Ghost of Yotei - Weapons

Atsu's arsenal in Ghost of Yotei is built around five distinct melee weapon styles unlocked through the main campaign and Yotei Six questlines, each with its own moveset, technique tree and upgrade path, backed by bows, a matchlock rifle, thrown blades and bombs. Weapon kits change the look of each...
of 11 entries · updated 2026-09-15
Name Type Description Stats Source
Wolf Blade (Katana) Katana The balanced single-blade foundation of Atsu's kit, carried from the game's opening and upgraded into the campaign's most flexible melee weapon. Role: Balanced single blade Reach: Medium Strong Against: Sword-wielding enemies Starter melee weapon, in Atsu's hands from the prologue in the Yotei Grasslands
Dual Katana Dual Katana A fast paired-blade style built around quick, consecutive attacks that shred staggered opponents. Role: Speed and combo pressure Reach: Short Strong Against: Polearm (Yari) enemies Unlocked by completing 'The Way of the Dual Katana' main mission in the Yotei Grasslands
Odachi Odachi A two-handed greatsword that trades speed for reach and stagger, with the deepest melee tree in the game at nine techniques. Role: Heavy stagger and reach Reach: Long Strong Against: Shielded and guarding enemies Reward for the 'The Way of the Odachi' main quest in the Saito Brothers questline
Yari (Spear) Yari The longest-reaching melee weapon in Atsu's set, used for spacing, sweeping strikes and a powerful sprinting sweep. Role: Spacing and crowd control Reach: Very long Strong Against: Groups of melee attackers Taught through the 'The Way of the Yari' subquest, which opens once Atsu reaches the region where the spear master waits
Kusarigama Kusarigama A chain-sickle that defines the game's stagger-then-execute loop: the weighted chain breaks an enemy's poise from range, then the sickle finishes them. Role: Stagger from range, then burst damage Reach: Long (chain) Strong Against: Polearm and shielded enemies Pursue the Kitsune questline and defeat the Nine Tails to complete 'The Way of the Kusarigama'
Hankyu (Medium Bow) Bow The quicker of Atsu's two bows, favoured for mid-range sniping and rapid follow-up shots during stealth approaches. Role: Stealth and mid-range Reach: Mid Ammo: Arrows Bought from bow merchants such as Ran the Bowyer
Yumi (Longbow) Bow A heavier longbow with more power and range than the Hankyu, used for long-distance eliminations before Atsu enters a camp. Role: Long-range elimination Reach: Long Ammo: Arrows Bought from bow merchants such as Ran the Bowyer
Tanegashima (Rifle) Rifle A matchlock rifle that delivers the highest single-shot damage of Atsu's ranged options at the cost of a long reload. Role: Single-target burst, opening shot Reach: Very long Ammo: Lead balls Purchased from gunsmith merchants around Ezo
Kunai (Throwing Dagger) Throwable Fast, silent thrown blades used to interrupt enemies, finish staggered foes and take out isolated lookouts. Role: Stealth utility and finishing Reach: Short Ammo: Kunai Looted from enemies and camps, and stocked by general-goods merchants
Fire Bomb Bomb A thrown explosive that sets an area alight, spreading fire to nearby enemies and weapons. Role: Area fire damage over time Reach: Thrown Ammo: Bombs Acquired from Ina the Bomb Maker in the Ishikari Plain
Flash Bomb Bomb A non-lethal thrown device that blinds and stuns enemies in a radius, opening them for follow-up melee executions or an unnoticed escape. Role: Crowd control and escape Reach: Thrown Ammo: Bombs Acquired from Ina the Bomb Maker in the Ishikari Plain
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