Damage
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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.
| TYPE | SUB-TYPE | DAMAGE SOURCE | DAMAGE PER STRIKE (# of Bars of HP) | DAMAGE TYPE (Category) | SPECIAL NOTES |
| KATANAS | Stone Stance | Regular Attack | 1 | Melee | – |
| Heavy Attack | 1, 1, 1 | Melee | Deals Stagger Damage | ||
| Special Attack (Stab) | 3, 1, 1 | Melee | Unblockable/unparryable (except by shields) | ||
| Heavy Combo (Stone Master) | 1, 1, 1+0.25* | Melee | Deals Stagger Damage *0.25 = not boosted by Property Bonuses | ||
| Water Stance | Regular Attack | 1 | Melee | – | |
| Heavy Attack | 1 | Melee | Deals Stagger Damage | ||
| Special Attack (Flurry) | 0.75, 0.75, 0.75, 0.75, 0.75 [5 Strikes] | Melee | Deals Stagger Damage | ||
| Special Attack (Water Master) | 0.75, 0.875, 1, 1.125, 1.25 [5 strikes] | Melee | Deals Stagger Damage | ||
| Wind | Regular Attack | 1 | Melee | – | |
| Heavy Attack | 1 | Melee | Deals Stagger Damage | ||
| Special Attack (Kick) | 1* | Melee | Deals Stagger Damage *Cannot deal lethal damage | ||
| Special Attack (+ Master) | 1*+0.5** | Melee | Deals Stagger Damage *Cannot deal lethal damage **0.5 = not boosted by Property Bonuses | ||
| Moon | Regular Attack | 1 | Melee | – | |
| Heavy Attack (Kick or Slash) | 1*, 1*, 1.5 | Melee | Deals Stagger Damage *Cannot deal lethal damage | ||
| Special Attack (Spin) | 1.5 per spin | Melee | Deals Stagger Damage | ||
| Special Attack (+ Master) | 1*, 1*, 1+0.5** | Melee | Deals Stagger Damage *Cannot deal lethal damage **0.5 = not boosted by Property Bonuses | ||
| SECONDARY MELEE | Counter Attack | Perfect Parry Perfect Dodge | 3 | Melee, Counter | Deals Stagger Damage |
| Perk | Burning Blade | 1.5 over 4 s (0.375 hp/s) | Status | – | |
| Poison Blade | 2.6 over 4 s (0.65 hp/s) | Status | Deals Stagger Damage Requires Assassin Tech ‘Nightshade’ | ||
| Intimidating Counter | 1* | Melee, Counter | Strikes countered enemy & nearby enemies AOE scales with Melee Damage% | ||
| Way of the Flame | +0.35 | Fire, Status | Adds Fire damage to Melee strike Unblockable | ||
| Demon Cutter | Area of Effect | 1* | Melee, Counter | Does AOE damage to Target & nearby enemies *Throws enemies (30% chance) | |
| Stone Striker | Heavenly Strike | 4.5 10* | Melee | Terrifies nearby enemies on a Kill *Bonus damage on Staggered enemies | |
| Heavenly Rebuke | Heavenly Strike | 4.5 | Melee | Terrifies nearby enemies on a Kill | |
| Heavenly Rebuke | Lightning Bolt | 2.4 | Fire, Status | – | |
| Critical Strike | Knocked Down enemy | 5 | Melee, ??? | – | |
| Stealth Attack | Assassination Critical Strike | 6 | Stealth, ??? | – | |
| RANGED | |||||
| Halfbow | Full Draw (Bodyshot) – Max | 1.25 | Ranged | – | |
| Full Draw (Bodyshot) – Min | 1 | Ranged | Assumes arrow drop-off (far distance) | ||
| Quickfire Bodyshot | 0.4-0.45* | Ranged | *some variation | ||
| Full Draw (Headshot) – Max | 4 | Ranged, Headshot | – | ||
| Full Draw (Headshot) – Min | 1.6 | Ranged, Headshot | Assumes arrow drop-off (far distance) | ||
| Quickfire Headshot | ??? | Ranged, Headshot | TBD | ||
| Longbow | Full Draw (Bodyshot) – Max | 3.75 | Ranged | – | |
| Full Draw (Bodyshot) – Min | 1.5 | Ranged | Assumes arrow drop-off (far distance) | ||
| Quickfire Bodyshot | 0.95* | Ranged | *some variation | ||
| Full Draw (Headshot) – Max | 6 | Ranged, Headshot | – | ||
| Full Draw (Headshot) – Min | 2.4 | Ranged, Headshot | Assumes arrow drop-off (far distance) | ||
| Quickfire Headshot | ??? | Ranged, Headshot | TBD | ||
| Fire Arrow | Bow Damage (above) | 1.5 | Fire, Status | – | |
| Piercing Arrow | Bow Damage (above) | – | Ranged | Pierces shields (no bonus damage) | |
| Sharpened Ammo | 1.5 over 3s (0.5 hp/s) | Status | Bleed damage (chance to occur) | ||
| Blowgun | Any Dart | 0.2 | Ranged, Headshot | – | |
| Poison Dart (Bodyshot) | 2.6-2.8 | Status | Requires Assassin Tech ‘Nightshade’ | ||
| Poison Dart (Headshot) | 3.5 | Status | Requires Assassin Tech ‘Nightshade’ | ||
| Sharpened Ammo | 1.5 over 3s (0.5 hp/s) | Status | Bleed damage (chance to occur) | ||
| Bomb Pack | Concussion | 1 | Ranged | Not a Ghost Weapon | |
| GHOST WEAPONS | |||||
| Bomb Pack | Black Powder (Explosion) | 1.5 | Ghost Weapon | – | |
| Black Powder (DoT | 1.4 | Fire, Status | – | ||
| Flash Bomb | 0.2 | Status | |||
| Kunai (Per Kunai) | Regular | 1 | Ghost Weapon | Deals Stagger Damage | |
| Supermassive | 3 | Ghost Weapon | Changes Kunai Base Damage Knockback on enemies | ||
| Fired Up | +1.5 | Fire, Status | adds Fire Damage | ||
| Dirt Throw | Any | 0.5 | Ghost Weapon | – | |
| Fired Up | +1.5 | Fire, Status | adds Fire Damage | ||
| Sticky Bomb | Regular | 4 | Ghost Weapon | – | |
| Fired Up | +1.5 | Fire, Status | adds Fire Damage | ||
| Magma Bomb | Legendary Sticky | 2.2 | Ghost Weapon | Reduced damage vs regular Sticky Bomb Provides Smoke Bomb effect (6s) | |
| Caltrops | Regular | 0.4 | Ghost Weapon | – | |
| Fired Up | +1.5 | Fire, Status | adds Fire Damage | ||
| CLASS-SPECIFIC | |||||
| Samurai | Spirit Pull | 2.4 over 12s (0.2 hp/s) | n/a | Spirit Pull +1 (Samurai Charm) increases damage (increase = 8 over 12; 0.66 hp/s) | |
| Explosive Blade | +0.4* | n/a | AoE 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, Status | Causes Splash Damage on nearby targets | ||
| Raging Flame (Splash) | 1.25 over 3s (0.416 hp/s) | Fire, Status | Triggers as an AOE on Heavy Attacks | ||
| Raging Flame (Ground) | 0* | n/a | *Ground fire trail is visual only | ||
| Hachiman’s Fury (1 strike) | 7 | Melee, Ultimate | – | ||
| Heavenly Strike | 4.5 | Melee | – | ||
| Hunter | Staggering Arrow | 6 | Ranged, Headshot | – | |
| Explosive Arrow | 7.1 | Ranged, Headshot | – | ||
| Explosive Arrow (DoT) | 3.8 | Fire, Status | – | ||
| Spirit Archer | 1.35 per arrow | n/a | ~ 1 hp bar per arrow +0.35 hp for the Fire/Status | ||
| All-Seeing Eye (1 strike) | 8 | Ranged, Headshot, Ultimate | – | ||
| Burning Gaze (DoT) | 6.7 – 7.3* | Ranged, Headshot, Ultimate, Fire, Status | *Variable damage when tested | ||
| Ronin | Spirit Dog | 0.75 | n/a | Nothing boosts its damage | |
| Spirit Bear | 1.5 | n/a | Nothing boosts its damage | ||
| Flaming Roar | 1.5 | Fire, Status | – | ||
| Weakening Burst | 0.2 | n/a | Applies Weaken in an AOE | ||
| Fire Breath DoT | 1.35 | Fire, Status, Ultimate | – | ||
| Staggering Breath | 4 | Ultimate | – | ||
| Assassin | Toxic Vanish | 2.3 | Status | Requires Assassin Tech ‘Nightshade’ | |
| Super Strike | 6* | Stealth | Does NOT gain Boost from Stealth Attack Damage | ||
| Shadow Strike (1 strike) | 7 | Melee, Ultimate | – | ||
| OTHER | |||||
| Explosive Barrel | 4.4 | Fire, Status | |||
| Ignite Gift | TBD | Fire, Status | Boosted by your Gear | ||
| Enemy Falls | TBD | – | Enemy falls from a far enough height |

“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
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