Diablo II: Lord of Destruction/Martial Arts

Martial Arts
The martial arts come in two flavors: charge-up skills and finishing moves. They work best when paired, one on each mouse button. Each hit an assassin scores while attacking with a charge-up skill creates an orbiting white globe (up to a total of three). When a charged-up assassin then attacks with a finishing move (or a normal attack), the charge-up and finishing move together release an enhanced amount of damage and some sort of elemental spell. Check each finishing move to see what kinds of damage these combo attacks provide.

The white globes will fade simultaneously after a short while, so use them if at all possible before they do. If you can, charge up your attack on a peripheral creature, and then perform your area-effect finishing move on a creature in a crowd.

If you are battling a single opponent with a charge-up skill that provides both single-opponent and area-effect results, be sure to use mana efficiently by selecting the charge-up that harms only a single opponent. Read the info in the skill tree, or simply watch the effects of your attacks, to determine whether or not a charge-up is affecting more monsters than just your target.

Finishing moves can be used as a normal attack, although this is a poor use of mana.

Tiger Strike
This low-level skill is powerful indeed, even with just one skill point devoted to it. Your damage can be quadrupled right off the bat, with a very low commitment of mana. This skill actually becomes more valuable as you progress through the game's difficulty levels because of its very high damage multiplier and the increased resistances among the monsters to elemental damage.
 * Description: A special attack that adds damage to a finishing move or normal attack
 * Level prerequisite: 1
 * Skill prerequisite: None
 * Mouse button: Left or right

Dragon Talon
This finishing move is all right for low-level characters, but its damage modifier is weak enough to make more advanced skills far more useful in the long run.
 * Description: A finishing kick that knocks back enemies
 * Level prerequisite: 1
 * Skill prerequisite: None
 * Mouse button: Left or right

Fists of Fire
Charged up to two or three globes, this attack, coupled with a finishing move, does fire damage not only to your target, but to enemies in close proximity to the target as well. This skill is best suited for dual claw class weapons as you do 2 charges at the same time. Against just one enemy, one charge-up is the most efficient use of mana, because you have no need to cause area damage.
 * Description: A special attack that adds fire damage to a finishing move or normal attack
 * Level prerequisite: 6
 * Skill prerequisite: None
 * Mouse button: Left or right

Dragon Claw
Players who like using two claw-class weapons should sink some extra skill points into this attack. Others should use it simply as a stepping-stone to more advanced skills.
 * Description: A finishing move that requires dual claw-class weapons, which increases the damage of the attack
 * Level prerequisite: 6
 * Skill prerequisite: Dragon Talon
 * Mouse button: Left or right

Cobra Strike
A great charge-up skill that steals life, or life and mana, from the enemy you attack with a finishing move. Hitting the most powerful monster available with your finishing move will steal the most life and mana.
 * Description: A finishing weapon attack that leeches the victim's life and mana
 * Level prerequisite: 12
 * Skill prerequisite: Tiger Strike
 * Mouse button: Left or right

Claws of Thunder
While not as effective as cold damage, lightning damage can harm just about any creature in the game, making this a good midlevel charge-up. Be sure to use just one charge-up if you are facing a single opponent, or you will waste the mana that goes into creating the area-effect damage.
 * Description: A special attack (for claw-class weapons) that adds lightning damage to a finishing move or normal attack
 * Level prerequisite: 18
 * Skill prerequisite: Fists of Fire
 * Mouse button: Left or right

Dragon Tail
This move knocks the target backward but does not do area damage unless coupled with a charge-up skill like fists of fire or phoenix strike.
 * Description: A finishing kick that knocks enemies back explosively
 * Level prerequisite: 18
 * Skill prerequisite: Dragon Claw
 * Mouse button: Left or right

Blades of Ice
Aside from phoenix strike, this skill is the only charge-up that allows for freezing enemies--and as anyone who has benefited from cold damage knows, freezing enemies is a great way to fight in crowded conditions.
 * Description: A special attack (for claw-class weapons) that adds cold effects to a finishing move or normal attack
 * Level prerequisite: 24
 * Skill prerequisite: Claws of Thunder
 * Mouse button: Left or right

Dragon Flight
This skill is not only useful for attacking but also for fleeing tight situations. Use it on an enemy at the outskirts of a fight to escape the clutches of a monster crowd.
 * Description: A finishing kick that allows for teleportation
 * Level prerequisite: 24
 * Skill prerequisite: Dragon Tail
 * Mouse button: Left or right

Phoenix Strike
This is the only charge-up that uses three distinct types of elemental damage. As such, you should keep an eye out for creatures that do not seem very affected by certain kinds of damage, and charge your attacks up accordingly.
 * Description: A special attack (which does not require a claw-class weapon) that adds your choice of fire, lightning, or cold damage to a finishing move or normal attack
 * Level prerequisite: 30
 * Skill prerequisite: Blades of Ice, Cobra Strike
 * Mouse button: Left or right

Shadow Disciplines
It is the shadow disciplines that really give the assassin her own unique character. We associate assassins with stealth, speed, and poison, and it is these disciplines that make her excel at these skills. An assassin who emphasizes the shadow disciplines will not need to put as many stat points into strength and dexterity as a martial artist would, because she may rely on her shadow master and converted mind blast foes to do her dirty work.

Claw Mastery
Katars, hatchet hands, and other claw-class weapons are an assassin's best weapons, making this skill very useful. At least one skill point should go into claw mastery to get an easy one-third boost in both damage and attack ratings.
 * Description: Improves claw-class fighting skill
 * Level prerequisite: 1
 * Skill prerequisite: None
 * Mouse button: Passive

Psychic Hammer
A ranged attack, psychic hammer can strike any visible enemy, not just those near your character. It is best learned so you can then advance to the more powerful skills, like cloak of shadows and shadow warrior.
 * Description: Knocks enemies back while damaging them
 * Level prerequisite: 1
 * Skill prerequisite: None
 * Mouse button: Right

Burst of Speed
An extremely useful early skill, burst of speed lets you not only attack more quickly but also get from point A to point B with greater haste than any other character class. Note that when burst of speed has been cast, it cancels the effects of both fade and venom.
 * Description: Increases both moving and attacking speed
 * Level prerequisite: 6
 * Skill prerequisite: Claw Mastery
 * Mouse button: Right

Weapon Block
This skill does not provide any bonus to a moving assassin, and its blocking statistics do not easily approach those provided by certain fairly common shields. Further, blocking does damage to claw weapons, which drives up repair costs. It is, however, a requirement for shadow warrior, which is a very useful skill.
 * Description: Allows an assassin with dual claw-class weapons to block
 * Level prerequisite: 12
 * Skill prerequisite: Claw Mastery
 * Mouse button: Passive

Cloak of Shadows
This spell affects enemies within a certain radius of the player (or shadow fighter) who casts it. Any enemy who has not already spotted you (or a member of your party) will act as if you are not present, although if you bump into such an enemy, your presence will be revealed to it. Any enemies that already knew of your presence will come to the spot where they last saw you, making it wise for you to move to one side after you cast this spell. You cannot stack this spell but must wait for the duration before you can recast it.
 * Description: Conceals the assassin for a short time
 * Level prerequisite: 12
 * Skill prerequisite: Psychic Hammer
 * Mouse button: Right

Fade
Some enemies possess special attacks (fire, poison, and so on), and this spell is best saved for the times when you face such foes. Note that when fade has been cast, it cancels the effects of both burst of speed and venom.
 * Description: Increases all resistances and protects against curses
 * Level prerequisite: 18
 * Skill prerequisite: Burst of Speed
 * Mouse button: Right

Shadow Warrior
A shadow warrior lives until her life runs out. The best time to summon a shadow warrior is in town, where you can instantly replenish your mana at no expense. A shadow warrior uses only the two skills that you have equipped, but it is not necessary to summon a new shadow warrior when you wish to switch to new skills, as she will follow your lead and begin using the new abilities. You cannot equip a shadow warrior, and you may only summon one at a time. You cannot directly heal her, although her life will return to full if you contact the appropriate shopkeeper in town who returns the assassin's life to full.
 * Description: Summons a mimic assassin who uses your two equipped skills
 * Level prerequisite: 18
 * Skill prerequisite: Weapon Block, Cloak of Shadows
 * Mouse button: Right

Mind Blast
Mind blast affects enemies in a small area in the direction it is aimed. It is not necessary to attack an enemy with mind blast; simply clicking the ground is sufficient. Mind blast can attack any enemy or point that is visible to your character, not just those near you. Because of its chance to convert, this spell is best used against a crowd of enemies; it is possible to convert multiple enemies with one casting. Aim in such a way that the maximum number of enemies are affected by this spell.
 * Description: Stuns and damages nearby enemies, with some chance of temporary conversion
 * Level prerequisite: 24
 * Skill prerequisite: Cloak of Shadows
 * Mouse button: Right

Venom
Although the duration of this spell is quite long, it is best to cast it just before you intend to use it. Remember that poison damage extends over a period of seconds; it is therefore best to use it once on a monster and then switch to new targets so that the enhanced poison damage will have its full effect on each target. Note that when venom has been cast, it does not cancels the effect of fade.
 * Description: Temporarily adds poison damage to an equipped weapon
 * Level prerequisite: 30
 * Skill prerequisite: Fade
 * Mouse button: Right

Shadow Master
A shadow master behaves more or less like a shadow warrior, with the exception that she can use any assassin skill. The best time to summon a shadow master is in town, where you can instantly replenish your mana. Only one shadow master may be present at a time; summoning either kind of shadow fighter will banish any existing one. You cannot equip a shadow master, and you cannot directly heal her, although her life will return to full if you contact the appropriate shopkeeper in town who returns the assassin's life to full.
 * Description: Summons a mimic assassin who uses all of your learned skills
 * Level prerequisite: 30
 * Skill prerequisite: Shadow Warrior
 * Mouse button: Right

Traps Skills
The assassin who masters traps may focus more of her stat points into energy, because the quantities of monsters she must face hand to hand will be reduced by her devastating traps.

Traps may be set on the far sides of closed doors (select a trap, and click when the cursor is hovering over the door so that "Closed Door" appears). Use this sneaky trick especially when you see the colored glows of special monsters within the next room you'd like to explore.

An assassin may create up to five traps (regardless of type or mix) at one time; if she summons more than five, the oldest among the existing traps will detonate harmlessly. Traps will stay indefinitely, so long as they do not use up their charges and so long as the assassin stays near them to keep them active. If an assassin sets a trap and then moves so that it is offscreen, the trap will soon fade.

Fire Blast
This low-level spell will likely be a simple stepping-stone to more advanced spells. It does not need to be targeted on an enemy; clicking on any open ground will do.
 * Description: Tosses a small globe of fire that explodes on contact
 * Level prerequisite: 1
 * Skill prerequisite: None
 * Mouse button: Left or right

Shock Web
This spell does more damage for less mana than the more advanced traps, although it immediately activates, even if no enemies are nearby. Several shock webs can be cast into the same area, multiplying the effect of this nasty spell. This spell may be targeted on the ground as well as on enemies.
 * Description: Creates a web that does area-effect lightning damage
 * Level prerequisite: 6
 * Skill prerequisite: Fire Blast
 * Mouse button: Left or right

Blade Sentinel
This spell need not be targeted on an enemy, but it must be aimed in the direction you wish the blade to fly. For the duration of the spell, the blade will move between your original firing position and the target point. If you want the blade to make more trips back and forth during its short life, click an enemy or the ground near you. You may have at most two blade sentinels in the air at one time.
 * Description: Shoots a blade in the direction of the attack that flies to and from the endpoints until a time limit expires
 * Level prerequisite: 6
 * Skill prerequisite: None
 * Mouse button: Left or right

Charged Bolt Sentry
This trap releases small charges of lightning that spread toward the intended target, hitting anything in their path. Due to the ever-widening spread of the charges, lucky enemies may escape its effect. This trap is especially useful in crowds, where the charges are unlikely to miss, and in open field, where the charges will not expend themselves against walls.
 * Description: A trap that releases lightning damage when an enemy approaches it
 * Level prerequisite: 12
 * Skill prerequisite: Shock Web
 * Mouse button: Right

Wake of Fire
Once it chooses its target, this trap emits a V-shaped set of flames that point toward that target. All other monsters caught in the flames will suffer damage, however, making this a very useful trap in open areas.
 * Description: A trap that inflicts several waves of fire damage upon nearby enemies
 * Level prerequisite: 12
 * Skill prerequisite: Fire Blast
 * Mouse button: Right

Blade Fury
These blades do not boomerang like a blade sentinel, but travel in a straight line toward the enemy or piece of ground that is targeted. You may have at most two sets of blade fury active at one time. When a blade has done its maximum damage, it shatters, although its companions, if any, will continue on their way.
 * Description: Shoots three blades in the direction of the attack
 * Level prerequisite: 18
 * Skill prerequisite: Blade Sentinel, Wake of Fire
 * Mouse button: Left or right

Lightning Sentry
This trap blasts a stream of lightning at nearby foes, causing damage to any monsters caught in the stream. Because this trap fires in a straight line, it is especially useful in narrow hallways and walkways, where monsters are likely to be approaching single file. Be aware that a lightning sentry may choose to fire at an enemy that is just out of its range, wasting the mana it cost you to cast the trap.
 * Description: A trap that attacks nearby enemies with a blast of lightning
 * Level prerequisite: 24
 * Skill prerequisite: Charged Bolt Sentry
 * Mouse button: Right

Wake of Inferno
This trap ejects a billow of flame at nearby foes, causing damage to any monsters caught in the way. Like the lightning sentry, this trap fires in a straight line, so it is especially useful in narrow hallways and walkways, where monsters are likely to be approaching single file. This trap may choose to fire at an enemy that is just out of its range, wasting the mana it cost you to cast the trap.
 * Description: A trap that incinerates nearby enemies with a stream of fire
 * Level prerequisite: 24
 * Skill prerequisite: Wake of Fire
 * Mouse button: Right

Death Sentry
This devastating trap creates a wonderful chain effect, sizzling an enemy with its lightning discharge and then detonating the corpse the moment approaching enemies come near it. Without a doubt, this is the best trap to use in a crowd full of tough monsters.
 * Description: A trap that detonates any corpses by nearby enemies or fries the enemies with a blast of lightning
 * Level prerequisite: 30
 * Skill prerequisite: Lightning Sentry
 * Mouse button: Right

Blade Shield
This seemingly defensive skill actually causes great harm to nearby enemies, making it possible to rage through a crowd of monsters without even lifting a claw. Its duration is not affected by any other skills.
 * Description: Defends the assassin with a cocoon of whirling blades
 * Level prerequisite: 30
 * Skill prerequisite: Blade Fury
 * Mouse button: Right