- Ro-Ghoul tatara has two kagune stages: an extended bikaku and a body-covering kakuja.
- Stage 1 uses a long tail for jabs and knockback-focused whips.
- Stage 2 requires 7,500,000 RC Cells and Level 1000 or higher.
- Kakuja mobility improves dash distance by 30% and dash speed by 20%.
- Fire waves grow wider and farther across the Stage 2 E attack.
Ro-Ghoul tatara Overview
Ro-Ghoul tatara is a two-stage kagune built around reach, pressure, and a powerful kakuja transformation. In Tokyo Ghoul lore, Tatara is a Chinese ghoul, a close subordinate of Eto, and a leader of Aogiri Tree. His kagune is classified as bikaku and resembles a large tail in its initial form.
The game version preserves that visual identity while giving the weapon two distinct combat roles. Stage 1 is a straightforward tail-based form with fast, readable attacks. Stage 2 changes the user into a large, muscular, scaly kakuja with powerful arms, rear-mounted hammer-like structures, and a flame-producing head.
The most reliable reference for the current move descriptions is the Tatara page on the Ro-Ghoul Wiki. Use it alongside in-game testing because keybind behavior, hitboxes, and balance can change after updates.
| Attribute | Stage 1 | Stage 2 |
|---|---|---|
| Form | Extended bikaku tail | Body-enveloping kakuja |
| Main identity | Reach and knockback | Heavy pressure and fire |
| Requirement | Not listed in the reference | 7.5M RC Cells, Level 1000+ |
| Mobility bonus | Not listed | 30% farther dashes, 20% faster dashes |
| Signature attack | Tail whip | Progressive fire waves |
Stage 1: Tail Form
A thick, extended bikaku tail provides direct strikes and a forward whip. This form is easier to read and useful for learning Tatara’s spacing.
Stage 2: Kakuja Form
The kakuja surrounds the body with a heavier silhouette, four upper arms, rear hammers, and floating bands around the upper body.
Flame Pressure
The Stage 2 E attack releases expanding waves of fire. Its range and width increase with each wave before the move ends.
Treat Tatara as a spacing-focused kagune first and a raw-damage option second. Good positioning makes both stages easier to use.
Stage 1 Moves and Spacing
Stage 1 sprouts a thick tail similar to the extended appearance of other bikaku kagune forms. Its move set is compact, so success depends on timing rather than memorizing a long ability rotation.
The Click attack is a direct jab aimed at the target. It is best used when an opponent enters your immediate range or after you create space with movement. The E attack swings the tail around targets in front of the user and knocks caught enemies backward.
| Keybind | Move | Effect | Best Use |
|---|---|---|---|
| Click | Tail Jab | Jabs the target with the kagune | Punish close approaches |
| E | Tail Whip | Strikes targets in front and knocks them backward | Create space or interrupt pressure |
How to Use the Tail Jab
The basic attack has the simplest purpose: keep opponents from standing comfortably in front of you. Avoid pressing it randomly from too far away. Instead, let the opponent commit to movement, then answer with the jab when the distance closes.
A useful rhythm is to move, pause briefly, and attack only when the target enters your effective range. This prevents Tatara from feeling sluggish during neutral exchanges and helps conserve your attention for the E attack.
How to Use the Tail Whip
The E attack is the main Stage 1 spacing tool. Because it affects targets in front of the user and applies knockback, it can reset a fight after an opponent gets too close. It also gives you a chance to reposition before returning to Click pressure.
Use the whip with a clear objective:
- Push an enemy away before they start a close-range combo.
- Interrupt an approach when the opponent is directly in front of you.
- Create enough distance to choose whether to re-engage or recover.
- Avoid wasting it when the opponent is already outside the forward attack area.
The Stage 1 E attack is directional. Reposition before using it instead of assuming the whip will cover targets beside or behind you.
Stage 2 Kakuja Requirements and Moves
Stage 2 is Tatara’s major power spike, but it is gated behind a substantial progression requirement: 7,500,000 RC Cells and Level 1000 or higher. The form replaces the simple tail profile with a large kakuja body featuring two elongated hammers on the back, four upper arms, floating bands, and a triangular head.
The head has a front opening that produces flames. The reference describes these flames as unblockable, making the E attack especially important when an opponent relies on guarding. However, the attack can still be avoided through movement, including jumping over it.
| Requirement or Feature | Stage 2 Detail |
|---|---|
| RC Cells | 7,500,000 |
| Level | 1000+ |
| Dash distance | 30% farther |
| Dash speed | 20% faster |
| Fire property | Cannot be blocked |
| Fire behavior | Five-wave sequence or release early |
| Listed hitbox | 16–32 |
| Keybind | Move | Effect | Practical Role |
|---|---|---|---|
| Click | Kakuja Punches | Alternating punches from the large arms; moderate damage | Close-range pressure |
| E | Fire Waves | Releases fire waves that grow in range and width; ends on wave five or on release | Area denial and guarded-target pressure |
Stage 2 Click
The Click attack alternates punches from Tatara’s two large arms. The reference characterizes the damage as moderate, so this move should not be treated as the entire game plan. It works best when the opponent is already within range or when movement has placed you beside the target.
The large model can make distance judgment more difficult. Practice identifying the front edge of the attack rather than relying on the visual size of the kakuja. If the opponent escapes the punch range, shift back to movement and prepare the fire attack instead of chasing without a plan.
Stage 2 E Fire Waves
Holding E releases a sequence of fire waves. Each wave increases the attack’s range and width, and the attack ends on the fifth wave or whenever E is released. The listed hitbox range is 16–32.
This creates two useful options:
- Short release: End the move early when you only need immediate pressure.
- Extended release: Continue toward later waves when the opponent is trapped, committed, or moving through a narrow approach.
Because the fire cannot be blocked, guarding is not a complete answer. Opponents can still evade it, and the source specifically notes that the attack can be jumped over. Aim to control movement rather than assuming the flame will connect automatically.
Unlock Stage 2 only after meeting both requirements. The form’s mobility bonuses and unblockable fire give Tatara a broader combat plan than Stage 1.
Combat Setup and Practical Rotation
Tatara performs best when each attack has a defined purpose. Stage 1 helps establish spacing, while Stage 2 adds mobility and expanding flame pressure. The two forms should not be played identically.
Use the following sequence as a practical framework rather than a rigid combo:
Establish the Distance
Begin outside immediate melee range and watch how the opponent approaches. Keep your movement controlled so the target enters the space covered by Click or E.
Check the Approach
Use the Stage 1 tail jab against a committed close approach. If the enemy reaches your front, use the tail whip to knock them backward and reset the engagement.
Transition to Kakuja Pressure
Once Stage 2 is available, use its longer and faster dashes to change angles. Do not rush directly forward every time; the mobility bonus is most valuable when it creates a better attack line.
Choose the Fire Duration
Release E early for immediate pressure, or continue toward the fifth wave when the opponent remains in the attack path. Watch for jumps and lateral movement.
Return to Movement
After the attack ends, reposition before repeating the sequence. Tatara’s large forms are easier to manage when movement is part of the rotation.
| Situation | Recommended Response | Reason |
|---|---|---|
| Enemy closes in during Stage 1 | Tail Jab | Direct answer to close pressure |
| Enemy stands in front of you | Tail Whip | Applies knockback and restores space |
| Enemy guards during Stage 2 | Fire Waves | The flame attack cannot be blocked |
| Enemy jumps over E | Reposition and reassess | The fire attack is avoidable through movement |
| Enemy retreats in Stage 2 | Use improved dashes | Greater dash distance and speed support pursuit |
Positioning Priorities
Tatara’s silhouette is large, so avoid fighting in a way that lets an opponent circle freely around you. Face the target before using directional attacks, then use the knockback or dash bonuses to determine the next angle.
A strong Tatara player also varies timing. Releasing E immediately can catch an opponent expecting a long charge, while continuing the wave sequence can pressure someone who refuses to move. The correct choice depends on the opponent’s position and escape route.
The safest rotation is not the longest one. Use the shortest attack that solves the current problem, then move before the opponent regains control.
Progress Checklist and Reference Notes
Tatara has a clear progression path, but the Stage 2 requirement is demanding. Track both your level and RC Cells rather than focusing on only one milestone. Reaching the level requirement without enough RC Cells will not unlock the form described in the reference.
Tatara Progress Checklist:
- Confirm Tatara is the intended kagune for your spacing-focused playstyle
- Practice Stage 1 Tail Jab timing against approaching targets
- Learn the Stage 1 Tail Whip direction and knockback range
- Reach Level 1000 or higher
- Accumulate 7,500,000 RC Cells before attempting Stage 2
| Training Goal | What to Practice | Success Indicator |
|---|---|---|
| Stage 1 neutral | Wait for approaches before using Click | Fewer missed jabs |
| Knockback control | Face the target before pressing E | More consistent spacing resets |
| Stage 2 movement | Combine dashes with angle changes | Better attack positioning |
| Fire timing | Test short and extended E releases | More deliberate wave choices |
| Evasion awareness | Watch for jumps and side movement | Fewer wasted fire attacks |
Confirmed Facts and Unlisted Details
The available reference confirms Tatara’s lore identity, two stages, Stage 2 requirements, mobility bonuses, and listed move behavior. It does not provide a complete damage chart, cooldown table, stamina cost, or a Stage 1 numerical hitbox.
That distinction matters when comparing Tatara with other kagune. Use confirmed mechanics for your build decisions, and avoid treating missing statistics as zero, infinite, or superior by default.
| Information Type | Confirmed Detail | Not Specified |
|---|---|---|
| Lore | Chinese ghoul, Aogiri Tree leader, subordinate to Eto | Additional biography details |
| Kagune type | Bikaku | Exact in-game scaling formula |
| Stage count | Two stages | Additional hidden stages |
| Stage 2 access | 7.5M RC Cells and Level 1000+ | Alternate unlock route |
| Stage 1 moves | Click and E | Numerical damage values |
| Stage 2 moves | Click and E | Cooldown and stamina values |
For updates, compare the in-game behavior with the Ro-Ghoul Wiki Tatara entry, especially after balance changes.
Tatara FAQ
Q: What is Ro-Ghoul tatara?
Ro-Ghoul tatara is a two-stage bikaku kagune based on Tatara from Tokyo Ghoul. It begins as a long tail form and later transforms into a body-enveloping kakuja.
Q: What are Tatara Stage 2 requirements?
Stage 2 requires 7,500,000 RC Cells and Level 1000 or higher.
Q: What does Tatara Stage 1 do?
Stage 1 uses a thick tail. Click performs a jab, while E swings the kagune at targets in front and knocks them backward.
Q: How does Tatara’s Stage 2 fire attack work?
Holding E releases up to five fire waves. Each wave increases in range and width, the attack cannot be blocked, and opponents can jump over it.
Move behavior and requirements can be adjusted by future updates. Verify current performance in Ro-Ghoul before relying on older damage or timing assumptions.