Damage

Mobile-friendly (quicksheet/cheatsheet version)

Everybody likes damage. Stack those numbers high and watch the HP melt away. In Ghost of Tsushima, generally stacking damage is a good idea. For all intent and purpose the vast majority of damage-stacking is ADDITIVE (that is if you have two sources of a particular damage boost type, they are added together vs multiplicatively stacking).

Calculating Damage

Example of Additive vs Multiplicative. Assume I am using Katana attacks and I have 3 sources of Melee Damage %. Katana does 1 hp bar of damage, each Melee Damage is at max (12%) for a total of 36% Melee Damage Boost:

Additive
1. Katana + Melee % = X Total Damage
2. 1 + 1 * 36% = X Total Damage
3. 1 + 0.36 = 1.36 Total Damage

Multiplicative
1. [[(Katana * Melee A) * Melee B] * Melee C] = X Total Damage
2. [[(1 * 1.12) * 1.12] * 1.12] = X Total Damage
3. [[1.12 * 1.12] * 1.12] = X Total Damage
4. [1.254 * 1.12] = ~1.41 Total Damage

At high-level play, it is about stacking the right amount of damage to hit particular breakpoints (ie the exact value at which your Ultimate will one-shot a Tengu or Oni Archer for example). This ‘right amount’ also comes into play for setup attacks (assassinations, Spirit Kunai kills, etc). Using the Enemy Health & Tactics section, along with this Damage page, you can successfully navigate calculating the ideal setup for your build.

Reading the Data

For all intent and purpose, the below data is calculated using a regular katana strike (square) and assumes you are at the maximum Ki possible for any game mode (being a lower Ki than maximum will mean you output slightly less damage than the baseline). The katana baseline damage is 1 hp bar of health on any enemy. From there, all attack outputs were then compared and notated here over the course of several months of testing. It will be assumed that there were NO boosts for damage output (you will need to calculate those separately based on your build and gear).

Category Descriptions

TYPE: Gear/Ability damage category (ie katana, ranged, etc)
DAMAGE SOURCE: Specific attack being used (ie Stone stance, halfbow, kunai)
DAMAGE PER STRIKE: # of bars of hp taken with a single usage/output
DAMAGE TYPE: Signifies what damage modifiers will boost that damage source. Review the Synergies page for more details.
SPECIAL NOTES: Context in certain situations where damage is circumstantial or where there are additional/auxiliary damage outputs.

TYPESUB-TYPEDAMAGE SOURCEDAMAGE PER STRIKE
(# of Bars of HP)
DAMAGE TYPE
(Category)
SPECIAL NOTES
KATANASStone StanceRegular Attack1Melee
Heavy Attack1, 1, 1MeleeDeals Stagger Damage
Special Attack (Stab)3, 1, 1MeleeUnblockable/unparryable (except by shields)
Heavy Combo (Stone Master)1, 1, 1+0.25*MeleeDeals Stagger Damage
*0.25 = not boosted by Property Bonuses
Water StanceRegular Attack1Melee
Heavy Attack1MeleeDeals Stagger Damage
Special Attack (Flurry)0.75, 0.75, 0.75, 0.75, 0.75
[5 Strikes]
MeleeDeals Stagger Damage
Special Attack (Water Master)0.75, 0.875, 1, 1.125, 1.25
[5 strikes]
MeleeDeals Stagger Damage
WindRegular Attack1Melee
Heavy Attack1MeleeDeals Stagger Damage
Special Attack (Kick)1*MeleeDeals Stagger Damage
*Cannot deal lethal damage
Special Attack (+ Master)1*+0.5**MeleeDeals Stagger Damage
*Cannot deal lethal damage
**0.5 = not boosted by Property Bonuses
MoonRegular Attack1Melee
Heavy Attack (Kick or Slash)1*, 1*, 1.5MeleeDeals Stagger Damage
*Cannot deal lethal damage
Special Attack (Spin)1.5 per spinMeleeDeals Stagger Damage
Special Attack (+ Master)1*, 1*, 1+0.5**MeleeDeals Stagger Damage
*Cannot deal lethal damage
**0.5 = not boosted by Property Bonuses
SECONDARY
MELEE
Counter
Attack
Perfect Parry
Perfect Dodge
3Melee, CounterDeals Stagger Damage
PerkBurning Blade1.5 over 4 s
(0.375 hp/s)
Status
Poison Blade2.6 over 4 s
(0.65 hp/s)
StatusDeals Stagger Damage
Requires Assassin Tech ‘Nightshade’
Intimidating Counter1*Melee, CounterStrikes countered enemy & nearby enemies
AOE scales with Melee Damage%
Way of the Flame+0.35Fire, StatusAdds Fire damage to Melee strike
Unblockable
Demon CutterArea of Effect1*Melee, CounterDoes AOE damage to Target & nearby enemies
*Throws enemies (30% chance)
Stone StrikerHeavenly Strike4.5
10*
MeleeTerrifies nearby enemies on a Kill
*Bonus damage on Staggered enemies
Heavenly RebukeHeavenly Strike4.5MeleeTerrifies nearby enemies on a Kill
Heavenly RebukeLightning Bolt2.4Fire, Status
Critical StrikeKnocked Down enemy5Melee, ???
Stealth AttackAssassination
Critical Strike
6Stealth, ???
RANGED
HalfbowFull Draw (Bodyshot) – Max1.25Ranged
Full Draw (Bodyshot) – Min1RangedAssumes arrow drop-off (far distance)
Quickfire Bodyshot0.4-0.45*Ranged*some variation
Full Draw (Headshot) – Max4Ranged, Headshot
Full Draw (Headshot) – Min1.6Ranged, HeadshotAssumes arrow drop-off (far distance)
Quickfire Headshot???Ranged, HeadshotTBD
LongbowFull Draw (Bodyshot) – Max3.75Ranged
Full Draw (Bodyshot) – Min1.5RangedAssumes arrow drop-off (far distance)
Quickfire Bodyshot0.95*Ranged*some variation
Full Draw (Headshot) – Max6Ranged, Headshot
Full Draw (Headshot) – Min2.4Ranged, HeadshotAssumes arrow drop-off (far distance)
Quickfire Headshot???Ranged, HeadshotTBD
Fire ArrowBow Damage (above)1.5Fire, Status
Piercing ArrowBow Damage (above)RangedPierces shields (no bonus damage)
Sharpened Ammo1.5 over 3s
(0.5 hp/s)
StatusBleed damage (chance to occur)
BlowgunAny Dart0.2Ranged, Headshot
Poison Dart (Bodyshot)2.6-2.8StatusRequires Assassin Tech ‘Nightshade’
Poison Dart (Headshot)3.5StatusRequires Assassin Tech ‘Nightshade’
Sharpened Ammo1.5 over 3s
(0.5 hp/s)
StatusBleed damage (chance to occur)
Bomb PackConcussion1RangedNot a Ghost Weapon
GHOST WEAPONS
Bomb PackBlack Powder (Explosion)1.5Ghost Weapon
Black Powder (DoT1.4Fire, Status
Flash Bomb0.2Status
Kunai
(Per Kunai)
Regular1Ghost WeaponDeals Stagger Damage
Supermassive3Ghost WeaponChanges Kunai Base Damage
Knockback on enemies
Fired Up+1.5Fire, Statusadds Fire Damage
Dirt ThrowAny0.5Ghost Weapon
Fired Up+1.5Fire, Statusadds Fire Damage
Sticky BombRegular4Ghost Weapon
Fired Up+1.5Fire, Statusadds Fire Damage
Magma BombLegendary Sticky2.2Ghost WeaponReduced damage vs regular Sticky Bomb
Provides Smoke Bomb effect (6s)
CaltropsRegular0.4Ghost Weapon
Fired Up+1.5Fire, Statusadds Fire Damage
CLASS-SPECIFIC
SamuraiSpirit Pull2.4 over 12s
(0.2 hp/s)
n/aSpirit Pull +1 (Samurai Charm) increases damage
(increase = 8 over 12; 0.66 hp/s)
Explosive Blade+0.4*n/aAoE that is unblockable (including shields)
Stacks with WotF, Ultimate, Heavenly Strike
Raging Flame (Regular)1.25 over 3s
(0.416 hp/s)
Fire, Status
Raging Flame (Heavy)2.5 over 3s
(0.83 hp/s)
Fire, StatusCauses Splash Damage on nearby targets
Raging Flame (Splash)1.25 over 3s
(0.416 hp/s)
Fire, StatusTriggers as an AOE on Heavy Attacks
Raging Flame (Ground)0*n/a*Ground fire trail is visual only
Hachiman’s Fury (1 strike)7Melee, Ultimate
Heavenly Strike4.5Melee
HunterStaggering Arrow6Ranged, Headshot
Explosive Arrow7.1Ranged, Headshot
Explosive Arrow (DoT)3.8Fire, Status
Spirit Archer1.35 per arrown/a~ 1 hp bar per arrow
+0.35 hp for the Fire/Status
All-Seeing Eye (1 strike)8Ranged, Headshot, Ultimate
Burning Gaze (DoT)6.7 – 7.3*Ranged, Headshot, Ultimate, Fire, Status*Variable damage when tested
RoninSpirit Dog0.75n/aNothing boosts its damage
Spirit Bear1.5n/aNothing boosts its damage
Flaming Roar1.5Fire, Status
Weakening Burst0.2n/aApplies Weaken in an AOE
Fire Breath DoT1.35Fire, Status, Ultimate
Staggering Breath4Ultimate
AssassinToxic Vanish2.3StatusRequires Assassin Tech ‘Nightshade’
Super Strike6*StealthDoes NOT gain Boost from Stealth Attack Damage
Shadow Strike (1 strike)7Melee, Ultimate
OTHER
Explosive Barrel4.4Fire, Status
Ignite GiftTBDFire, StatusBoosted by your Gear
Enemy FallsTBDEnemy falls from a far enough height
Damage Table


“The katana of clan Sakai…an exquisite weapon.  For me, every blade is unique. As recognizable as a person. Bring the materials I need, and I would be honored to improve such a fine sword.”

– Golden Temple Swordsmith


Don’t see what you are looking for here? Contact Us