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Wiki/Jutsu

Techniques

Chakra & jutsu

What techniques cost, what they do, and where they come from.

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.

TechniqueElementCategoryChakraCooldown (s)DamageRadiusBlessing
Substitution
Replace your body with a decoy and vanish to safety.
NeutralDefense501Universal
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.
KatonOffense35605.32Kōjin
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.
KatonOffense304510Kōjin
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.
KatonDefense35356Kōjin
Flame Nova
Detonate a nova of fire around you: enemies within 7 m take 50 damage, are knocked back and burn for 3 seconds.
KatonOffense40507Kōjin
Scorched Earth
Scorch the ground within 8 m of your aim point for 5 seconds. Enemies inside take 28 damage a second and burn.
KatonUltimate1214011Kōjin
Chidori
One Thousand Birds — a lightning-infused piercing strike.
RaitonOffense50357Standalone
Flicker Step
Flicker through the wind to a safer position.
FutonMobility20357Fūjin
Gale Slash
Fire a fast wind blade toward your aim. The travelling blade damages the first enemy it hits.
FutonOffense284210Fūjin
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.
FutonUltimate12789Fūjin
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.
SuitonSupport20307Ryujin
Earth Prison
Stone erupts around you, dealing 30 damage and stunning enemies within 6 m for 1.25 seconds.
DotonDefense35306Izanami
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.
DotonUltimate12857Izanami
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.
DotonOffense30429Izanami
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.
DotonOffense404011Izanami
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.
DotonOffense25255Izanami
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.
SuitonDefense30285Ryujin
Raijin Chain Lightning
Strike the nearest enemies with arcing bolts of lightning.
RaitonOffense32389Raijin
Flash Step
Flash through lightning to reposition instantly.
RaitonMobility20357Raijin
Judgment Bolt
Call down judgment lightning that chains through nearby foes.
RaitonUltimate127012Raijin
Lightning Stream
Channel a sustained lightning stream that shocks enemies caught in its path.
RaitonOffense284611Raijin
Rasengan
Form a spiralling chakra sphere in hand, then attack to drive it into a target.
FutonOffense45357Standalone
Rasen Shuriken
Form a wind-chakra shuriken, then attack to throw it toward your aim.
FutonOffense60357Standalone
Leviathan
Channel a colossal water-dragon torrent that continuously crushes and chills its path.
SuitonUltimate12606Ryujin
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.
SuitonOffense32387Ryujin
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.
SuitonOffense22358Ryujin
Shinra Tensei
Repel nearby enemies, ninja tools, and hostile jutsu with a gravity pulse.
NeutralDefense35446Yomi
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.
NeutralDefense35357Yomi
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.
NeutralUltimate129010Yomi
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.
NeutralDefense55357Yomi
Banshō Ten'in
Pull one distant target toward the caster with focused gravity, dealing light damage and briefly stunning them.
NeutralOffense254810Yomi