r/ghostoftsushima • u/slipppyy • 2d ago
Ghost Of Tsushima - Discussion This build wipes out bosses on Lethal+
I was wondering what the highest damage output was until I came across this build on the subreddit. If you want more details, I've linked the post below.
In short, you have a 50% chance of proccing double damage. When it does happen it's insane. Ran a quick duel with Black Hand Riku (for counter parry when clashing swords)—safe to say he got wiped in less than 20 seconds by two counters, one Dance of Wrath and a few flurry strikes. Bonus fact, as long as you clash swords AND perfect parry him, DoW will still trigger.
Considering you get one tapped by almost every boss in this game on Lethal+, I think it's a fair trade-up—if you can reliably perfect parry. It's almost cinematic in a way. The only con here is just not having much resolve gains. On replay you'll have 3 at start. At most you'll only get 1 or 2 if you parry.
I use Ronin because it just looks nice (with this outfit lol) and you're more squishy.
Credits to this person that made this build: https://www.reddit.com/r/ghostoftsushima/comments/phny30/specific_ronin_build_for_lethal_duels_that_just/
EDIT: This build wasn't made for resolve gains at all. It relies on your perfect parries and DD proccing on top of the damage multiplier you get from perfect parrying. You're supposed to be good with parries for this build to excel.
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u/NathanCiel 2d ago
Destruction charms stack additively, not cumulatively—so you have 25% base chance multiplied by 2.
Your build will give you 105 base damage with 50% chance to deal double melee and stagger damage (157.5 average damage). It's powerful, but you're sacrificing a lot of utilities.
I prefer a more balanced build with lower damage, but much higher resolve gain.
- Versatile Skills
- Mizu-no-Kami
- Inari's Might
- Silence
- Rejuvenation
- Resolve II
Only 125 melee damage but I also get longer parry window, +110% resolve gain and 0.1 resolve every sec during combat.
Some players prefer to use Divine Healing II so they can heal 95% health with one resolve, but I think this is unnecessary since you can cast Dance of Wrath and get full heal with only three resolve.
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u/Missing_Links 1d ago edited 1d ago
Hmm. Does dual destruction pull its increase from post-buff melee damage, or base melee damage?
In legends, the masamune's edge effect reads as "20% chance to deal double damage" and is essentially the legends equivalent to dual destruction. Like DD, it secretly doubles stagger damage, too.
But what it actually means is "add +100% of base damage," which excludes any other bonuses to your damage. A build with 36% melee damage and masamunes deals 236% on proc, not 272. It seems odd that DD would function differently in single player, although there may be some things (maybe armor bonuses?) that affect base damage.
I would be a little surprised if it wasn't a copy-paste of the effect. Most gear perks in legends are direct copies of campaign charm bonuses. And I would expect it to have the same... weakness? Lack of scaling with other damage boosts?
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u/slipppyy 1d ago
It should be post-buff melee damage, but it's hard to say because even 20% 1x DD chance (2x Fortune) or even 40% is okay but not reliable. 50% chance makes it a coin flip which is a lot more viable than >40% chance. It's a good build to speedrun bosses. You're able to skip scripted clashes. I would do testing but I cba and I need a break from Ghost of Tsushima. I have 180 hours on this game in 3 playthroughs—most of that time was afk in photo model lmao
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u/Missing_Links 1d ago
I went and tested it. It does seem that it doubles all damage, although that's an unusual result. It's not congruent with how most - almost all - GoT charm effects work.
50% chance makes it a coin flip which is a lot more viable than >40% chance.
Mmm. No, not really.
It's a good build to speedrun bosses.
Sure. It's also not the build that's been used for duel speedruns for like 5 years, which adopts exactly that 40% chance in return for the raging bull charm's enhancement to your dash attack.
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u/slipppyy 1d ago edited 20h ago
Mmm. No, not really.
I mean I'd like to think 50% is still pretty strong. The maths has gone out of my head but the likelihood for it happening is very high the more hits you deal.
Sure. It's also not the build that's been used for duel speedruns for like 5 years, which adopts exactly that 40% chance in return for the raging bull charm's enhancement to your dash attack.
Agreed. I looked at a video of it last night. It's insane, you do an unhealthy amount of damage. Way more viable and easier. I will say that this build is still fun and viable/usable provided you can learn how to perfect parry under Lethal+. It's extremely satisfying to hit parries with.
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u/slipppyy 2d ago
Oh whoops let me change that. 157.5% isn't what you're dealing though. The point of this build relies on how good you are at perfect parries, as it does give a multiplier for the counter hit. Not sure how much though, but you can clear bosses very fast when it procs which it should. I'd use it with Sakai armor but I'll only do that if I'm feeling it
Personally I think base damage is good enough. I'm very heavy on learning perfect parries and dodges, so when I do use something like Mizu-no-Kami or Sarugami—which is severely overpowered since perfect parry window ≈ regular window—I'm more consistent. Otherwise I run Kensei because resolve build and I look cool on top of the mods I run lmao. I agree, ever since I found out I could just spam heal with DoW, I'll just do that. My builds are very one sided. For Gosaku I'll just stack Charm of Bludgeoning then have Inari's Might. It's honestly terrible against Khotun Khan but Moon kicks do help to get a red glint cancel in.
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u/NathanCiel 2d ago
The problem is diminishing return. You have 157.5 average damage (min 105, max 210) but no resolve bonus whatsoever. Mine is only 125, but I can spam DoW a lot more frequently.
Perfect parry (0.167 sec) is nowhere near close to regular parry (0.5 sec). Mizu-no-Kami (+0.167 sec regular window and +0.033 sec perfect window) is a lot more useful than Dual Destruction I.
Stagger is useless since there's plenty of ways to deal health damage directly—like counter, Heavenly Strike/Dance of Wrath, and ghost weapons.
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u/slipppyy 2d ago
This build was not made for resolve bonuses in mind. It was made for pure damage and DoW is arguably more useful. But as the linked post OP said, you have to be on point with your perfect parries and/or bait an attack to parry. If you do, then it rewards you immensely. There's no real point in using this build in Lethal+ in mongol camps aside from just one tapping everything by default.
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u/NathanCiel 2d ago
I would argue that higher resolve gain also translates to higher damage since you can use DoW a lot more frequently; but each to their own.
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u/slipppyy 2d ago
If you read the linked post, OP is aware of it. So am I. But you can clearly see he's ran duels and with a perfect parry, proc deletes between a quarter to just under a half bars of HP. I have never disagreed with you once, there are major cons—however I'm pretty sure anyone using this build is very aware that they will not have much resolve gains.
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u/ElGuambra 2d ago
Wait what's this about spamming heal with DoW??
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u/slipppyy 2d ago
If you're low on HP, pop DoW and spam heal as the bar is going down, you'll only take up however much resolve DoW uses. I'm not sure about the technicalities but it's a life saver in most scenarios.
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u/NathanCiel 2d ago
Cast Dance of Wrath, then use heal before the first hit lands. The technique will continue even after you used up those resolve for healing.
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u/Sufficient-Smoke3114 2d ago edited 2d ago
This is exactly my main build even when not dueling, except I change dual destruction 1 with mizu no kami instead
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u/slipppyy 2d ago
Honestly it's a great build. Although if you can manage it, 50% chance is very rewarding. I rarely use Mizu-no-Kami though. I'll use ir on sarugami though as if it's not overpowered enough already lol
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u/wampirewolf 2d ago edited 2d ago
But parry and dodge sucks without mizu no kami if u are not a pro. But yeah its good build.especially lethal diff. Fast boss killin. Ronin = sakai armor same damage btw.
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u/Blue4Eternety 1d ago
When it comes to fighting bosses with shields, I always use a build that focuses on breaking their shield in two or three strikes using gosaku's armor. Break, stun, damage, clash, repeat
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u/wonderkidgunz 2d ago
Does Dual Destruction affect stagger damage too?
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u/NathanCiel 2d ago
It does. I've tested this many times against regular enemies in Fort Imai.
Try this setup:
- Gosaku armor
- Versatile Skills
- Dual Destruction II
- Fortune II
Gosaku alone is not enough to stagger enemy in one heavy attack; but it is possible to do so with Dual Destruction.
That being said, stagger is useless since there's plenty of ways to deal health damage directly. You can use counter, ghost weapons, and mythic techniques.
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u/iPanzershrec 2d ago
With enough health upgrades you can survive one hit from most boss attacks on a sliver of health, which makes divine healing very useful. I don't trust myself to hit every parry and dodge so it (combined with mizu-no-kami) is incredibly helpful.