Weaponskills (Commonly referred to as GCDs)

Spinning Edge
Delivers an attack with a potency of 300. Grants 5 Ninki. This is the first part of our basic combo.

Gust Slash
Delivers an attack with a potency of 240. If used after Spinning Edge in the combo, it will instead deliver an attack with a potency of 400. Grants 5 Ninki if used in the combo. This is the second part of our basic combo.

Aeolian Edge
Delivers an attack with a potency of 220, or 280 potency if done from the rear of the enemy. If this is used after Gust Slash as the third part of our combo, it will instead deliver an attack with a potency of 400, or 460 if done from the enemy’s rear. If you have at least one stack of Kazematoi, this attack will instead deliver an attack of 500, or 560 if done from the enemy’s rear. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

Armor Crush
Delivers an attack with a potency of 240, or 300 if done from the enemy’s flank. If this is used after Gust Slash as the third part of the combo, it will instead deliver an attack with a potency of 440, or 500 if done from the enemy’s flank. If done as part of the combo, it will also add 2 stacks to your Kazematoi gauge, to a maximum of 5 stacks. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

Throwing Dagger
Delivers a ranged attack with a potency of 200. The range for this GCD is 20 yalms. Grants 5 Ninki.

Death Blossom
Delivers an attack with a potency of 100 to all nearby enemies. This Area of Effect (AoE) ability deals damage in a five-yalm radius around you. This is the first part of our AoE combo. Grants 5 Ninki.

Hakke Mujinsatsu
Delivers an attack with a potency of 100 to all nearby enemies. If done as the second part of our AoE combo, it instead delivers an attack with a potency of 120 to all nearby enemies. Just like Death Blossom, this an AoE attack deals damage in a five-yalm radius around you. Grants 5 Ninki if used in the combo.

Phantom Kamaitachi
Orders your shadow to deliver an attack with a potency of 600 to the target, and 25% less to all remaining enemies. Increases Ninki gauge by 10. This GCD can only be used under the effect of Phantom Kamaitachi Ready, granted by Bunshin, and consumes the buff when used. Using this skill while Bunshin is still active neither consumes a stack nor gains extra damage or Ninki. This action cannot be assigned to the hotbar and replaces Bunshin while the Phantom Kamiatachi Ready buff is active. It has a range of 20 yalms.
Damage from Phantom Kamaitachi counts as pet damage, so it is roughly 7% less potency than stated.

Hollow Nozuchi
Upon the execution of Katon, Goka Mekkyaku, Phantom Kamaitachi—or Hakke Mujinsatsu as a combo action after Death Blossom—it automatically deals earth damage with a potency of 50 to all enemies within an active Doton. This action cannot be assigned to the hotbar.

Forked Raiju
Delivers a lightning attack with a potency of 700. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Forked Raiju is a gap-closer with a range of 20 yalms.

Fleeting Raiju
Delivers a lightning attack with a potency of 700. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Fleeting Raiju is a regular melee GCD.
Ninjutsus/Mudras (GCDs)
Ninjutsu sets off a global cooldown of 1.5 seconds upon use, not reducible by Huton or skill speed, and each use of a Ninjutsu will use up one Ninjutsu charge. Mudras have a shared two charges, a charge time of 20 seconds per charge, and can only be started when a normal GCD could be started. Instead of a 2.5 or 1.5 second GCD, the mudras themselves only give a 0.5 second GCD. Using the first mudra will instantly consume a Ninjutsu charge and grant a six-second buff. If a Ninjutsu is not executed within these six seconds then the charge is lost. Inputting two of the same mudra in a combination, or using any other action while the buff is active (including Sprint, food, tinctures, role actions, Limit Break, etc.) will result in a Rabbit Medium, or “Bunny”.

Ten
Make the ritual mudra hand gesture for “heaven.”

Chi
Make the ritual mudra hand gesture for “earth.”

Jin
Make the ritual mudra hand gesture for “man.”

Fuma Shuriken
Delivers a ranged Ninjutsu attack with a potency of 500. This is achieved with any single mudra use. Has a range of 25 yalms.

Raiton
Deals lightning damage with a potency of 740 and grants a stack of Raiju Ready, up to a maximum of three. This is achieved by any two-mudra combination that ends with Chi. So, Ten > Chi or Jin > Chi. Has a range of 20 yalms.

Katon
Deals fire damage with a potency of 350 to the target and all nearby enemies within a five-yalm radius. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms.

Hyoton
Deals ice damage with a potency of 350. This also puts a bind on the target for 15 seconds. This is achieved with any two-mudra combination that ends with Jin, such as Ten > Jin or Chi > Jin. Has a range of 25 yalms.

Huton
Deals wind damage with a potency of 240 to the target and all nearby enemies. This also grants the effect of Shadow Walker for 20 seconds, which allows you to use any ability that was previously only usable under Hidden, such as Trick Attack. This is achieved by any three-mudra combination that ends with Jin: Jin > Chi > Ten or Chi > Jin > Ten. Has a range of 20 yalms.

Doton
Creates a patch of corrupted earth that acts like a stationary Damage over Time (DoT) and deals 80 potency to enemies within it, as well as 80 potency to any enemies in the AoE as it is created. Also applies a 40% heavy on enemies in the AoE which lasts for 18 seconds, resulting in 480 total potency, and a combined potency of 560 altogether. This is achieved by any three-mudra combination ending in Chi, such as Ten > Jin > Chi or Jin > Ten > Chi. The AoE has a radius of five yalms.

Suiton
Deals water damage with a potency of 580. This also grants the effect of Shadow Walker for 20 seconds, which allows you to use any ability that was previously only usable under Hidden, such as Trick Attack. This is achieved by any three-mudra combination that ends with Jin: Ten > Chi > Jin or Chi > Ten > Jin. Has a range of 20 yalms.

Goka Mekkyaku
Deals fire damage with a potency of 600 to the target and enemies within a five-yalm radius near the target. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Katon when under the effects of Kassatsu. Because of the boost from Kassatsu, the true potency is 780.

Hyosho Ranryu
Deals ice damage with a potency of 1300. This is achieved with any two-mudra combination that ends with Jin. So, Ten > Jin or Chi > Jin. Has a range of 25 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Hyoton. Because of the boost from Kassatsu, the true potency is 1690.

Rabbit Medium (“Bunny”)
This Ninjutsu does no damage and has no effect aside from spawning a small rabbit on the player’s head. It still triggers the 1.5 second recast like all other Ninjutsu.
Regular Abilities (oGCDs)
These are your regular abilities that can be used at any time when you are not in an animation lock, even while the global cooldown from a GCD is ongoing.

Dokumori
Delivers an attack with a potency of 300 to all enemies in a eight-yalm cone before you. Grants 40 Ninki gauge on use. Grants Higi on use. In addition, it debuffs the enemy targets for 20 seconds with Dokumori, increasing the enemy’s damage taken by 5% from all sources during this time. It also increases the chance of additional items dropped by the target if Dokumori is dealt before or as the finishing blow. This extra effect is mostly irrelevant since it only works on basic drops that you don’t end up caring about, such as Bat Fangs. This skill has a personal cooldown of 120 seconds.

Kunai’s Bane
Delivers an attack with a potency of 600 too all nearby enemies in a five-yalm radius around you. It also applies the Kunai’s Bane debuff to all targets for 15 seconds, increasing the enemy’s damage taken from you alone by 10%. This can only be used under the effect Hidden. (See Suiton for how to use this in combat). This ability has a personal cooldown of 60 seconds.

Kassatsu
Allows the use of a single Ninjutsu without consuming a mudra charge. In addition, it increases the damage of the Ninjutsu used during this buff by 30%. This buff allows you to use Hyosho Ranryu and Goka Mekkyaku. The damage buff also applies to Goka Mekkyaku and Hyosho Ranryu. This buff has a duration of 15 seconds and is lost upon the use of the next ninjutsu or the timer running out. This ability has a personal cooldown of 60 seconds.

Dream Within A Dream
Delivers a three-hit attack, with each attack hitting for 180 potency for a total of 540 potency. This ability has a personal cooldown of 60 seconds.

Ten Chi Jin (TCJ)
Grants Tenri Jindo Ready. Temporarily converts each of the three mudra into a Ninjutsu action. Executing one of these actions will convert the remaining mudra into different Ninjutsu actions until either all three have been executed or the Ten Chi Jin effect expires. You can only use Ninjutsu during this, and the same Ninjutsu cannot be executed twice. This ability cannot be activated while under the effects of Kassatsu. This effect has a duration of six seconds. In essence, this allows you to use one one-step Ninjutsu, one two-step Ninjutsu, and one three-step Ninjutsu in a row. Common uses are Fuma > Raiton > Suiton, Fuma > Katon > Doton, and Fuma > Katon > Suiton. Using Raiton under TCJ will still grant Raiju Ready as normal. This ability has a personal cooldown of 120 seconds.

Meisui
Dispels the Shadow Walker buff and in return increases the Ninki gauge by 50. Additionally, increases the potency of the next Bhavacakra from 400 to 550 if used within 30 seconds, or Zesho Meppo from 700 to 850. This ability can only be used while in combat. This ability has a personal cooldown of 120 seconds.

Tenri Jindo
Deals unaspected damage with a potency of 1100 to the target, and 25% less to all remaining enemies, within a five-yalm radius. Can only be executed while under the effect of Tenri Jindo Ready. This ability has a range of 20 yalms.
Ninki Abilities (oGCDs)
Ninki abilities are like normal oGCDs except that they require 50 Ninki to use. You can store up to 100 Ninki at once.

Hellfrog Medium
Deals fire damage with a potency of 160 to the target and any other enemies near the target. Costs 50 Ninki to use. This ability has a range of 25 yalms and deals damage in a six-yalm radius around the target.

Deathfrog Medium
Deals fire damage with a potency of 260 to the target and any other enemies near the target. Can only be executed under the effect of Higi. Costs 50 Ninki to use. This ability has a range of 25 yalms and deals damage in a six-yalm radius around the target.

Bhavacakra
Deals unaspected damage with a potency of 400. Costs 50 Ninki to use.

Zesho Meppo
Deals unaspected damage with a potency of 700. Can only be executed under the effect of Higi. Costs 50 Ninki to use.

Bunshin
Grants five stacks of the buff Bunshin. Each stack allows your shadow to attack enemies each time you execute a weaponskill. Additionally, grants the effect Phantom Kamaitachi Ready for 45 seconds. The shadow attack potency varies based on the attack executed, but is not affected by combo bonuses. Each attack from the shadow will grant you five Ninki for a total of 25 Ninki if all five stacks of Bunshin are used before the time limit. This buff has a duration of 30 seconds and costs 50 Ninki to use. This ability has a personal cooldown of 90 seconds.
Melee attack: 160 potency.
Ranged attack: 160 potency.
AoE attack: 80 potency to all enemies hit.
Damage from Bunshin counts as pet damage, so it is roughly 7% less potency than stated.
Utility Abilities (oGCDs)
These are oGCDs which don’t deal damage, so they aren’t necessarily used on cooldown. Instead, they are used when specifically needed.

Shade Shift
Gives yourself a shield equal to 20% of your maximum HP. This shield lasts 20 seconds, or until it is destroyed. This ability has a personal cooldown of 120 seconds.

Hide
Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies ten levels higher than you, or certain enemies with special sight. Grants the buff Hidden. This cannot be executed in combat, and you will lose the Hidden buff and be taken out of Hide if you enter combat. This effect also ends upon the use of any action except for Sprint, or upon the reuse of Hide. The use of this ability will also restore two charges of your mudras.

Shukuchi
Moves you quickly to a target location chosen by you. Has two charges. Has a charge time of 60 seconds per charge, but a charge is also granted by the use of a two-mudra Ninjutsu. Has a range of 20 yalms.

Second Wind
Instantly restores own HP. Has a cure potency of 800. Has a personal cooldown of 120 seconds.

Leg Sweep
Stuns the target for three seconds. Has a personal cooldown of 40 seconds.

Bloodbath
Converts a portion of physical damage dealt into health. Has a duration of 20 seconds. Has a personal cooldown of 90 seconds.

Feint
Lowers target’s physical damage dealt by 10%, and magical damage dealt by 5%. Has a duration of 15 seconds. Has a personal cooldown of 90 seconds.

Arm’s Length
Creates a barrier nullifying most knockback and draw-in effects. Has a duration of six seconds. Applies a 20% slow for 15 seconds on any target that hits you during this six second duration. Has a personal cooldown of 120 seconds.

True North
Nullifies all action direction requirements. This means that attacks like Aeolian Edge, Armor Crush, and Trick Attack will do the full potency no matter where you attack the enemy from. This buff lasts for ten seconds and has two charges. The charges have a charge time of 45 seconds.
Traits
These are all passives.

All Fours
Reduces damage taken when falling. Gained at level 14.

Fleet of Foot
Increases movement speed. Gained at level 20.

Increased Attack Speed
Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%. Gained at level 45.

Adept Assassination
Upgrades Assassinate to Dream Within a Dream. Gained at level 56.

Shukiho
Increases Ninki gauge by 5 upon successfully landing certain weaponskills and combos. Gained at level 62.

Enhanced Shukuchi
Resets the recast timer on Shukuchi when executing Katon, Raiton or Hyoton on most targets. Gained at level 64.

Mug Mastery
Upgrades Mug to Dokumori. Gained at level 66.

Enhanced Shukuchi II
Allows the accumulation of up to two charges for Shukuchi. Charges are for consecutive uses of Shukuchi. Gained at level 74.

Melee Mastery
Increases the base potency of Gust Slash to 120, Aeolian Edge to 140, and Armor Crush to 140. Gained at level 74.

Enhanced Kassatsu
Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu, respectively, while under the effects of Kassatsu. Gained at level 76.

Shukiho II
Increases Ninki gauge by 10 upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 78.

Shukiho III
Increases Ninki gauge by 15 upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 84.

Melee Mastery II
Increases the base potency of Spinning Edge to 220 and Gust Slash to 160. Gained at level 84.

Enhanced Meisui
Increases the potency of the next Bhavacakra from 350 to 500 when used within 30 seconds. Gained at level 88.

Enhanced Raiton
Grants a stack of Raiju Ready upon executing Raiton, up to a maximum of 3, and allowing the use of Forked and Fleeting Raiju. The effect of Raiju Ready ends upon the execution of any weaponskill or GCD, excluding Phantom Kamaitachi and Throwing Daggers. Gained at level 90.

Trick Attack Mastery
Upgrades Trick Attack to Kunai’s Bane. Gained at level 92.

Melee Mastery III
Increases the base potency of Spinning Edge to 300, Gust Slash to 240, Aeolian Edge to 220, Fuma Shuriken to 550, Raiton to 740, Suiton to 580, Armor Crush to 240, Bhavacakra to 400, Bhavacakra while under the effect of Meisui to 550, Forked Raiju to 700, Fleeting Raiju to 700. Gained at level 94.

Enhanced Dokumori
Grants Higi upon executing Dokumori, allowing the use of Zesho Meppo and Deathfrog Medium for a duration of 30 seconds. The effect of Higi ends upon the execution of either Zesho Meppo or Deathfrog Medium. Gained at level 96.

Enhanced Ten Chi Jin
Grants Tenri Jindo Ready upon executing Ten Chi Jin, allowing the use of Tenri Jindo for a duration of 30 seconds. Ten Chi Jin changes to Tenri Jindo while the effect is active. Gained at level 100.