Skip to main content

The best skills in Rise of the Ronin

While you do pick a starting class of sorts in Rise of the Ronin, that doesn’t lock you out of using any of the game’s numerous weapons or abilities. That initial choice simply determines your starting stats and skills, and you can still freely mold your ronin’s proficiencies with as much detail as you can their appearance. Previous Team Ninja games have had some less-than-friendly UIs for their leveling system, and while it is much better here, it is still quite overwhelming. You have multiple branches of skills spread across the four main categories, plus most skills can be leveled up more than once. If you’re ready to learn the ways of the samurai, enter our dojo to learn which skills are the best.

The best skills in Rise of the Ronin

Skills are broken down into the Strength, Dexterity, Charm, and Intellect branches. Some skills just require normal skill points, while others must be unlocked using that section’s specific skill points.

Recommended Videos

Best Intellect skills

The skill tree in Rise of the Ronin.
Team Ninja

A major part of the time period of Rise of the Ronin involves the introduction of outside influences on Japan, with firearms being one of the biggest disruptors. Along with your katanas and bows, handguns and rifles can be equipped and used in fights. The Handgun Critical Hit gives you a second option when you deplete an enemy’s ki 9basically a stamina and stagger bar). Instead of doing a powerful melee attack with whatever weapon you have, you can pull the left trigger to deal an even stronger finishing move with your pistol. It’s flashy and deadly.

The skill tree in Rise of the Ronin.
Team Ninja

It doesn’t make a lot of business sense, but some shops are hiding their most valuable wears. The only way to get the full scope of what’s on offer is to invest in the Discernment skill. This opens up a lot more chances to buy stronger gear and consumables that are normally hard to come across.

The skill tree in Rise of the Ronin.
Team Ninja

Medicinal pills are your estus flasks of Rise of the Ronin, but these temporary buffs are crazy powerful if you utilize them right. Craft Bolstering Medicine opens up the option to use all those materials you have to make items that buff your strength, endurance, and ki. These last a decent amount of time, plus don’t cost a lot to make, so you won’t feel like you wasted one if you die.

Best Charm skills

The skill tree in Rise of the Ronin.
Team Ninja

Your main character is mostly silent during the game, but there are quite a lot of dialogue choices that pop up in both the main and side missions. Early on, you will notice that several options are locked behind specific skills, including “lie.” Of all the speech options, we like lie the best because it can be used to get into or out of trouble depending on the situation and is just fun to see what you can get away with.

The skill tree in Rise of the Ronin.
Team Ninja

A lone ronin like yourself is going to be doing a lot of killing and a lot of shopping for better gear. Coins aren’t hard to come by, but tend to be doled out in small increments when you’re paid for clearing even a group of foes. Each level of this skill gives a substantial boost to the percentage of cash you get for all that killing you have to do anyway.

Best Dexterity skills

The skill tree in Rise of the Ronin.
Team Ninja

Dexterity skills focus on the more stealthy and ninja-focused skills. Quietness is a little vague, but essentially makes your footsteps silent when moving. You will still need to crouch when you get really close to enemies, but only if they’re not isolated and someone else would notice. If not, you can walk right up behind them and get an easy and fast assassination.

The skill tree in Rise of the Ronin.
Team Ninja

Most skill trees have at least one level of Refill in there, so pick whichever you can reach faster. Or better yet, target all of them. Refill simply increases how many medicinal pills you start out with when hitting a checkpoint or reviving after death. Three is a pitiful amount to start with, so make it a priority to get at least one or two levels in these skills to have some breathing room in battle.

The skill tree in Rise of the Ronin.
Team Ninja

Getting ganged up on in Rise of the Ronin kind of breaks the combat in a way. You’re not equipped to take on three, four, five, or more enemies at once, so in some ways it makes sense. That’s why a big emphasis is put on stealth and thinning out enemy numbers before going loud. Your normal stealth attack is fine, but always leaves you exposed afterward. If you grab the Rope Assassination skill, you can stalk the rooftops and pull a Spider-Man by yanking an unsuspecting enemy up to their death without anyone else being the wiser.

Best Strength skills

The skill tree in Rise of the Ronin.
Team Ninja

Weapon proficiency is vital if you intend on taking on the tougher missions and difficulty levels of the game. Odds are you will want to experiment with a bunch of different weapon types at first, so grabbing this skill early will let you get a feel for which weapons you like. You can then start grinding out their proficiency levels as fast as possible.

The skill tree in Rise of the Ronin.
Team Ninja

We’ve all reached that moment where we just want to get through the trash mobs and get to the real challenging enemies. No matter how weak they may be, you always need to go through the routine of attacking, parrying, and chopping down an enemy (or stealthing them slowly) to get by. Not with Killer Blade, though. So long as that enemy can be taken down with a critical hit, you only need to approach them and hold triangle to not only strike them down in a single strike, but also cause any other enemy around to cower in fear.

Jesse Lennox
Jesse Lennox has been a writer at Digital Trends for over four years and has no plans of stopping. He covers all things…
The best Augments in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

Longtime fans of the Zombies mode in past Call of Duty games are no doubt loving the return to the round-based structure Call of Duty: Black Ops 6 has taken. Between the Perks, Pack-A-Punch machines, and Easter eggs, there's already a ton of content to explore in the first two maps. Whether you're new to the mode or know all the tips and tricks from past games, there's one element that has most players scratching their heads. Augments are hardly explained in Black Ops 6 and are largely ignored because of this. However, ignoring this mechanic will only make life harder for you and your team. We've done all the research required to tell you how Augments work and which ones you should try to get first in Black Ops 6.
How Augments work in Black Ops 6

In short, Augments are equippable passive perks that add an additional minor or major effect to either a Perk, field upgrade, or ammo mod. Each one of these has six possible augments -- three minor and three major -- that each give a different buff. But there are two things you need to do before you can even begin tinkering with these Augments.

Read more
The best Wildcards in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
The first Wildcard you get is better than nothing, but only just. It's exactly like Danger Close, only you can hold two Tacticals instead of Lethals. This is, by nature, a little worse since Tacticals don't have the ability to kill an enemy (unless you get super lucky and you directly hit an enemy with one who is on low HP). You can get some use out of them, but you're better off upgrading as soon as you have another option.

Read more
The best Perk-A-Colas in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

There's nothing more refreshing than taking a nice big swig of a Perk-A-Cola during an intense Zombies match with your pals in Call of Duty: Black Ops 6. Besides tasting great (we assume), these colas empower you with buffs that will keep you alive until the later rounds. These bonuses are just as important as the Pack-A-Punch, but come in a wider range of flavors. It is possible to stack them all, but that gets expensive very fast so you need to be thrifty about choosing which ones are most valuable early on. These colas come in eight different types that may or may not be worth your Essence to chug. If you want to know which ones are the best in Black Ops 6, check out our ranking.
Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
The best early guns for Zombies mode have a large magazine, fast reload, or both. Running out of ammo at the wrong time and not being able to get more rounds in the chamber fast enough has ended many a run, but Speed Cola is the solution. It will speed up your reloads and armor plating by 30%. That's not a massive number, but fast enough to make the difference.
Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
Every zombie has a weak spot, which is most often the head. Deadshot Daiquiri makes a critical hit hurt even more than normal, plus increases your auto-aim on those weak points when you aim down sights (ADS). That second part shouldn't factor much if you've got good aim, which is why this is only a decent Perk-A-Cola.
PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
When Elemental Pop works, it's great. The problem with it is that you can't rely on it. It gives a small chance on every shot you take to add a random ammo mod effect, which is cool but impractical. If you have spare Essence on you, sure, it won't hurt you to have, but it isn't something that will turn the tide for you or your team.
Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

Read more