Rise of the Ronin - Weapons
Rise of the Ronin splits its arsenal into eight weapon types, each with its own reach, speed and set of fighting styles. A hunter carries two weapons at a time and can swap mid-combo, so the practical question is never which weapon is best but which pair covers the range brackets and resistance of t...
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of 8 entries
· updated 2026-11-13
| Name | Type | Description | Role | Stats | Abilities | Source |
|---|---|---|---|---|---|---|
| Katana | Sword | The default weapon of the Bakumatsu and the most flexible type in the game, sitting between the odachi's reach and the dual blades' speed. | Balanced primary melee | Reach: Medium Speed: Fast Damage Type: Physical (slash and thrust) Playstyle: Balanced offence and parry | Multiple learnable fighting styles from Bond masters Strong Counterspark and guard options Fast combo chains with a reliable finisher | Starting equipment, ronin drops, merchants in Yokohama, Edo and Kyoto, and Bond rewards |
| Odachi | Greatsword | A long two-handed blade that trades combo speed for reach, poise damage and the ability to hit several enemies in one arc. | Heavy reach and stagger | Reach: Long Speed: Slow Damage Type: Physical (heavy slash) Playstyle: Spacing and Ki break | Wide sweeping arcs that hit multiple targets Highest per-hit Ki damage Heavy poise break on armoured officers | Blacksmiths and weapon merchants, officer drops in Edo and Kyoto |
| Dual Blades | Paired Swords | Two short blades that trade range for attack speed, short recovery and a very mobile move set. | Fast pressure and evasion | Reach: Short Speed: Fastest Damage Type: Physical (rapid slash) Playstyle: Aggressive close-quarters pressure | Fastest attack chains and shortest recovery Mobile dodges and dash attacks Rapid status build-up on a single target | Ronin and assassin drops, weapon merchants in all three regions |
| Spear | Polearm | A straight thrusting polearm with the longest reliable poke in the game. | Reach control | Reach: Longest thrust Speed: Medium Damage Type: Physical (thrust) Playstyle: Spacing and interruption | Long thrusts that outrange most enemy swings Charge interruption from a safe distance Sweeping follow-ups for groups | Weapon merchants, dojo students and Bond rewards from loyalist contacts |
| Naginata | Polearm | A curved blade on a long shaft, the naginata splits the difference between the spear's thrust and the odachi's sweep. | Wide arcs at range | Reach: Long Speed: Medium Damage Type: Physical (slash) Playstyle: Crowd control at arm's length | Wide cutting arcs with long shaft reach Spinning retreat attacks Effective against groups of light enemies | Shinsengumi patrol drops, weapon merchants, dojo training rewards |
| Rifle | Firearm | A long musket or imported rifle used for opening a fight on the hunter's terms. | Long-range precision | Reach: Very long Speed: Slow (reload) Damage Type: Ballistic Playstyle: Opening shots and stealth kills | Silent long-range elimination of sentries Heavy damage against unarmoured targets Long reload that punishes missed shots | Foreign settlement traders at the Bluff, gun merchants in Edo and Kyoto |
| Bow | Ranged | A Japanese bow that is weaker than the rifle but far faster to draw and completely silent. | Silent ranged harassment | Reach: Long Speed: Medium Damage Type: Piercing Playstyle: Mobile ranged and distraction | Silent shots that do not raise the alarm Fire arrows for burn damage Arcing shots over low cover | Hunting contacts, weapon merchants in Yokohama and the countryside |
| Handgun | Firearm | A short imported pistol, the fastest ranged option in the game and the one that pairs best with a melee primary. | Fast sidearm | Reach: Short to medium Speed: Fast Damage Type: Ballistic Playstyle: Combo finisher and interrupt | Quick draw from a melee combo Interrupts charges at close range Cheap ammunition compared to the rifle | Western traders at the Bluff, gun merchants, officer drops |
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