Tamari returns in Slayers 2 as a rebuilt kit, and almost nothing about it matches the version longtime Project Slayers players remember. The showcase runs through six distinct actions, most of them built around a conjured Temari ball that bounces, detonates, or drills into whoever it lands on. Several moves also branch depending on whether you tap or hold the input.
Quick answer: The Slayers 2 Tamari kit is M1 spin strikes plus five abilities — Spinning Throw (tap for a slow debuff, hold for a six-ball barrage ending in ragdoll), Tamari Dunk, Piercing Kick, Tamari Meteor, and Spiraling Shot.
Tamari Demon Art moveset and effects
| Move | What it does |
|---|---|
| Spinning Throw (tap) | Hurls a single powerful Temari straight at the target. Applies a slow debuff on hit. |
| Spinning Throw (hold) | Fires a rapid barrage of six Temari, then a final heavy throw that pushes the enemy back and ragdolls them. |
| Tamari Dunk | Conjures a Temari, leaps up, and slams it down to form a crater with strict stuns, followed by a second explosion. |
| Piercing Kick | An airborne kick that can be extended by pressing the key again to throw a bouncing Temari, which detonates on its third bounce. |
| Tamari Meteor | Slams the Temari into the ground to launch high into the air, then plummets down onto the cursor location. |
| Spiraling Shot | Forms a Temari with all arms, spins it, and kicks it so it homes in, drills into the target’s abdomen, and detonates. |
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Before any of the abilities appear, the showcase spends time on the M1 chain. Tamari’s basic attacks are spin-heavy melee strikes rather than weapon swings, demonstrated first against empty air and then against a live opponent in the dojo courtyard area. That matters because the ranged abilities all key off positioning, and the M1 string is what keeps a target in place between throws.

Spinning Throw: Tap and hold variants
Spinning Throw is the move that changes the most depending on input length. Tapping the key sends out one Temari at the target, and a clean hit applies a slow debuff — useful for keeping a runner in range for a follow-up. It is the cheaper, faster option of the two.

Holding the key instead commits to a longer animation. The user throws six Temari in quick succession before capping the sequence with one heavier throw that knocks the enemy backward and ragdolls them on that final hit. The trade-off is the same one you would expect from a long barrage — more total damage and a hard end state, but a longer window where you are locked in place.
Tamari Dunk and Piercing Kick: Close-range pressure
Tamari Dunk is the kit’s grounded stun tool. The user conjures a Temari, jumps, and drives it into the ground hard enough to leave a crater, applying strict stuns on impact. A secondary explosion follows the initial slam, and the showcase demonstrates several combo variations built off that window.

Piercing Kick starts as a leaping kick and turns into a delayed explosive if you press the key a second time. That follow-up throws a Temari that ricochets, and it only detonates on the third bounce. The delay means the explosion can land well after the opening kick, so it works as a trap in tight spaces as much as a direct hit.

Note: because the detonation is tied to a bounce count rather than a timer, wide open ground and cramped corridors will not produce the same result from the same throw.
Tamari Meteor and Spiraling Shot
Tamari Meteor is the big committal move. Slamming the Temari into the ground launches the user high into the air, and they then come down onto whatever the cursor is pointing at. The showcase runs it both solo and in a sparring match, and in both cases the landing is the whole point — the travel time is dead air unless the target is already locked down.
Spiraling Shot is the tracking option. Using all arms, the user forms a Temari, spins it up, and kicks it forward so it homes in on the target, drills into their abdomen, and then detonates. It is repeated several times across the showcase, which suggests it is meant to be a reliable closer rather than an occasional flourish.

How Tamari behaves in PvP
The final stretch of the showcase is a full sparring segment against another player in the arena, using the Tamari skillset end to end. It leans on move combinations chained together with mobility dashes rather than single big hits, which lines up with how the kit is built — the slow from a tapped Spinning Throw, the stun from Tamari Dunk, and the ragdoll from the held barrage all exist to buy time for the slower finishers.
What changed from Temari Demon Art in Part 1
Every Breathing Style and Blood Demon Art carried over from the first game was confirmed to be reworked from scratch for Part 2, and Tamari is a clear example. The Part 1 version was built around simple throw variants and a transformation state that gated the last two moves. None of that structure survives in the Slayers 2 kit, and only the Meteor name carries over — with a different animation, since the Part 1 version bounced the balls skyward rather than launching the user.
| Part 1 move | Effect |
|---|---|
| Normal Throw | Single thrown ball that ricochets off the first surface it hits. |
| Double Throw | Two balls thrown at the cursor, both of which ricochet. |
| Power Kick | Ball tossed up, then roundhouse kicked toward the cursor. |
| Four Arms | Grows four extra arms, buffing M1 and move damage and unlocking two moves. |
| Triple Throw | Jump and throw three ricocheting balls in rapid succession. |
| Temari Meteor | Six balls slammed into the ground, bouncing skyward before accelerating back down. |
The Tamari Balls showcase landed on August 26th, 2026, one of a run of Slayers 2 showcases that also covered Flame Breathing, Tanto Knife and Claws, Wind Breathing, Dream Manipulation, and Cryokinesis. None of it is playable until the game itself is out — Slayers 2 releases on September 18th, 2026 at 4PM EST, and progress does not transfer from the first game, so the kit above is something you will be grinding toward from scratch.






