The Ro-Ghoul Roblox patch update (April 2025) has seen significant weapon balance changes, nerfs, and reworks.

Ro-Ghoul is one of the most popular games in Minecraft. As the name suggests, it is inspired by the anime and manga series Tokyo Ghoul. The game is developed by SushiWalrus. The developers recently released (April 2025) a new update to the patch notes. The patch includes changes in weapon balance, including buffs, nerfs, and reworks.
This article will look to delve into the latest updates in Ro-Ghoul Roblox.
What Are the Latest Updates in Ro-Ghoul Roblox?
- YomoK1 (Quinque): Now allows perfect blocking, rewarding precise timing, and providing a defensive option to escape combos.
- Block: Removed “Purple block” and all blocks are standardized
- Naru1: Players can now activate this with a toggle tap.
- S1 (General): Abilities can be activated by a toggle tap.
What Are the Buffs Ro-Ghoul?
TataraK1
S1 – Wave Attack Changes
- Damage per wave increased from (0 + 0.8/2s) to (0.33 + 0.8/2s).
- Total damage over 7 waves now:
- Before: 0.8/2s.
- After: 2.31 + 0.8/s.
S2 – Direct Hit Buff
- Direct hit damage increased from 0.5 to 1.
- Total damage increased from 0.5 + 0.8/2s to 1 + 0.8/2s.
S3 – Dash Tweaks
- Range: 100 to 120.
- Speed: 285 to 342.
- Cooldown: Changed from 2.5s to 3s, or 4s on hit.
ToukaK1
MS1 – Hitbox Adjustment
- Width: Reduced from 24 to 20
- Height: Reduced from 30 to 24
MS3 – AoE Buff
- Area of Effect size: Increased from 60 to 75
- Helps with ease of use and consistency.
RA – Ranged Attack Buffs
- Range: Increased from 120 to 180
- Lifespan: Increased from 0.2s to 0.3s
- Light damage per hit: Slightly increased from 0.4 × 4 to 0.45 × 4
RS1 – Range & Speed Buff
- Range: Increased from 240 to 300
- Lifespan: Increased from 0.5s to 0.6s
- Speed: Slightly increased from 480 to 500
RS3 – Explosion Refinement
- Visual FX improved to match the expanding hitbox
- Minimum AoE size: Increased from 32 to 48
- Grow time: Reduced from 0.25s to 0.2s
JiraK1
A – Basic Attack Overhaul
- Now fires shards with each swing.
- The third swing fires longer-range shards.
- Hit registration is shared between the click and shards, ensuring consistent damage.
S1 – Anti-Grab Synergy
- Now knocks back enemies that are dazed with Anti-Grab, adding counterplay to anti-grab abilities.
- Fixed a bug where enemies could be pushed into walls.
S2 – Bug Fix
- Fixed a bug that caused the animation to freeze when the move was interrupted.
S3 – Pulse Buffs
- The number of pulses increased from 6 to 8
- Damage per pulse increased from 0.4 to 0.45
- Total damage increased from 2.4 to 3.6
- Pulse rate increased (faster) from 1/s to 0.75/s
- Final pulse size increased from 22 to 28
- Total duration remains unchanged at 6 seconds
- Aimed at making the ability more threatening and reliable.
SB – Shard Buff
- Now fires shards dealing 0.8 damage with small knockback.
- Offers a mid-range interrupt tool for more skill expression, not just a follow-up to S2.
- Total damage increased from 1.2 to 1.6 (1 base + 0.6 from shards).
- Hit registration is now separate from the tail whip.
Higher Mind
S1 – Mobility Tweak
- Cooldown reduced from 2.5s to 2s, but now increased to 3s on hit
- Increases mobility potential while adding a slight penalty to successful hits with extended travel.
S2 – Hitbox and Cooldown Rework
- Hitbox size increased from 25 to 30, using older hitbox tech for a potentially larger visual and functional range.
- Cooldown adjusted from 2s to 3s (and 4s on hit)
- Acts as a preemptive nerf to offset the larger hitbox.
S3 – Utility Shift
- Now interruptible, but deals a small knockback and interrupts enemy actions
- Range increased from 200 to 240
- Damage reworked from 2 to 1 normal + 1 true damage
- Improves performance against ranged weapons and prevents infinite perfect-block loops in high-level play.
What Are the Nerfs in Ro-Ghoul?
TakiK2
A – Basic Attack Adjustments
- Hitbox duration now begins 0.05s earlier and extends 0.1s longer
- Animation now tracks the camera for improved visual consistency
- Added an old-tech secondary hitbox to support low-ping double-click combos
- Damage reduced from 1 to 0.8
- Cooldown adjusted from 0.1s to 0.05s
S1 – Precision & Cooldown Rework
- Hitbox changed from a cone to a linear shape (like S2)
- Less forgiving to land, raising the skill ceiling
- Added 0.1s end-lag on miss
- Cooldown increased from 2.5s (4s on hit) to 3s (5s on hit)
- Creates punishment opportunities for predictable usage
S2 – Combo Downtime Increase
- Cooldown adjusted from 3s (4.5s on hit) to 3s (5s on hit)
- Slows down full combo potential, reducing pressure loops
S3 – i-Frame Clarity
- Improved visual indicator for i-frame removal
- The ring effect now accurately reflects the vulnerability window
- Makes timing more intuitive for both the user and opponents
SB – Passive Playstyle Nerf
- Cooldown increased from 2.5s to 3s
- Range reduced from 750 to 600
- Lifespan decreased from 1.25s to 1.2s
- Speed reduced from 600 to 500
- Targets passive TakiK2 playstyles, reducing its overall strength in neutral and disengage scenarios
AmonK2 – Hitbox & Mobility Nerfs
Dash Distance
- Reduced from 0.66 to 0.5
- Shortens engage potential and limits overreaching movement.
A – Basic Attack
- Hitbox size reduced from 52×30×52 to 36×30×36
- Visual effects scaled down to match the new hitbox
- Reduces the ease of landing hits in close-range trades
MS1 – Minor Compensation Buff
- Hitbox size reduced from 48×30×48 to 36×30×36
- Damage slightly increased from 0.75 to 0.8 to offset the reduced size
- Hitbox shape changed from a box to a cylinder
- Fixed a bug with the dash desync
- Visual effects were reduced accordingly
MS2 – Heavy Nerfs
- Dash hitbox reduced from 48×30×72 to 30×30×60
- Dash range has been reduced from 120 to 100
- Dash damage reduced from 1.5 to 1.4
- Spin slash hitbox reduced from 60–120 to 48–96
- Spin slash damage reduced from 1 to 0.8
- Cooldown adjusted from 4s to 4s (increased to 5s if spin slash is used)
- Visual effects were reduced across both components
MS3 – Hitbox Shrink
- Hitbox width reduced from 48 to 36
- Visual effects reduced to match hitbox size
RSA – Precision & Size Nerfs
- Projectile size reduced from 4 to 3.2
- Projectile spread reduced from 16 to 12
- Visual effects reduced to match changes
RS1
- Projectile size reduced from 4 to 3.2
- Projectile spread reduced from 16 to 12
- Visual effects reduced accordingly
RS2
- Hitbox size reduced from 32×32×48 to 16×16×48
- Projectile spread reduced from 16 to 12
- Visual effects scaled down to match changes
- Aims to reduce overwhelming pressure while maintaining core utility
RS3
- Projectile size reduced from 4 to 3.2
- Projectile spread reduced from 10° to 7.5°
- Enhances precision and spread control
- Visual effects were reduced accordingly
AkumaK1
A
- Cooldown increased from 2s to 3s (4s on hit)
- Aims to limit repeated mid-air use and reduce evasive abuse
S2
- Ally healing improved:
- Initial beam healing increased from 0.05 to 0.06
- Subsequent healing ticks increased from 0.01 to 0.02
- Boosts effectiveness in group compositions and sustained fights
S3
- The move-stacking interaction has been removed.
- Initially, an unintended mechanic, it became increasingly difficult to counter at higher levels of play.
Hina2
Rinkaku S3
- Shockwave speed reduced from 600 to 400
- Lifespan increased from 1s to 1.5s
- Range unchanged at 600
- Slows down burst potential to allow for counterplay
Koukaku Block
- Bug fix: Damage reduction is now properly set at 50% (previously mistakenly intended to be 67%)
- Dash distance while blocking is now reduced by half
Owl
MS1
- Hitbox width reduced from 24 to 20, height from 30 to 24
- Matches ToukaK1 changes to reduce the ease of landing hits
MS2
- Cooldown on miss increased from 2s (4s on hit) to 4s (5s on hit)
- Hitbox width and height reduced to 20 and 24, respectively
- Damage adjusted to include a light damage component:
- Now 0.5 + 0.25×3 Light Damage + 0.5
MS3
- Hitbox visuals aligned more closely with the effect
- The width was reduced from 40 to 30
- Length grows from 40 to 80
- Lifespan increased from 0.5s to 0.6s
- Damage changed from 1.5 to 1.5 + 0.5 True Damage
- Visual lag issues improved for smoother feedback
RA
- Now interruptible
- Cooldown increased from 0.75s to 1s
- Damage lowered from 1.25 to 1.2
RS1
- Now interruptible
- Lifespan increased from 0.5s to 0.6s
- Speed reduced from 600 to 500
- Hitbox height reduced from 12 to 8
- Shifts toward a more predictive, pre-recode style
RS2
- Now interruptible
- Cooldown increased from 3s to 4s
- Fixed a visual bug on explosion
- Explosion AoE reduced from 140 to 120
- Lowers spammability post-nerf while keeping tactical potential
RS3
- Range reduced from 350 to 320
- Lifespan increased from 0.35s to 0.4s
- Speed lowered from 1000 to 800
- Hitbox width reduced from 18 to 16
- Now deals scaling damage based on travel distance
IXA – Enhancing Skill and Counterplay
MS1
- Fixed a bug that caused rubber-banding after dashing and blinking
MS2
- Cooldown adjusted to 3s (5s on hit)
- Hitbox size reduced from 120 to 100
GA
- Walk speed increased from 0% to 50%
- Improves movement fluidity and reduces sluggishness
GS1
- Animation clarified for better readability
- Hitbox shrunk to match visual effects
- Added 0.2s end-lag, and walk speed reduced from 100% to 50%
- Makes the ability more punishable
GS2
- A 0.2s windup is added before the AoE scan activates
- End-lag reduced from 0.4s to 0.2s
- Cooldown adjusted to 3s (8s on hit)
- AoE scan size decreased from 200 to 120, while range increased from 50 to 100
- Designed to encourage more deliberate use and create a strategic blind spot
GS3
- The walking speed was reduced from 100% to 50% to limit mobility
- New sounds added for clearer differentiation from GS1
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