body slam into two cuts |
All three types plus the best innate Break output in the game. Bull Rush counts as two Severing hits, so it strips parts unusually fast for a blunt weapon.
Two-Handed Axe
No Severing| Skill | Type | Damage | Motion |
|---|---|---|---|
| Fierce Shock | Sword Strike | 200 (+200% ATK) | Ground-slam wave |
| Roaring Jolt | Crush | 120 (+250% ATK) | Piercing lunge |
| Volcano Slam | Sword Strike | 400 (+270% ATK) | Launching upward wave |
Enormous Sword Strike numbers and a genuine Crush option, but nothing that severs parts early. Pair with charged heavy attacks for anything with a horn.
Two-Handed Sword
No Crush| Skill | Type | Damage | Motion |
|---|---|---|---|
| Swordfall | Severing ×2 | 80 + 120 (+150% ATK) | X-shaped double cut |
| Brave Leap | Sword Strike ×3 | 80 + 80 + 120 shockwave | Launcher into slam |
| Cascade | Severing | 270 → 710 held (+200% ATK) | Chargeable vertical |
Cascade held to full is the single biggest starter-skill number in the game. Guard breaking falls to your held heavy attack until a Crush skill unlocks.
Dagger
Severing-heavy| Skill | Type | Damage | Motion |
|---|---|---|---|
| Flick and Twist | Severing | 130 (+200% ATK) | Retreating cut |
| Single Stab | Sword Strike | 130 (+200% ATK) | Thrown knife, ranged |
| Rapid Bite | Severing | 140 (+250% ATK) | Teleport behind, cut |
No early Crush option at all — the dagger's answer to shields is Fulmination, unlocked further into the proficiency list. Until then, route around guards instead of through them.
Rapier
Severing only| Skill | Type | Damage | Motion |
|---|---|---|---|
| Linear Strike | Severing | 120 (+200% ATK) | Backstep into thrust |
| Lateral Lunge | Severing | 190 (+250% ATK), 55 SP | Counter stance, repels head-on hits |
| Pyre Dance | Severing | 110 (+200% ATK) | Lunge with backstep exit |
The narrowest starter kit in the game — three Severing skills and nothing else. The rapier compensates with the parry game, not with type coverage.
Damage values are the launch-build numbers for each weapon's first three unlocks. Later skills extend the list and often fill the missing type — see the full Sword Skills guide for unlock pacing and SP costs.
Four Three-Slot Loadouts
Three slots, and skill layouts save per weapon — so you can keep one configuration and swap it at the inn when the content changes. These four cover almost everything the launch floors throw at you.
Boss Duel
Crush · Severing · Sword Strike
The default. Crush opens the Break Marker, Severing removes the breakable part behind it, and the Sword Strike is your safe filler while stamina recovers. Works on every single-target fight in the game and is the kit to bring to Asterius the Taurus King.
Mob Clear
Sword Strike ×2 · Severing
For dungeon corridors and open-field packs. Two Sword Strikes mean you always have a wide arc off cooldown and can guard out of both. Keep one Severing purely for the elite that inevitably walks into the pack.
Break Specialist
Crush ×2 · Severing
Mace and Two-Handed Axe builds that treat the Break Gauge as the real health bar. Stack knockdown until the enemy is stunned, then cash the whole stagger window in with the Severing skill.
Death Game Safety
Sword Strike ×2 · Crush
Permadeath runs want recovery frames, not damage ceilings. Sword Strikes let you guard immediately after the animation; the Crush handles shields without asking you to commit to a Severing whiff you cannot survive.
Rules the Game Never Tells You
Five behaviours that sit underneath the type system and change how you should slot skills.
- ◆Skills cost SP, not stamina. Normal attacks, dodges and guards drain stamina; Sword Skills spend SP, and SP refills by landing normal hits. That is why a defensive playstyle starves your skill economy — you have to press to afford the payoff.
- ◆Layouts save per weapon. Each weapon type remembers its own three-slot configuration, so you never have to rebuild a kit after swapping. Weapons themselves can only be changed at an inn.
- ◆Proficiency starts after the prologue. Weapon EXP does not begin accruing during the scripted intro, so the prologue is a free trial period — sample all six types there, then commit.
- ◆Type does not override the Break Marker. A Severing skill thrown into an intact guard is absorbed exactly like a light attack. Order matters: Crush the layer, then sever what is underneath.
- ◆Focus status accelerates everything. When the faint blue glow appears at the screen edges, both stamina and SP costs drop — chain your expensive Severing and Crush skills inside that window rather than spreading them out.
Six Loadout Mistakes
The type system is invisible on the loadout screen unless you read every tooltip, which is exactly why these repeat across every difficulty.
| Mistake | Why It Happens | Fix |
|---|---|---|
| Equipping three skills of the same type | Most weapons hand you a same-type starter list, and it is easy to just take the top three unlocks | Read the type tag on every skill before slotting it. Rapier and Dagger users especially need to check what they are missing. |
| Throwing Severing skills into a raised guard | Severing damage is absorbed by an intact Break Marker just like light attacks | Break first with a Crush skill or held heavy attack, then sever the part underneath. |
| Using a Severing skill as a panic button | The recovery is the longest of the three types — a whiffed one is worse than doing nothing | Save Severing for openings you created. Use a Sword Strike when you need to attack but are unsure. |
| Assuming the i-frames cover the whole animation | Invincibility only covers the active window, not the recovery tail | Time the skill so the AoE lands in the middle of the animation, not at the end of it. |
| Switching main weapons to chase a skill type | Weapon EXP is per type — a new weapon starts with an empty skill list | Stick with your main and unlock deeper. Missing coverage is a temporary problem; a reset proficiency bar is not. |
| Ignoring skill types on the loadout screen entirely | The game never explains the taxonomy after the prologue tooltip | Treat the three types as a rock-paper-scissors layer sitting on top of raw damage numbers — it decides more fights than ATK does. |
Build Around Your Skill Types
Weapon choice decides which types you get, EX-Mods decide how often you can afford them, and stats decide how hard they land.
Frequently Asked Questions
What are the three Sword Skill types?
Sword Strike, Severing Attack and Crush Attack. Sword Strikes are balanced hits with fast recovery that let you guard or dodge almost immediately. Severing Attacks shear off destructible body parts and several carry invincibility frames. Crush Attacks shatter guards and stack knockdown until the target is stunned.
Should I equip one of each type?
For most weapons, yes — three slots covering all three types answers crowds, breakable parts and shielded enemies. The Rapier and Dagger are exceptions: their early lists are almost entirely Severing, so they solve guards with later unlocks such as the dagger's Fulmination instead.
Severing or Crush against a shield?
Crush. Severing cuts parts off, but an intact Break Marker absorbs it the same way it absorbs light attacks. Break the guard with Crush damage first, then use Severing on the horn, plate or limb behind it.
Do Severing Attacks really give i-frames?
Several do, during the active window only. That makes them a real option for passing through a boss AoE while dealing damage — but the recovery tail is not protected, so time the skill to finish after the attack ends rather than into the follow-up.
Can I choose which type unlocks next?
No. Skills unlock in a fixed order per weapon type as you earn Weapon EXP by defeating enemies with that weapon. There is no skill shop and no points to spend, so missing coverage is solved by levelling your current weapon deeper, not by switching.
Which weapon has the best type coverage?
The One-Handed Sword — Slanted Edge (Crush), Vertical Slash (Severing) and Horizontal Slash (Sword Strike) give perfect coverage from the first three unlocks. The Mace is close behind. The Rapier is the narrowest, with three Severing skills and nothing else.