Skip to content
Wiki/Jutsu and Natures

Charging and Charge Caps

Charging is the core of Kageborne's casting.

How a Charge Works

  • Starting a charge runs all the cast checks and makes sure you can pay the base cost, then plays the hand signs. Nothing is paid until release. Letting go during the signs calls the jutsu off ("Signs broken off: the jutsu was called off.").
  • After the signs, the charge counts up from 0.0. Charge after t seconds = 0.8 x t + 0.03 x t^2, so a long charge builds faster and faster. For example: 1.0 after about 1.2 s, 5.0 after about 4.7 s, 10.0 after about 7.8 s, 15.0 after about 10.4 s.
  • The charge stops at the jutsu's cap. If you hold it at the cap for 10 s, it releases by itself.
  • The charge can never outgrow the chakra available to pay for it: it is held to the largest charge your current chakra can afford.
  • Release cost = base cost x (1 + slope x charge). The slope is 0.35 per point of charge by default; for nature-release jutsu that have a damage budget, the slope is lowered (to between 0.03 and 0.35) so that a full charge costs at most 25 chakra per point of the jutsu's maximum damage.
  • Effects of charge on the technique (each technique uses the ones that suit it):
    • Power: 0.5 + 0.5 x charge up to a charge of 1.0 (a tap is half strength, 1.0 is normal), then 1.0 + 0.12 per point above 1.0 (about 2.7x at a charge of 15).
    • Duration: 1.0 + 0.4 per point above 1.0 (never shorter than normal).
    • Size: 0.7 + 0.3 x growth, where growth = 0.5 + 0.5 x charge up to 1.0, then 1.0 + 0.25 per point above 1.0. Projectiles, areas and beams get visibly bigger.
  • The cooldown starts at release.
  • Every charged release earns mastery XP. The release message and level-up sound announce a new mastery level and the new cap: "<Jutsu> mastery N! It can now be charged to X."

Instant Jutsu

Instant jutsu are cast at once on the press, never charged, and cost their base cost. Instant casts earn no mastery XP (mastery comes only from a charged release).

The instant jutsu include:

  • The eyes themselves (Sharingan, Byakugan) and many eye techniques: Genjutsu: Sharingan, Foresight, Copy Wheel Eye: Mirror Jutsu, Izanagi, Tsukuyomi, Kotoamatsukami, Shisui of the Body Flicker, Gentle Fist.
  • Curse Mark and Curse Mark: Second Level.
  • Lightning Release Armour, Hydrification, Subterranean Voyage.
  • Kagutsuchi, Shadowless Flight, Impervious Armour, Inhaling Maw.
  • Mystical Palm.
  • Mind Transfer and Mind Disturbance.
  • Kikaichu Swarm, Insect Clone, Paper Wings, Paper Clone.
  • Adamantine Sealing Chains.
  • All Inuzuka jutsu (Akamaru, Tunneling Fang, Fang Over Fang, Double-Headed Wolf).
  • The Willow, Larch and Camellia dances.
  • Explosive Palm.
  • The general tabs' jutsu: Clone, Transformation, Substitution, Shadow Clone, Leaf Whirlwind, Leaf Hurricane, Dynamic Entry, Primary Lotus, Hell Viewing, Temple of Nirvana, Genjutsu Release, False Surroundings, Mirror Heaven and Earth Change, Chakra Scalpel, Delicate Illness Extraction, Creation Rebirth, Silent Killing, Chakra Flow Blade, Crescent Moon Dance, Hidden Mist Blade, Flash Thrust Strike, Afterimage Blitz, Butterfly Wings.
  • The Tailed Beast Roar, Slash and Grab.
  • Every Mangekyo and Susanoo technique, every nature root, and every mode, plus Wood Human and Kan'on.

Jutsu in those families that still charge: Multi Shadow Clone (more clones), Poison Mist (more mist), the Dance of the Clematis, the Dance of the Seedling Fern, Ten Finger Drilling Bullets, the Tailed Beast Ball, and Paper Shuriken (a charged volley).

Fixed Charge Caps

Each jutsu's cap is either a fixed cap, or (if it has none) its mastery cap. The principle: what can be built far bigger goes to 10 or 15; what can only be made bigger to a point stops lower; what is what it is stays at 1.0.

  • 15: Great Fireball, Great Dragon Fire, Majestic Flame Annihilation, Majestic Destroyer Flame, Water Dragon Bullet, Great Shark Bullet, Great Breakthrough, Kirin, Tengai Shinsei.
  • 12: Dragon Flame Release Song, Fire Dragon Flame Bullet, Toad Oil Flame Bullet, Ash Pile Burning, Water Collision Wave, Vacuum Wave, Pressure Damage, Great Sickle Weasel, Divine Wind, Lightning Strike, Earth Dragon Bullet, Swamp of the Underworld.
  • 10: Flame Bullet, Dragon Fire, Running Fire, Mist Blaze Dance, Water Shark Bomb, Wild Water Wave, Drilling Air Bullet, Wind Cutter, Black Panther, Lightning Beast Tracking Fang, False Darkness, Electromagnetic Murder, Earth Spear, Earth Flow River, Moving Earth Core, Sandwich, Eight Trigrams Vacuum Palm, Vacuum Wall Palm, Ten Finger Drilling Bullets, Paper Shuriken, Ink Mist.
  • 8: Vacuum Serial Waves.
  • 6: Phoenix Sage Fire, Extremely Steaming Murder (one miniature sun per point of charge).
  • 5: Water Severing Wave, Mud Wall, Rock Shelter, Rasengan, Rasenshuriken.
  • 4: Crimson Earth Spider, Water Formation Wall, Syrup Trap, Gale Palm, Petal Dust Dance, Cast Net.
  • 3: Water Prison, Added-Weight Rock, Lightning Cable, Eight Trigrams Sixty-Four Palms, the Tailed Beast Ball, and the three ink beasts (one beast per point of charge, 1 to 3).
  • 2: Blade of Wind, Lariat.
  • 1.0 (a full "reach" with no growth): every summoning (Hawk, Manda, Gamabunta, Katsuyu, Ibuse, Elephant: hand signs, then charged to 1.0 "to reach through the contract"), Four Symbol Seal, Chidori, Onyx Chidori, Lightning Cutter, Hell Stab, Lightning Armour, Lightning Shadow Clone, Hydrification, Light-Weight Rock, Subterranean Voyage.