- Ro-Ghoul Eto rework changes the kagune’s later forms and combat priorities.
- Stage 2 requires 7.5M RC Cells and Level 1000 or higher.
- Stages 3 and 4 require 10M RC Cells and Level 1000 or higher.
- Stage 3 adds the Obsession mechanic but removes normal dashing.
- Stage 4 focuses on movement, damage reduction, Fury, and charged shard attacks.
Ro-Ghoul Eto Rework Overview
The Ro-Ghoul eto rework centers on a four-stage ukaku kagune progression. Each stage changes the user’s appearance, movement profile, hitbox, and available attacks. The first form is a compact blade-and-wing setup, while the final form becomes a large, white, body-enveloping kakuja with unique passive effects.
The current reference information is marked as outdated because Eto1 was revamped and EtoK3 was rebalanced. Treat the values and descriptions below as a practical reference for the documented version, and verify live behavior in Ro-Ghoul after major updates.
The kagune is associated with Eto Yoshimura’s One-Eyed Owl theme, but it should not be confused with the separate boss entry. This page focuses on the player kagune and its stages.
Stage 1
The base form uses a shoulder blade and an ukaku wing. It is the simplest version for learning Eto’s attack spacing.
Stage 2
The first kakuja adds four large blades, ukaku spikes, a larger body, and improved dash performance.
Stages 3–4
The advanced forms introduce extreme mobility, Obsession, Fury, damage reduction, and larger attack patterns.
| Stage | Form Type | Main Combat Identity | Documented Requirement |
|---|---|---|---|
| Stage 1 | Base ukaku kagune | Short-range blade and shard stream | Not listed |
| Stage 2 | First kakuja | Large hitbox, blade attacks, shard barrage | 7.5M RC Cells, Level 1000+ |
| Stage 3 | Second kakuja | High speed, marked-target pressure, shard waves | 10M RC Cells, Level 1000+ |
| Stage 4 | Complete kakuja improvement | Movement passive, Fury, charged shard pulse | 10M RC Cells, Level 1000+ |
The reference page specifically warns that its information is outdated. Use the stage structure as a guide, but confirm changed damage, cooldown, hitbox, or balance values in the live game.
For additional terminology and the documented move descriptions, see the related Eto page on the Ro-Ghoul Wiki.
Stages 1 and 2: Core Attacks and Requirements
Stage 1 is the entry point for the kagune. The user gains a medium-sized blade from the left shoulder and an ukaku wing on the right shoulder. The base uses the player’s primary color, while the outline uses the secondary color.
Its moves are straightforward:
- Click: Slashes directly in front of the user and damages a small area.
- E: Opens the ukaku wing and fires a centered stream of shards.
Stage 1 is useful for understanding Eto’s forward-facing range. The blade requires closer positioning, while the shard stream gives the form a more distant option. Because the form has a smaller profile than the later kakuja stages, it is also easier to read during early combat.
Stage 2 changes the playstyle significantly. The user takes on a large humanoid form with four back blades, nine ukaku spikes, and two arms ending in three-fingered hands. The form also has a distinctive kakuja mask and retains the user’s hair.
| Move | Input | Function | Practical Use |
|---|---|---|---|
| Blade and hand slash | Click/Q | Slashes forward with the kagune blades and hands | Use at close range against a committed target |
| Shard barrage | E | Releases a concentrated barrage of ukaku shards | Pressure targets from a safer distance |
| Stage 2 dash bonus | Passive | Increases dash distance by 30% and dash speed by 20% | Helps offset the larger body and hitbox |
The most important Stage 2 tradeoff is size. The expanded body is easier to hit, but the improved dash gives the user stronger repositioning tools. The E attack makes the user immobile during the barrage, although documented damage reduction applies while the move is active.
Use the dash improvement to enter or leave melee range, then avoid activating the shard barrage where an opponent can punish your stationary animation.
Confirm the Threshold
Reach Level 1000 or higher and prepare 7.5M RC Cells before attempting to unlock Stage 2.
Learn the Blade Range
Practice Click/Q against nearby targets so you understand how the enlarged arms and back blades connect.
Create Space
Use the improved dash to establish distance before activating E. The barrage is strongest when the opponent cannot immediately reach you.
Review the Hitbox
Reposition after every attack sequence. Stage 2 has more reach, but its larger body can receive more incoming pressure.
Stages 3 and 4: Advanced Kakuja Mechanics
Stage 3 transforms Eto into a massive monster with the One-Eyed Owl kakuja mask, two large blades on each side, and thirteen ukaku spikes. The increased scale produces a larger hitbox, but the form compensates with exceptional movement speed.
The documented Stage 3 movement profile includes:
- 210% running speed compared with normal movement.
- A slight jump boost.
- No normal dash.
- Access to the exclusive Obsession system.
Obsession allows the user to mark an enemy through a dedicated menu. Attacks against the marked target improve the E and R skill behavior. The documented E attack also becomes faster when aimed at a marked target.
| Stage 3 Element | Documented Effect | Combat Consideration |
|---|---|---|
| Requirement | 10M RC Cells, Level 1000+ | Plan progression around the higher RC Cell threshold |
| Running speed | 210% of normal | Use running and jumping instead of relying on dash |
| Dash | Unavailable | Avoid movement habits carried over from Stage 2 |
| Obsession | Marks an enemy and improves E/R interactions | Select a priority target before committing |
| E attack | Multiple damaging shard waves | The user remains stationary during the move |
Stage 4 is the final documented stage and uses a pure white appearance rather than the player’s personal colors. Its body resembles a large crustacean with eight limbs, pincers, horn-like growths, and a rib-like torso. The form is visually distinct from the earlier stages and relies heavily on passive movement and defensive mechanics.
Its core passives are:
- Mass Movement: Moves at 166% normal speed. Jumping automatically dashes forward, and aiming upward can move the user vertically.
- Fury: Reduces incoming damage by 25% and builds Fury when the user is hit. The amount gained scales with received damage.
| Stage 4 Feature | Effect | Best Timing |
|---|---|---|
| Mass Movement | 166% movement speed with jump-based forward travel | Rotate around targets and avoid predictable lines |
| Fury | 25% passive damage reduction and Fury generation | Stay composed during extended exchanges |
| Click | Alternating arm swings at medium speed | Use while remaining near the target |
| E charge | Speed increases by 200% during charge, then launches shards | Charge while moving and release after lining up the target |
| Full Fury E | Speed increases by 250% and fires more shards | Reserve for high-pressure engagements |
Stage 3 rewards target selection and mobility discipline. Stage 4 rewards controlled movement, Fury management, and careful timing on the charged E pulse.
The biggest mistake is treating Stages 3 and 4 like ordinary dash-based kagune forms. Stage 3 replaces dashing with running speed, while Stage 4 turns jumping into a movement tool. Adjust camera control and positioning before judging either form’s effectiveness.
Setup Guide for Unlocking and Practicing Eto
Eto’s progression is resource-intensive at the kakuja stages, so preparation should focus on avoiding wasted attempts and learning each form in sequence. The exact farming route may depend on current Ro-Ghoul systems, but the documented requirements establish the main milestones.
| Goal | Required Level | RC Cell Target | Preparation Focus |
|---|---|---|---|
| Use Stage 1 | Not specified | Not specified | Learn blade and shard spacing |
| Unlock Stage 2 | 1000+ | 7.5M | Prepare for a larger hitbox and stationary E |
| Unlock Stage 3 | 1000+ | 10M | Practice running movement and target marking |
| Unlock Stage 4 | 1000+ | 10M | Learn jump movement, Fury, and E charging |
Resource Planning
Save toward the listed RC Cell threshold instead of spending resources without a clear stage objective.
Movement Practice
Stage 2 uses enhanced dashes; Stage 3 uses running speed; Stage 4 uses automatic jump dashes.
Target Control
Stage 3 becomes more valuable when Obsession is used against a deliberate priority target.
Defensive Timing
Stage 2, Stage 3, and Stage 4 attacks can restrict movement, so activate them when retaliation is limited.
Eto Rework Preparation Checklist:
- Reach Level 1000 or higher before targeting the kakuja stages
- Prepare 7.5M RC Cells for Stage 2
- Prepare 10M RC Cells for Stages 3 and 4
- Practice Stage 3 movement without normal dashing
- Learn Stage 4 jumping, Fury, and charged E timing
Start with Stage 1 spacing, then learn Stage 2’s dash pattern. Move to Stage 3 only after you can reposition without relying on a standard dash.
A practical training routine looks like this:
- Test Click range against stationary targets.
- Measure how far each movement option carries the character.
- Practice activating E only after creating space.
- Mark a target with Obsession during Stage 3.
- Use Stage 4’s jump movement to approach, retreat, and change elevation.
- Charge E while moving, then release when the shard pulse has a clear line.
This order reduces confusion because every stage introduces a different movement rule. It also makes the rework easier to evaluate after balance adjustments.
Eto Rework Strategy, Limitations, and FAQ
The revised Eto forms are not simple upgrades that preserve the same controls. Each stage asks the player to change how they approach combat. Stage 1 favors direct attacks, Stage 2 combines larger reach with stronger dashing, Stage 3 adds marked-target pressure, and Stage 4 emphasizes passive movement and defensive scaling.
| Situation | Recommended Stage Focus | Reason |
|---|---|---|
| Learning Eto for the first time | Stage 1 | Clear blade and shard interactions |
| Entering close combat | Stage 2 | Blade-and-hand attacks plus dash improvement |
| Chasing a priority enemy | Stage 3 | High running speed and Obsession bonuses |
| Extended pressure | Stage 4 | Fury and passive damage reduction |
| Fighting around elevation | Stage 4 | Jumping automatically moves the user forward and upward aiming supports vertical travel |
Keep the following limitations in mind:
- Larger stages have larger hitboxes.
- Stage 2’s E restricts movement during its barrage.
- Stage 3’s E restricts movement during its shard waves.
- Stage 3 cannot use a normal dash.
- Stage 4 cannot dash normally and instead relies on jump movement.
- The reference page does not provide a full numerical damage table for every attack.
The documented page identifies recent Eto changes and a Stage 3 balance adjustment. Avoid presenting old values as guaranteed current statistics until the live game confirms them.
Q: What is the Ro-Ghoul eto rework?
It is a set of changes affecting Eto’s kagune forms, including a revamped Stage 1, a rebalanced advanced stage, updated movement behavior, and distinct kakuja mechanics.
Q: What are the requirements for Eto Stage 2?
The documented requirement is Level 1000 or higher and 7.5M RC Cells.
Q: What are the requirements for Eto Stages 3 and 4?
Both stages are documented as requiring Level 1000 or higher and 10M RC Cells.
Q: How does Stage 3 differ from Stage 4?
Stage 3 focuses on 210% running speed and the Obsession target-marking system, while Stage 4 uses 166% movement speed, jump-based travel, Fury, damage reduction, and a charged shard pulse.
The best way to approach Eto after the rework is to treat every stage as a separate combat style. Build your fundamentals with Stage 1, use Stage 2 to learn enlarged-body movement, then develop target control for Stage 3 and Fury timing for Stage 4.