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Wiki/Jutsu and Natures

Hand Signs, Chakra Cost and Cooldowns

Hand Signs

  • A sign sequence is a 0.2 s wind-up, one beat per sign, and a 0.25 s wind-down. The jutsu is released (or its charge begins) after the wind-up plus all the sign beats.
  • Each sign takes 0.5 s / speed, where speed = 1 + 0.04 x Ninjutsu, up to 3.0x (reached at Ninjutsu 50). Crippled arms slow the signs further (one hand alone, or barely able at all).
  • How many signs a jutsu takes:
    • Eye techniques (anything that needs an eye) take no signs: the eyes' techniques answer the eye alone.
    • Jutsu of the five basic natures always take at least one: their listed count, or 1 + half their rank if none is listed.
    • Everything else (kekkei genkai, hidden arts, modes, the general tabs) takes signs only if it is S-rank; otherwise it's sign-free.
  • Other players see your hand signs; letting go of right click during signs drops your hands at once.
  • NPCs make signs at a fixed 0.3 s per sign, up to 8 signs.

Chakra Cost

  • Every jutsu's cost is fixed and never scales with your chakra pool. Creative and spectator players pay nothing.
  • Instant and loadout casts pay the base cost up front at the moment of casting (before the signs). Charged casts pay base cost x (1 + slope x charge) on release.
  • For context: the chakra pool is 1,000 + 300 per level after 1, plus up to 19,300 from chakra training (50,000 at level 100, the hard cap); regeneration is 25 per second + 8 per second per Ninjutsu point, starting 1.5 s after your last spend; running dry causes severe chakra exhaustion (no techniques at all) until a quarter of the pool is back.
  • Some techniques also drain chakra every second while active (modes, sustained jutsu); these are given per tree.

Cooldowns

Each jutsu has its own cooldown in seconds, counted from the release. Cooldowns reset on death (respawning clears them), except C0's, which is kept through the death its own cast causes.

Heavy jutsu: every jutsu that can deal 150 or more damage to one target in one cast costs at least 5,000 chakra (before charge raises it) and has a cooldown of at least 60 seconds. That covers every master and ultimate release with a damage ceiling of 175 or more, the Susanoo, Amaterasu, Chibaku Tensei, Tengai Shinsei, Planetary Shinra Tensei, Asura Path, the Truth-Seeker Balls, Eight Trigrams 64 Palms, Incinerating Flare and the Crystal Fruit Array.

Ranks, Categories and Tiers

  • Rank: E, D, C, B, A, S. Rank sets the mastery hard cap and, for jutsu outside the five basic natures, whether hand signs are needed (only S).
  • Category: Ninjutsu, Taijutsu, Genjutsu, Kenjutsu, Medical. Most technique trees, including kekkei genkai, the hidden arts, senjutsu and tailed beasts, count as Ninjutsu.
  • Tier: Basic, Intermediate, Advanced, Expert, Master, Ultimate. The tier reflects the jutsu's cost, cooldown, signs and unlock requirements, and is shown colour-coded on the Jutsu page.
  • Nature tag: jutsu of the five basic natures carry their nature (Fire, Wind, Lightning, Earth or Water); kekkei genkai jutsu don't.