Pick the right bow for every encounter—from snap‑shot skirmishes to helmet‑piercing snipes—and master headshots, range control, and arrow economy.
Ghost of Yōtei gives you two very different bows that solve very different problems. The Hankyu (half‑bow) is quick, forgiving, and built for movement. The Yumi (longbow) is deliberate, punishing, and built for surgical picks. If you’re torn between them—or wondering when to swap—this guide breaks down headshots, effective ranges, and which arrow types to carry for specific fights.
Before we dig in: both bows are purchased from Ran the Bowyer after the early story quest “The Old Inn.” The Hankyu is the inexpensive starter buy, while the Yumi is a pricier long‑range upgrade; both are upgraded at Ran rather than at your home forge.
TL;DR — Which bow when?
- Use Hankyu when fights are mobile, chaotic, or indoors; when you need fast draw and rapid follow‑ups; and when you want status utility from Fire and Poison Arrows.
- Use Yumi when you can set up—clifftops, tower roofs, or the far treeline; when you need helmet‑piercing headshots; or when you want area denial and control via Disarm and Explosive Arrows.
How archery works here (and why it changes your choices)
- Draw time is destiny. Longer draws hit harder and fly flatter; shorter draws get arrows out during gaps in melee. The Hankyu’s faster draw invites opportunistic shots between dodges; the Yumi’s slower draw rewards pre‑aim and patience.
- Concentration (slow‑time while aiming) multiplies your precision—especially on the Yumi. Invest in Concentration and Mental Fortitude to extend and refresh slow‑time windows so you can calmly place high‑stakes snipes.
- Vendor & upgrade split: melee upgrades live at your father’s forge; bow upgrades and special arrow types are handled by Ran. Keep that mental map—no more sprinting back home when you just need arrow tech.
Hankyu (Half‑Bow): The Skirmisher’s Pick
Identity: Mid‑range bow for tempo play—dash, draw, loose, reposition.
What it does best
- Reaction shots. If an elite feints your guard or a spearman whiffs at mid‑range, the Hankyu can punish in the pocket with a quick nock‑and‑release.
- Indoor lanes & village alleys. Short sightlines make the Hankyu’s lower travel time and faster cycle ideal.
- Utility arrows early. The Altered/Enhanced Hankyu tiers unlock Fire Arrows then Poison Arrows, letting you bring reliable DoT and soft crowd control without breaking stealth openers.
Headshots with Hankyu
- Unhelmeted targets: clean one‑taps at typical encounter ranges if fully drawn.
- Helmeted targets: don’t waste arrows—the Hankyu does not pierce helmets. Shift to face shots (visors/cheeks if exposed), body shots to stagger, or apply Fire/Poison to tilt the fight, then close with melee.
Range reality
- Effective out to medium distance. Past that, you’ll feel noticeable drop and damage fall‑off; it’s not your camp‑clearing sniper. Think archer duels and mid‑field picks, not cross‑valley assassinations.
Ammo use‑cases (Hankyu)
- Standard Arrows: default for quiet picks and stagger setup.
- Fire Arrows: ignite lanterns, oil, and brush; create panic or force shield carriers to expose flanks. Great opener on clustered patrols or beast‑luring. (Unlocked via Altered Hankyu upgrade path.)
- Poison Arrows: bleed out captains while you thin the adds; finishers stay quiet. Particularly strong in mixed groups where DOT pressure creates windows. (Unlocked via Enhanced Hankyu.)
Play pattern
- Open with Poison on the toughest target.
- Standard headshot the nearest unhelmeted sentry during his idle head sweep.
- If spotted, Fire a second‑rank enemy or explosive hazard to split aggro, then sprint‑draw a Standard to punish a charger’s recovery.
Yumi (Longbow): The Surgeon’s Choice
Identity: Long‑range bow for planned picks—perch, pre‑aim, delete.
What it does best
- Helmet‑piercing headshots. The Yumi’s shots punch through helmets, turning fully drawn headshots into guaranteed kills against armored lookouts. That’s an enormous stealth and attrition advantage.
- Extreme distances. With higher inherent range and zoom at later tiers, the Yumi retains power on shots that the Hankyu shouldn’t even attempt.
- Control & area denial. Upgrading unlocks Disarm Arrows to neuter guard captains and Explosive Arrows to shred clustered reinforcements or destroy cover.
Headshots with Yumi
- Treat every helmet as “free” with full draw and a calm trigger—line up while Concentration is active, exhale, and click. If patrols path into partial cover, wait; the Yumi rewards patience more than improvisation.
Range reality
- Expect flat trajectories and composure at sniper distances. Choose rooftops, cliff lines, and ridges that give sightlines to alarm gongs and tower archers; the Yumi is strongest when the fight hasn’t “started” yet.
Ammo use‑cases (Yumi)
- Standard Arrows: your bread‑and‑butter stealth deletes.
- Disarm Arrows: de‑fang shielded samurai and spear captains before your team closes; superb for ambushes gone noisy. (Unlocked on Yumi’s early upgrade tier.)
- Explosive Arrows: loud but decisive. Use to crater shields, blow barricades, and stop stagger‑immune brutes from rallying. (Unlocked at Perfected Yumi.)
Play pattern
- From high ground, Standard headshot tower archers in order of sightline threat.
- If patrols converge, Disarm the elite first to stall their push.
- When detection’s inevitable, swap to Explosive and drop a decisive AOE, then relocate before smoke clears.
Headshots: mechanics, tells, and practical aiming
The three most common headshot states
- Unhelmeted sentries (any bow): heads sway on a simple loop. Track the rhythm for two breaths, then release as the chin hits the midpoint of its arc.
- Helmeted elites (Yumi only): the extra metal doesn’t matter—a full‑draw Yumi shot pierces. If they’re scanning, wait until the head pauses at “end‑of‑turn.”
- Moving riders (either bow): aim a head’s width ahead at mid‑range; at longer ranges, lead by a full helm. If you aren’t confident, go upper‑chest to guarantee damage and follow with a second snap‑shot.
Micro‑techniques that raise your headshot rate
- Pre‑aim with Concentration. Pop it not to “shoot fast,” but to confirm the path—lock the line, wait for the bob to settle, then release. Upgrade Mental Fortitude so you can take multiple deliberate shots per engagement.
- Anchor points. Learn a single, repeatable hold—e.g., “index knuckle at cheekbone”—so full draws are truly full.
- Commit or cancel. If a target hesitates behind cover, don’t float your reticle; lower the bow, step, re‑pop Concentration, and take a clean line.
- Let the body be Plan B. If the headshot window closes, prioritize body shots that stagger or finish a poisoned target rather than forcing a whiff.
Range: effective distances and where each bow shines
Hankyu: inside the bubble. Treat the Hankyu as a 10–30 meter tool. It’s where arrow drop and travel time are minimal enough for reliable reaction shots. Past that, your chance of whiff climbs unless you’re stationary and fully drawn.
Yumi: outside the bubble. The Yumi sustains lethality way beyond the Hankyu’s comfort zone, and higher‑tier upgrades grant greater zoom and stability for precision. If the camp gives you a ridge, pick it—and start at the farthest sentry inward to reduce cross‑alert.
Arrow economy: carrying the right mix (and why)
General rule: carry Standard as your majority stack, then a purpose stack that reflects your plan.
- If you’re skirmishing (Hankyu‑led):
- 60–70% Standard for constant punish.
- 20% Fire to control space (doors, corridors, dry brush).
- 10–20% Poison as captain insurance or to quietly erase duos. (Fire/Poison unlocked on the Hankyu via upgrades.)
- If you’re sniping (Yumi‑led):
- 70–80% Standard for chained stealth kills.
- A light stack of Disarm for elites who would otherwise tank a shot and sprint.
- Explosive as the “break glass” button when stealth breaks or reinforcements bunch at a gate. (Disarm/Explosive unlocked on the Yumi via upgrades.)
Resupply & upgrading: Visit Ran for bow upgrades and special arrow unlocks; save the forge trips for blades. If you’re grinding materials, prioritize the upgrade tier that unlocks the utility arrow you intend to lean on next.
Encounter blueprints
1) Silent Outpost Clear (night, foggy):
- Bring Yumi. Clear watchtowers first (helmet‑piercing), then the alarm steward. If two armored guards patrol together, Disarm the spear carrier, then standard‑headshot the swordsman while his partner stoops for the dropped weapon. If a bonfire rally starts, Explosive the cluster and relocate.
2) Village Street Fight (daylight, tight alleys):
- Bring Hankyu. Use Fire to cut off flanks and Poison the lieutenant as you kite. Snap Standard shots during their recovery frames after your dodges. If an archer posts at long range, swap to Yumi for a single delete—then back to Hankyu for tempo.
3) Mixed Patrol With Riders (rolling hills):
- Start Yumi from the hilltop to delete the rider scout. Switch to Hankyu as the melee line crests the slope, using quick Standard stuns to feed your melee conversions.
Upgrade priorities (practical order)
Early game
- Buy Hankyu (cheap, immediate impact) and push to Fire Arrows so you can manipulate fights.
- Unlock Concentration + Mental Fortitude so bows feel “on‑demand” instead of “once per fight.”
Mid game
3. Buy Yumi and practice full‑draw discipline; the helmet‑piercing headshot becomes your stealth superpower.
4. Upgrade toward Disarm for noise‑free crowd control.
Late game
5. Perfect the Yumi for Explosive Arrows if you want a single slot to handle both stealth and “oh no” moments. Keep the Hankyu kitted for Poison when you expect prolonged skirmishes.
Decision tree: Hankyu or Yumi right now?
- Is the target armored and alone, and do you have time to line up? → Yumi (helmet‑piercing).
- Are you about to enter a place with short corridors and multiple angles? → Hankyu (fast draw).
- Do you plan to set fires or leverage hazards? → Hankyu + Fire.
- Are reinforcements likely to clump at gates? → Yumi + Explosive.
- Unsure? Carry both. Open with a Yumi delete; switch to Hankyu the moment the fight moves.
Common mistakes to avoid
- Tunneling on helmets with Hankyu. If you see a kabuto, either swap or change the win condition (poison or fire).
- Floating the reticle for too long with Yumi. If the window closes, cancel, reset the angle, and re‑Concentrate.
- Overusing explosives. They win fights—but they also turn stealth into a siege. Save them for decisive moments.
The verdict
- Hankyu is your skirmisher’s toolkit—fast, adaptable, and perfect for weaving arrows into swordplay.
- Yumi is your stealth scalpel—slow to ready but unmatched for long‑range control and helmet‑piercing lethality.
Master both, and Ghost of Yōtei’s battlefields open up: you’ll delete problems before they exist and improvise cleanly when plans shatter. Between headshot discipline, honest range assessment, and smart arrow selection, you’ll rarely meet a fight that your quiver can’t solve.