Taijutsu Tree
10 nodes, 18 JP, levels 2 to 30. "Hand-to-hand combat, trained into the body." Every taijutsu jutsu is instant, costs 0 chakra, uses no signs and deals Force damage (no nature status, no budget). Charge doesn't change it; it is multiplied by Yang Expansion (x1.5), Butterfly Mode (x2.0) and a jinchuriki's partial cloak (1.75 + 0.25 per tail). The Taijutsu stat raises them too: +2% per point of Taijutsu (your allocated points plus your clan's bonus), so at 0 they deal the numbers below and at the cap of 50 they deal twice as much. The stat also boosts your bare-fist punches.
Every taijutsu move (and the Eight Gates' strikes) has its own full-body animation that everyone nearby sees: the spin kick, the hop and sweep, the flying kick, the lotus drop, the rising kick, the spinning kick flurry, the Strong Fist stance, the airborne Lion Combo, the Hidden Lotus, the gate opening and each gate technique.
- Leaf Whirlwind (Lv2, Tai 2): a spin kick; everyone within 3.6 blocks takes 25, a small push, and Slowness IV for 1.5 s.
- Leaf Hurricane (Lv6, Tai 5): hop and sweep; 30 within 3.6 blocks, and targets are launched up.
- Dynamic Entry (Lv8, Tai 6): a flying kick on an arc (up to 1 s at 34 blocks per second) at the aimed target or the nearest enemy in a 35-degree cone within 16 blocks; the first enemy touched takes 42.5, push 2.2, and you bounce back. No fall damage.
- Primary Lotus (Lv12, Tai 10; target within 4.5): kick the target up (17.5), teleport above them, bind them, and drive both of you into the ground for 55: 72.5 in all.
- Leaf Rising Wind (Lv4, Tai 3, after Leaf Whirlwind; target within 3.5; 5 s cooldown): a kick straight up under the target's chin for 25 that throws them high into the air. A quick opener for a combo.
- Strong Fist (Lv6, Tai 4, after Leaf Whirlwind; 30 s cooldown): Guy's stance for 30 s. Your bare-handed punches and kicks deal x1.5 and knock the target back.
- Leaf Great Whirlwind (Lv16, Tai 12, 2 JP, after Leaf Hurricane; 10 s cooldown): five spinning kicks, high and low. Everyone within 4.2 blocks takes 15 four times and is slowed, then the last kick deals 25 within 4.6 and throws them back: 85 in all.
- Lion Combo (Lv18, Tai 14, 2 JP, after Dynamic Entry; target within 4.5; 16 s cooldown): kick the target up (15), appear beside them in the air for three blows from different sides (10 each), then a heel drop drives them into the ground (40): 85 in all.
- Hidden Lotus (Lv30, Tai 22, 4 JP, after Primary Lotus and 8 Gates; needs at least the first gate open; target within 4.5; 40 s cooldown): kick the target high (12.5), flash around them in the air for eight blows from every side (6.25 each), then seize them and spin down, driving them into the ground (45): 107.5 in all.
- 8 Gates (Lv10, Tai 25, 3 JP, after Leaf Whirlwind; also needs Might Guy's Approval, used up on learning; S-rank): learning it gives you the Eight Gates item. The approval is the Trial of the Eight Gates' only prize. See The Eight Gates.