Ghost of Tsushima has many ways to play, especially in the mid-game. Between Act 2 and early Act 3, players will have picked up a wide variety of armor, charms, and other equipment types that will benefit a variety of builds. There’s no one definitive way to play, but we’ll give you some options we used towards the mid-game of this epic open-world adventure.
As with many builds, it’s entirely up to you how to play. If you don’t feel like a certain charm or armor doesn’t work for you, you don’t have to run it. This is how I approached the game, with a few different picks for charms in particular, since there are different charms for different purposes.
NOTE: This article is subjective and reflects the writer's opinion.
When it comes to equipment and builds in Ghost of Tsushima, I look for a few things in my builds. As I was a relative newcomer to these types of games, I was looking for equipment that would make the game feel a bit less stressful. The worst part of my swordsmanship was parry timing, after all.
So when it comes to the sword charms, the one I use most often is Mizu-No-Kami. It increases the window you have for Parries, Perfect Parries, and Perfect Dodges. Amaterasu is one I equip when I’m in no danger, but facing many enemies. It restores a moderate amount of health anytime you defeat an enemy.
Finally, Izanami is in the rotation for dangerous enemies. It makes healing with Resolve restore 50% of your HP. The second slot is almost always given to Shinatsuhiko since it prevents interrupted melee attacks for six seconds when you stagger a foe. Stagger is my preferred way to play, so I build around that.
Then when I look at minor charms for my Ghost of Tsushima mid-range build, I picked ones that have a chance to
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