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Combat HUD

The combat HUD appears in Combat Mode. Spectators keep vanilla's HUD.

Centre: Hotbar

  • The hotbar shows as glassy slots on an ink tray with a gold hairline. The selected slot wears a crimson-and-paper frame that glides between slots.
  • Under the tray: your shinobi level and its four-colour XP line, plus vanilla's experience level in green when you have one.

Above the Hotbar: Jutsu Bar

  • The jutsu bar shows your six loadout slots: each jutsu's icon, a tint when you lack the chakra, a cooldown shade draining down with the seconds left, slot numbers, and the selected slot's name and cost shown briefly after selecting.
  • With a release in hand, it swaps to that release's carousel bar: its colour band and emblem, mastery pips under each slot, arrows when there are more jutsu to either side, and the selected jutsu's name, cost and charge cap.
  • A refused cast shakes the slot.

Left: Health

  • Health shows in a framed glossy bar with a label such as "HEALTH 16 / 20".
  • Damage leaves a dark trail that drains away. The bar pulses when low and turns green when poisoned, grey when withering and pale blue when freezing.
  • Thin food and (underwater) air lines sit beneath it. Armour and absorption are on the label row.
  • Health, armour and food hide in creative.

Right: Chakra

  • Chakra shows the same way, with a pale trail where chakra was recently spent, notches every tenth, a shimmer while it regenerates, a pulse when low, a red flash when something can't be afforded, and "EXHAUSTED" when exhausted.
  • Status icons sit above it, such as Chakra Control, glowing blue while on.

Other HUD Elements

These appear in both HUD modes unless noted.

  • Body injury figure (left side): see Body Injuries.
  • Level-up card (top left): see Level-Up Rewards.
  • Damage numbers: every hit the mod deals pops a number over the target in the colour of what dealt it (orange for fire, blue for water and so on), springing out, drifting up and fading. Big hits show bigger numbers. Healing shows as green numbers.
  • Charge display under the crosshair while charging a jutsu: "Weaving signs..." during the hand signs, then a number rising from 0.0 to the jutsu's cap ("max N") in the release's colour, with a thin bar. It pulses at the cap and turns pale blue when your chakra is what holds it back.
  • Tree Leap charge ring: see Ninja Movement.
  • Navigation compass (top of the screen): an arrow turning toward the active target, its name, its distance and an up/down hint. It shows "Arrived: <name>" when you are within 4 blocks, then clears. A see-through beacon beam in the target's colour stands on the target, fading in from 144 blocks away (full at 112) and fading out as you arrive (from 14 to 5 blocks). A mission's target takes priority over a squad call-out, which takes priority over your own marker.
  • Mission tracker when you are on a mission.
  • XP Boost badge (top left): "1.5x XP" or "2.5x XP" and the time left, while a server-wide XP Boost runs (see Levels and XP).
  • Reroll wheel: after spending a Clan Reroll or Natural Nature Reroll token, a wheel spins across the screen and lands on your new clan or nature.
  • Village invite banner: "<name> invites you to the <village>" with "Press Y to join · N to decline", for 15 seconds.
  • Ability overlays such as the Sharingan health and chakra bars, Sensory Perception markers, tailed beast boss bars and the Four Symbol Seal percentage. These are covered on their own pages.