shadowrush shinobi arts sekiro shadows die twice wiki guide
Emblem Cost 2
SP Required 6
Effect Unleash a long-range, powerful thrust
Skill Type Combat Arts Skill
Skill Tree Shinobi Arts

Shadowrush (奥義・大忍び刺し) is a skill in Sekiro: Shadows Die Twice, this type of skill is a Combat Arts Skill that is under the Shinobi Arts Skill Tree. Each Skill Tree consists of a variety of skills that are categorized as Combat Arts, Shinobi Martial Arts, and Latent Skills that will allow players to alter and customize Sekiro's overall effectiveness in combat and survivability.

These skills can be unlocked by spending gained Skill Points at a Sculptor's Idol.



 Acquires the "Shadowrush" Combat Art.

Unleash a long range, powerful thrust, then use the impaled opponent as a platform to vault into the skies.

Be as an owl on the hunt, and return to the skies after stabbing your prey. Spirit Emblems are consumed when leaping.


How to Acquire Shadowrush

  • Shadowrush requires 6 Skill Points
  • This can be found under the Shinobi Arts Skill Tree and is unlocked by resting at a Sculptor's Idol.


Shadowrush Notes & Tips

  • Shadowrush is a Combat Arts Skill
  • This move was created by the Owl and is used by him in the Owl (Father) boss fight
  • If either this art or Shadowfall is used against either Great Shinobi Owl or Owl (Father), he will Mikiri Counter it, dealing huge damage.
  • Deals 1.35x + 0.5x = 1.85x health and 0.9x + 0.9x = 1.8x posture damage (dash + leap), can be continued with two sword slashes for a total of 2.35x and 2.47x damage.




A Beast's Karma  ♦  A Shinobi's Karma: Body  ♦  A Shinobi's Karma: Mind  ♦  Ascending Carp  ♦  Ashina Cross  ♦  Bestowal Ninjutsu  ♦  Bloodsmoke Ninjutsu  ♦  Breath of Life: Light  ♦  Breath of Life: Shadow  ♦  Breath of Nature: Light  ♦  Breath of Nature: Shadow  ♦  Chasing Slice  ♦  Descending Carp  ♦  Devotion  ♦  Dragon Flash  ♦  Emma's Medicine: Aroma  ♦  Emma's Medicine: Potency  ♦  Empowered Mortal Draw  ♦  Fang and Blade  ♦  Floating Passage  ♦  Flowing Water  ♦  Grappling Hook Attack  ♦  High Monk  ♦  Ichimonji  ♦  Ichimonji: Double  ♦  Living Force  ♦  Mibu Breathing Technique  ♦  Mid-air Combat Arts  ♦  Mid-air Deflection  ♦  Mid-air Prosthetic Tool  ♦  Mikiri Counter  ♦  Most Virtuous Deed  ♦  Nightjar Slash  ♦  Nightjar Slash Reversal  ♦  One Mind  ♦  Praying Strikes  ♦  Praying Strikes - Exorcism  ♦  Projected Force  ♦  Puppeteer Ninjutsu  ♦  Run and Slide  ♦  Sakura Dance  ♦  Sculptor's Karma: Blood  ♦  Sculptor's Karma: Scars  ♦  Senpou Leaping Kicks  ♦  Shadowfall  ♦  Shinobi Eyes  ♦  Shinobi Medicine Rank 1  ♦  Shinobi Medicine Rank 2  ♦  Shinobi Medicine Rank 3  ♦  Spiral Cloud Passage  ♦  Suppress Presence  ♦  Suppress Sound  ♦  Vault Over  ♦  Virtuous Deed  ♦  Whirlwind Slash



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    • Anonymous

      Outside of Owl, does any enemy block this attack? I've used it on Genichiro and various mini bosses, and they all just end up taking it.

      • Anonymous

        agility bane m1 m1 m1 m1 lethality m1 m1 m1 m1 shadowrush grapple triple dagger throw shadowrush owl slash

        • Anonymous

          imagine if you could do different combat arts, shadowrush + high monk in the air would be an amazing combo

          • Anonymous

            Just saw a video, and apparently it doesn't cost any SP if the attack doesn't connect. Can anyone confirm?

            • Anonymous

              I tested shadowrush comparing enemy healthbars and it seems to deal about 170% of normal attacks (the stab, plus the jump). The attacks that you can throw in the air seem to be normal attacks when in the air, which deal 1/4 of normal attacks. Normally I seem to throw two air attacks, so that would total 220% of a normal attack for the whole combo. The test I did: I used a normal swordsman with enough health. Performed a normal attack once, printed the screen. Rested, came back, attacked with shadowrush, printed again. And compared the screenshots. Normal did about 55% of damage, shadowrush did about 95%.

              • Anonymous

                I used this and double ichimonji against Saint Isshin. Since he has a fuxking insane attack range this was one of the only combat arts I could pull off from a safe distance without getting destroyed by his stupid teleport-and-stab thing and land two free hits on the way down too. However double ichimonji is better because it also cancels out any combo attack he is doing. And when fking grandpa over here starts a combo, he just keeps hitting again and again and again and again so it helps.

                • Anonymous

                  It's worth noting that the jump part of this move acts in the same way as if you've jumped over an unblockable sweep and did the counter. You get the same posture damage on the enemy and possible stun for another attack. It also has a very large range, way out of most enemies' reach, and I belive it cannot be deflected so that you always have access to the jump. Definitely one of the better Combat Arts.

                  • Anonymous

                    This is super useful for most fights ive come across. I recommend getting double ich as well incase you end up spamming shadowrush until you're out of talismans. Without talismans, this move is still pretty good imo, so thats up to you. I have a good time with both this and the double ich.

                    • Anonymous

                      Just got this - seems incredibly useful against certain mini bosses. Wish I opted to get it sooner! It also only takes spirit emblems if you land the strike which is nice.

                      • Anonymous

                        I like high monk better, but this is super good to traverse the environment because you can use it to charge midair

                        • Anonymous

                          This skill is amazing it makes many mini bosses easy, i recommend you choose it first instead of the ashina one, even though it costs 6 skill points.

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