- Ro-Ghoul Doujima has two stages, changing from a heavy club into a one-handed lance.
- Stage 1 builds damage through repeated hits and includes a short forward dash.
- Stage 2 requires 7,500,000 RC Cells and improves mobility with a faster moveset.
- Arata synergy gives Stage 2 a stated 20% moveset speed increase.
- Best approach: use Stage 1 to learn spacing, then switch to Stage 2 for faster engagements.
Ro-Ghoul Doujima Overview
Ro-Ghoul Doujima is Amon Koutarou’s quinque and one of the game’s older CCG weapons. Its identity changes significantly between stages: the first form is a large two-handed club, while the upgraded form becomes a spear-like lance designed for quicker movement and close-range pressure.
The weapon is especially interesting because its two forms reward different habits. Stage 1 encourages repeated contact through a stacking basic attack, while Stage 2 focuses on faster slashes, stabs, spins, and rapid engagement windows. Players should choose their stage based on the fight rather than treating the upgrade as a simple damage replacement.
Video Highlights:
- Stage 2’s lance-shaped design and one-handed handling
- The faster rhythm of its basic attack and spin attack
- Practical movement and engagement potential during combat
- A visual reference for recognizing the upgraded model
The Doujima page on the Ro-Ghoul Wiki identifies the weapon as a repaired and upgraded quinque created through the use of the Bin Brothers’ kakuhous. That background is reflected in the gameplay design: Stage 2 is not merely a cosmetic change, but a different combat profile with stronger mobility and Arata interaction.
| Category | Doujima Detail |
|---|---|
| Weapon type | Koukaku quinque |
| Faction | CCG |
| Available stages | 2 |
| Stage 1 form | Large two-handed club |
| Stage 2 form | One-handed spear or lance |
| Stage 2 requirement | 7,500,000 RC Cells |
| Main strength | Flexible close-range engagement |
Heavy Club
- Stage 1 uses a large two-handed club
- Basic attacks can build damage
- Dash provides knockback and approach utility
Upgraded Lance
- Stage 2 changes the weapon silhouette
- One-handed handling supports quicker engagements
- Slashes and stabs suit mobile combat
Arata Synergy
- Stage 2 becomes faster with Arata
- The passive is listed as a 20% moveset speed increase
- Best suited to players who value tempo
Doujima works best when you understand its transition from stacking club attacks to fast lance pressure. The two stages should be practiced separately.
Stage 1 and Stage 2 Comparison
Doujima has two in-game stages, and each one has a clear role. Stage 1 is easier to understand because its basic attack directly rewards repeated hits. Every successful player hit increases the attack’s damage by 0.05, and the bonus can continue stacking without a stated limit.
Those stacks are temporary. They reset when the quinque is unequipped or when the user dies. This makes Stage 1 more effective during sustained encounters where you can maintain contact, but less reliable if the fight repeatedly breaks apart.
Stage 2 trades that stacking mechanic for a faster and more versatile moveset. Its basic attack slashes or stabs, while the E move spins the quinque and finishes with a slash. Both moves are performed faster when Arata is equipped.
| Feature | Stage 1 | Stage 2 |
|---|---|---|
| Weapon shape | Heavy club | Conical lance |
| Handling | Two-handed | One-handed |
| Basic attack | Swing with stacking damage | Slash or stab |
| E move | Short dash with knockback | Spin followed by slash |
| Arata interaction | No listed speed passive | 20% moveset speed increase |
| Best combat role | Sustained contact | Fast engagements |
| Upgrade cost | Not specified in the supplied current data | 7,500,000 RC Cells |
Stage 1 Moves
| Keybind | Move Function | Tactical Use |
|---|---|---|
| Click | Swings the quinque; each player hit adds 0.05 damage | Build pressure during repeated contact |
| E | Short forward dash that hits and knocks back opponents | Close distance or interrupt positioning |
Stage 1’s Click attack should be treated as a momentum tool. The longer you remain accurate, the more valuable the attack becomes. However, chasing stacks at the expense of positioning can create openings for an opponent. The bonus disappears after death or unequipping, so preserve the weapon during a fight whenever possible.
Stage 2 Moves
| Keybind | Move Function | Arata Effect |
|---|---|---|
| Click | Slashes or stabs the target | Performs faster with Arata |
| E | Spins the quinque and ends with a slash | Performs faster with Arata |
| Passive | Enhances moveset speed while using Arata | Listed as a 20% increase |
Stage 1’s Click stacks reset after death or when Doujima is unequipped. Do not swap weapons casually if you are relying on accumulated damage.
Doujima Stage 2 Setup Guide
The most important preparation goal is reaching the Stage 2 requirement of 7,500,000 RC Cells. Because the supplied reference does not establish a complete current farming route, focus on disciplined resource management rather than assuming a specific location or payout.
The upgrade is most valuable for players who already enjoy close-range combat. Stage 2’s faster attacks and lance form support quick entries, but speed alone does not replace spacing, timing, or awareness. Build your setup around maintaining control after the initial engagement.
Confirm Your Current Stage
Check whether Doujima is still in its Stage 1 club form. Practice the Click stack and E dash before committing to the upgrade, because these moves teach the weapon’s basic spacing fundamentals.
Set the RC Cell Target
Treat 7,500,000 RC Cells as the Stage 2 milestone. Track your balance regularly and avoid unnecessary spending that delays the upgrade.
Plan for Arata Compatibility
Stage 2 has a listed passive that increases moveset speed by 20% when using Arata. If Arata is part of your normal build, prepare to test both attacks after upgrading.
Test the New Engagement Pattern
Practice the faster Click attack and the E spin-slash separately. Learn how far you can safely enter, confirm a hit, and reposition before taking unnecessary damage.
Choose the Stage for the Situation
Use Stage 1 when sustained contact and stacking pressure are realistic. Use Stage 2 when faster movement, quick attacks, and flexible engagement matter more.
| Upgrade Check | Recommended Action | Reason |
|---|---|---|
| Current form | Verify the club or lance model | Confirms which moveset is active |
| RC Cell balance | Work toward 7.5M RC Cells | Required for Stage 2 |
| Arata status | Identify whether Arata is available for the build | Activates Stage 2’s speed synergy |
| Combat practice | Test Click and E separately | Prevents relying on unfamiliar timing |
| Loadout decision | Match the stage to the fight | Each form rewards a different rhythm |
Practice Stage 1’s dash and stacking attack before upgrading. Those fundamentals make Stage 2’s faster lance moves easier to control.
Combat Tips and Matchup Habits
Doujima’s strongest general trait is flexibility. Stage 1 can become more threatening when its Click stacks are maintained, while Stage 2 offers a quicker sequence for players who prefer active movement. Neither form should be used as a reason to attack continuously without checking distance and escape options.
How to Use Stage 1
Start with the E dash when you need to close a short gap or disrupt an opponent’s position. After making contact, use Click attacks carefully and prioritize accuracy. Since each player hit adds to the damage scaling, missed attacks waste the opportunity to build pressure.
The knockback on E can also create mixed results. It may separate an opponent from a favorable position, but it can also push them beyond your immediate Click range. Follow only when the next attack is safe; otherwise, reset your position and preserve the stacks you have built.
How to Use Stage 2
Stage 2 is better suited to short attack windows. Use Click to threaten with a quick slash or stab, then use E when a spin-slash can connect without leaving you exposed. With Arata equipped, the listed speed bonus makes both attacks more responsive, but it also rewards precise timing rather than random button presses.
| Combat Situation | Preferred Stage | Suggested Pattern |
|---|---|---|
| Extended close-range exchange | Stage 1 | E dash, confirm contact, build Click stacks |
| Fast entry and exit | Stage 2 | Approach, Click, reposition |
| Opponent holding a narrow space | Stage 1 | Use knockback to disrupt their position |
| Mobile target | Stage 2 | Use faster attacks to shorten punish windows |
| Arata-centered build | Stage 2 | Capitalize on the listed speed passive |
| Fresh fight after death | Either | Rebuild fundamentals before forcing pressure |
Spacing
Keep enough room to recognize whether E will connect. A rushed dash can place you beside, rather than on top of, the target.
Timing
Stage 2 rewards short attack windows. Confirm the first hit before committing to the next move.
Reset Control
Stage 1 stacks matter only while the weapon remains equipped and the player survives. Protect the accumulated bonus.
Common Errors to Avoid
- Chasing Stage 1 stacks after the opponent has already escaped.
- Using E without considering where knockback will send the target.
- Treating Stage 2’s speed as permission to attack without a retreat plan.
- Forgetting that Stage 2’s enhanced speed depends on Arata.
- Switching away from Stage 1 during a fight and losing its accumulated Click bonus.
Accuracy comes before speed. A controlled hit confirms your next decision, while an uncontrolled dash can remove both your pressure and your escape route.
Progress Checklist and FAQ
Doujima is a weapon that rewards gradual mastery. Start by learning the club form, then use the Stage 2 upgrade to expand your options rather than replacing your fundamentals. The following checklist keeps the progression focused on mechanics that can be tested directly.
Doujima Goals:
- Identify whether Doujima is in Stage 1 or Stage 2
- Practice the Stage 1 Click stack and E dash
- Save 7,500,000 RC Cells for the Stage 2 requirement
- Test both Stage 2 moves with Arata equipped
- Choose the stage that matches the encounter
| Milestone | Completion Standard |
|---|---|
| Stage recognition | You can identify the club and lance forms |
| Stage 1 control | You can land Click hits after the E dash |
| Resource target | You have 7,500,000 RC Cells prepared |
| Stage 2 testing | You have practiced Click and E separately |
| Build evaluation | You know whether Arata improves your normal playstyle |
Frequently Asked Questions
Q: What is Ro-Ghoul Doujima?
Doujima is Amon Koutarou’s quinque in Ro-Ghoul. It has two stages: a heavy two-handed club and an upgraded one-handed lance.
Q: How much does Doujima Stage 2 require?
The supplied Ro-Ghoul Wiki reference lists the Stage 2 requirement as 7,500,000 RC Cells.
Q: What does Stage 1’s Click attack do?
Stage 1’s Click attack swings the quinque and gains 0.05 damage per player hit. The stacks reset when Doujima is unequipped or when the user dies.
Q: Why is Arata useful with Stage 2?
Stage 2 has a listed passive that increases moveset speed by 20% while using Arata. Its Click and E attacks are also described as faster with Arata equipped.
Doujima’s listed moves and requirements can change with future Ro-Ghoul updates. Recheck the in-game weapon behavior before committing resources to a long-term build.