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Ghost

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Overview

Ghost is the 13th Weapons and 2nd Divine weapon in Hunty Zombies, added in the update: Awakening Of The Ghost Update

  • Playstyle: Aggressive
  • Strengths:
    • Wide M1s with no pause in-between.
    • Soul Sever has long range.
    • Crowd control.
  • Weaknesses: Long cooldowns.
  • Status: Obtainable.

Abilities

Name Cooldown Range Base Damage Preview
M1 TBA Among the range of other Weapons 70 TBA
Z - Soul Sever 15s High 750 (Slash)

??? (Ending Sever)

Soul sever
X - Spirit Shatter 10s Medium-High 750 (x2)
Spirit shatter
C - Shadow Impale 20s Low-Medium 2,500
Shadow impale
V - Phantom onslaught 25s Medium-High 625 (Each Individual Slashes)
Phantom onslaught
G - Awakening Gained on hit Medium 1,000 (Hits 3 Times) TBA

Audio

Name Audio Description
M1 Attack
Z-Soul sever
X-Spirit shatter
C-Shadow impale
G-Ultimate
V-Phantom onslaught

Tips and tricks

*Note: there may be some tips and tricks that come from different players, different pinions. Feel free to share your knowledge.

  • Ghost, compared to its other two OG divine brethren Shoes and Spinal Blade, works as an all-rounder of the group, as it boasts great damage, though not as high as Shoes, and large M1s and abilities, though not as large of M1s as Spinal. As such, Ghost is a solid choice in every gamemode, whether pushing a bus, fighting raid bosses, or fighting Endlessly against the onslaught of the undead you're bound to face.
  • Your M1s swing in a large area, and uniquely don't have an instance where there's a minor but exploitable pause in-between swings.
  • Soul Severs Wave can hit multiple times before its soul strike from despawning. During Raids, positioning the slash right can cause much higher damage, though this can be difficult to do reliably, especially against bosses that can't move without attacks, like Reaper. It can also be used for room-clearing, but the delay between using the ability and the soul strike can make it much slower than other room-clearing abilities, like Twin Flame Stride, Petal Shock, Fist Barrage, and more.
  • Spirit Shatter will auto move you forward, but can be directed like Scissors Gashing Throw via Shift Lock. It doesn't possess a melee hitbox from the slashes (don't know why tbh). The slashes are also thinner than they seem, so try to aim well.
  • Shadow Impale does solid damage, and hits everything around you, making it good when surrounded. Try not to underestimate its size, though, as its cooldown is long.
  • Your Awakening is fleeting, but strong, essentially an upgraded Katana Awakening.
  • Phantom Onslaught, the Mastery Ability, also doesn't possess a melee hitbox, but does possess high damage, especially when you hit every slash. Like Spirit Shatter, these slashes are pretty thin, so aim well.
  • All of Ghosts abilities will either completely stop you in place or lock your movement. Using a speed-boosting perk, like Vampire, however, during one of the abilities that lock you in place will free up the lock, allowing you to move out of a strong attack coming your way or just get a move on in general

Trivia

  • Ghost is the second Divine Weapon.
  • There is a sentence written on the katana, which reads "あんこくをときはなつ" (ankoku o toki hanatsu), meaning "Release the darkness" or "Unleash the darkness".
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