Onimaru (Demon Slayer)

The starting katana wielded by Miyamoto Musashi in Onimusha: Way of the Sword. Onimaru — the Demon Slayer — is your only melee weapon at the outset, and its two stances carry the entire early game. This pre-release profile covers what's known and marks the rest for launch verification.

Quick Attributes

TL;DR Quick Summary
  • The starting katana — Musashi's only melee weapon from the outset
  • Two stances: one-handed (fast, short, mobile) and two-handed (slow, heavy, long)
  • No fixed element — damage scales with upgrades and Oni powers
  • Upgrade path confirmed; specific costs and materials TBD
  • Base damage, full moveset, and upgrade table to be verified at launch
Attribute Value
Type Katana
Element None / Variable
Base Damage TBD
Obtain Method Starting Weapon
Upgrade Path Yes
Stances One-Handed & Two-Handed
Wielded By Miyamoto Musashi

Description

Onimaru — subtitled Demon Slayer — is the katana Musashi carries at the start of Onimusha: Way of the Sword. Per the game's design philosophy, you don't collect and swap between arsenals; you deepen a single blade. The katana is your only melee weapon, and mastery comes from learning its two stances rather than hunting for upgrades to a new tool.

The name Onimaru places the blade in the classical tradition of named demon-slaying swords in Japanese folklore, befitting a weapon carried by a swordsman of the Oni Clan. While it carries no fixed element of its own, its effectiveness is amplified through the upgrade path and the soul-driven powers Musashi channels — making the blade a constant that grows alongside the player.

⚠️ Pre-Release Source

Weapon identity, the two-stance system, and its role as the starting blade are drawn from official previews and the playable demo. Specific numbers (base damage, upgrade costs, the full moveset list) are TBD and will be confirmed against the launch build.

Stances

Onimaru's depth comes from its two stances. You don't switch weapons — you switch how you hold this one.

Stance Speed Range Best For
One-Handed Fast, quick recovery Short Pressure, chipping stamina, reading tells
Two-Handed Slow, longer wind-up Long Punishing staggered or recovering foes
💡 Stance Dance

The optimal loop: pressure in one-handed to chip stamina and build buff meters, then snap to two-handed the instant a parry or stagger creates a clean opening. Return to one-handed to reset. Stance switching mid-combo is the single highest-leverage habit you can build with Onimaru. See the Combat System guide for the full breakdown.

Moveset

The complete moveset — light and heavy strings, stance-specific combos, stance-switch transitions, and any unlockable techniques tied to the skill tree — will be documented here. For now, the table is a placeholder.

Moveset — To be verified at launch

Per-stance combo list, inputs, frame data, and unlockable techniques will be filled in here after we test the full release.

Move Stance Input
To be verified at launch
To be verified at launch
To be verified at launch

Upgrade Costs

Onimaru has a confirmed upgrade path. The per-level upgrade costs — souls and any materials required at each tier — will be listed here, cross-referenced with the Soul System guide so you can plan your resource spending. Upgrade nodes are expected to be performed at a shrine; see the Oni Shrine entry.

Upgrade Costs — To be verified at launch

Per-tier soul and material costs, stat gains, and the full upgrade tree will be documented here at launch.

Level Soul Cost Materials Damage Gain
+1TBDTBDTBD
+2TBDTBDTBD
+3TBDTBDTBD
💡 One Blade, Deep Mastery

Because Onimaru is your constant, every upgrade is a permanent investment — there's no sunk cost from swapping weapons. Prioritize the upgrade path early, and pair it with parry-tier mastery (the Blue meter accelerates Break Issens, which scale with weapon damage) for the biggest early-game power spike.

Part of Strats Network Onimusha Strats Crimson Desert Strats Windrose Strats Subnautica 2 Strats