Casting#
A jutsu costs chakra and then goes on cooldown. Chakra is your moment-to-moment budget (it regenerates through the match, so running dry is temporary) while the cooldown is what stops a technique being used twice in a row. A technique you cannot afford and a technique still cooling down both read as unavailable on the bar.
Categories#
Every technique is one of five kinds, and the mix you take is most of what decides how you play:
- Offense: damage, from single strikes to area bursts.
- Defense: shields, barriers, and damage you avoid rather than out-trade.
- Support: healing and buffs, for yourself or a teammate.
- Mobility: closing distance, escaping it, or getting somewhere you should not be.
- Ultimate: your heaviest technique. It occupies its own slot and costs accordingly.
Where techniques come from#
Most techniques belong to a blessing and can only be equipped by a ninja carrying it. A smaller set is standalone, available whatever you have picked, and one, Substitution, is universal: everyone has it and nobody equips it, so it never costs you a slot.
Every technique (31)#
Damage and radius are blank for techniques whose effect is not a single hit: buffs, movement, and summons carry their numbers in phases.
Blessing actives have no cooldown of their own: they share a short global cadence and are limited by chakra. Ultimates cost no chakra; they fire from a full Charge bar, and their cooldown is the Charge recharge that follows.
| Technique | Element | Category | Chakra | Cooldown (s) | Damage | Radius | Blessing |
|---|---|---|---|---|---|---|---|
| Substitution Replace your body with a decoy and vanish to safety. | Neutral | Defense | 50 | 1 | Universal | ||
| Engulf Maintain a close burning jet for 2 seconds: enemies in a narrow 5.3 m cone ahead take up to 60 damage and burn for 4 seconds. | Katon | Offense | 35 | 60 | 5.32 | Kōjin | |
| Kōjin Fireball Launch a fireball up to 24 m. It explodes on impact for 45 damage in a 2.5 m blast, knocks enemies back and burns them for 3 seconds at 5 damage a second. | Katon | Offense | 30 | 45 | 10 | Kōjin | |
| Firecage A flare bursts around you: enemies within 4.8 m take 20 damage and burn for 3 seconds. Then a cage of flame stands around you for 4 seconds: its ring, 4.8 to 6 m out, deals 22 damage a second and burns enemies, while the centre stays safe. | Katon | Defense | 35 | 35 | 6 | Kōjin | |
| Flame Nova Detonate a nova of fire around you: enemies within 7 m take 50 damage, are knocked back and burn for 3 seconds. | Katon | Offense | 40 | 50 | 7 | Kōjin | |
| Scorched Earth Scorch the ground within 8 m of your aim point for 5 seconds. Enemies inside take 28 damage a second and burn. | Katon | Ultimate | 12 | 140 | 11 | Kōjin | |
| Chidori One Thousand Birds — a lightning-infused piercing strike. | Raiton | Offense | 50 | 35 | 7 | Standalone | |
| Flicker Step Flicker through the wind to a safer position. | Futon | Mobility | 20 | 35 | 7 | Fūjin | |
| Gale Slash Fire a fast wind blade toward your aim. The travelling blade damages the first enemy it hits. | Futon | Offense | 28 | 42 | 10 | Fūjin | |
| Tempest Unleash a greater tornado at the aimed spot for 4 seconds. It pulls enemies within 9 m into its eye and deals 20 damage a second, then erupts for 45 damage and hurls them high into the air. | Futon | Ultimate | 12 | 78 | 9 | Fūjin | |
| Nourishment Pulse 30 health to each ally within 7 m. Walls block the pulse. If it mends no ally, it heals you for 20 over 2 seconds instead. | Suiton | Support | 20 | 30 | 7 | Ryujin | |
| Earth Prison Stone erupts around you, dealing 30 damage and stunning enemies within 6 m for 1.25 seconds. | Doton | Defense | 35 | 30 | 6 | Izanami | |
| Upheaval Split the ground at the aimed spot. After a warning ring it erupts for 85 damage, rooting enemies for 1.5 seconds and silencing them for 2 seconds, then leaves rubble that deals 5 damage a second and chills for 4 seconds. | Doton | Ultimate | 12 | 85 | 7 | Izanami | |
| Gravity Bolt Hurl a dense stone bolt up to 26 m. It bursts on impact for 42 damage in a small area, shoves enemies back and silences them. | Doton | Offense | 30 | 42 | 9 | Izanami | |
| Landslide The ground slides toward you: enemies in an 11 m cone ahead take 40 damage, are dragged to your feet and are chilled for 2 seconds. | Doton | Offense | 40 | 40 | 11 | Izanami | |
| Root Pulse Send an earth pulse through a 5 m cone ahead. Enemies caught take 25 damage and are rooted in place for 1 second. | Doton | Offense | 25 | 25 | 5 | Izanami | |
| Water Prison Water surges around you, dealing 28 damage and trapping enemies within 5 m in a globe of water that stuns them for 1.25 seconds. | Suiton | Defense | 30 | 28 | 5 | Ryujin | |
| Raijin Chain Lightning Strike the nearest enemies with arcing bolts of lightning. | Raiton | Offense | 32 | 38 | 9 | Raijin | |
| Flash Step Flash through lightning to reposition instantly. | Raiton | Mobility | 20 | 35 | 7 | Raijin | |
| Judgment Bolt Call down judgment lightning that chains through nearby foes. | Raiton | Ultimate | 12 | 70 | 12 | Raijin | |
| Lightning Stream Channel a sustained lightning stream that shocks enemies caught in its path. | Raiton | Offense | 28 | 46 | 11 | Raijin | |
| Rasengan Form a spiralling chakra sphere in hand, then attack to drive it into a target. | Futon | Offense | 45 | 35 | 7 | Standalone | |
| Rasen Shuriken Form a wind-chakra shuriken, then attack to throw it toward your aim. | Futon | Offense | 60 | 35 | 7 | Standalone | |
| Leviathan Channel a colossal water-dragon torrent that continuously crushes and chills its path. | Suiton | Ultimate | 12 | 60 | 6 | Ryujin | |
| Tidal Wave Send a tidal wave up to 14 m toward your aim. It crashes on the first enemy or wall it reaches, or at full range, dealing 38 damage to everyone within 3 m, knocking them back and chilling them for 2 seconds. | Suiton | Offense | 32 | 38 | 7 | Ryujin | |
| Water Bullet Fire a high-speed water bullet up to 24 m toward your aim. It hits the first enemy in its path for 35 damage and chills them for 2 seconds. | Suiton | Offense | 22 | 35 | 8 | Ryujin | |
| Shinra Tensei Repel nearby enemies, ninja tools, and hostile jutsu with a gravity pulse. | Neutral | Defense | 35 | 44 | 6 | Yomi | |
| Fūjutsu Kyūin Form an all-round barrier for 4 seconds: it absorbs incoming jutsu and thrown weapons, restoring 10 chakra for each, and drains enemies within 3 m so their chakra falls about 20 a second. It then recharges for 6 seconds. | Neutral | Defense | 35 | 35 | 7 | Yomi | |
| Chibaku Tensei Cast a gravity core that drags foes into the sky, crushes them on its growing mass and slams them into the ground. Caught enemies drop hard and take extra damage on landing. | Neutral | Ultimate | 12 | 90 | 10 | Yomi | |
| Kamui Hold still to slip out of reach for up to 3 seconds: attacks pass through you while a space-time field within 3.25 m of you consumes incoming ninjutsu. Moving or attacking ends it. It then recharges for 8 seconds. | Neutral | Defense | 55 | 35 | 7 | Yomi | |
| Banshō Ten'in Pull one distant target toward the caster with focused gravity, dealing light damage and briefly stunning them. | Neutral | Offense | 25 | 48 | 10 | Yomi |
