Ghost skills after the 1.0 balance pass
A concise post-patch view of Windcutter, Kunai Dance, Shuriken, and Ghost’s close-range role.
Direct answer
Ghost remains a mobile close-range specialist, but the 1.0 numbers shift value toward Shuriken: final damage is 400, while Kunai Dance final damage is now 150.
What to know before the run
- Style
- Close-range burst
- Primary tag
- Slashing
- Core attack
- 1000 Cuts
- Main boss damage
- Bleed and Deep Wound
- Support pair
- Engineer / Medic
Confirmed changes
- Windcutter projectile travel distance increased slightly
- Kunai Dance final damage: 150, down from 250
- Shuriken final damage: 400, up from 350
- Shuriken: Single gained +100 damage
How to build around Ghost
Use movement and crowd control from teammates to create safe attack windows. Do not judge Ghost only by stationary damage, because the class’s value includes repositioning and close-range cleanup.
Slash and bleed route
Prioritize Katana and reach 1000 Cuts before spreading levels across the support characters. Take one level in Shuriken, Pulse, and Holographic Decoy so they begin cycling, then return to the main attack. Build Military Training around Slashing, weapon damage, Critical chance, Critical damage, and cooldown.
Bleed is the damage engine
Slashing raises the chance to apply Bleed and can unlock Deep Wound, which scales against enemy health. Bloody Tip makes Bleed react twice as fast and is a core item for this route. Push the Slashing reward at Research Pods; even a partial timed collection is useful when it moves the build toward the next status breakpoint.
Critical hits increase attack frequency
Tape and Critical Military Training raise both skill and weapon Critical chance. Power Generator can let skill Critical hits reset a weapon attack, while reload and attack-speed effects shorten the gap between 1000 Cuts casts. Build chance first, then add Critical damage after the resets trigger often enough to matter.
Use Ghost evolutions for reach and safety
1000 Cuts covers a large area around the squad and applies Bleed. A single Shuriken can bounce through up to 15 enemies before returning, giving the short-range build a way to touch distant targets. Pushback on Pulse and extra Holographic Decoys keep enemies away while the damage-over-time effects finish them.
Why Engineer and Medic fit
Engineer turrets taunt enemies away from a short-range Ghost and can release kunai through synergy. Energy Shield can block projectiles, while Electric Turret adds another target for the horde. Medic adds Steam Pack attack speed and reload support, armor or healing, a Medical Drone, and a revive for failed close-range trades.
Build toward permanent Steam Pack uptime
Put ability duration and cooldown upgrades on Medic while giving Ghost half of the team value. In the route used for this build, Steam Pack reached about 6.5 seconds of duration and 13.6 seconds of cooldown before further upgrades. Endless modes give enough rolls to push duration toward or beyond cooldown.
Combat priorities
- Remove ranged and tracking-projectile enemies before diving into the pack
- Fight around taunting turrets and holograms instead of chasing bosses
- Use projectile-blocking shields during dense ranged waves
- Keep moving until Bleed and Deep Wound finish high-health targets
Judge the build by status damage
The end screen may show Bleed dealing more damage than the raw Katana hit. That is the intended outcome. If support characters deal little personal damage but keep Ghost attacking, taunting, and alive, they have completed their jobs. The route is failing when 1000 Cuts is capped but Slashing, Bleed speed, or status chance remains low.
Strategy sections are independent editorial guidance based on observed version 1.0 gameplay. The official sources below support version facts, not every tactical recommendation. Facts last checked Aug 26, 2026.