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Jutsu chains and solo combos

Trained ninja can fire several techniques on one order, and finish elemental combos on their own. Both open up with training, and a letter tells you the moment a ninja can do something new.

In short

A trained ninja fires up to three ninjutsu on one order (second step at Ninjutsu 10, third at 16) and can finish an elemental combo alone when trained in both elements. A letter tells you when each opens.

Jutsu chains
  • A ninja fires up to three ninjutsu back to back on one order.
  • Steps: one at first; a second step at Ninjutsu 10, a third at Ninjutsu 16.
  • The first step has its normal wind-up. Later steps take half of it, because the hand seals are already flowing, and less as the ninja masters it (down to about a third at Ninjutsu 20). The gap between steps shrinks with skill too.
  • Each step pays its own chakra and goes on its own cooldown. A step still on cooldown is skipped.
  • The chain stops when chakra runs out, the ninja is downed or stunned, or no enemy is left. If the target dies, the next step goes to the nearest enemy.
  • Only offensive ninjutsu aimed at an enemy can go in a chain: no taijutsu, toggles, summons, heals or buffs.
  • Set the chain in the combo window's Jutsu chain tab, then fire it with the Jutsu chain button on the drafted ninja.
Break combo slots
  • The Break combo tab holds the techniques a ninja follows up with after breaking a foe's guard (see break and combos).
  • Slots follow the rank-exam levels: 2 below level 8, 3 from level 8, 4 from 13, 5 from 16 or for a village leader.
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Combo: Aiko

Ninja level 9: 3 slots (next slot at level 13). Runs by itself when an enemy breaks within reach; the last step is the finisher (x1.25 damage).

Actions (click to add)

Strikemelee
Flying Kneetaijutsu
Roundhouse Kicktaijutsu
Spinning Elbowtaijutsu
Low Leg Kicktaijutsu
Electric Touchquick jutsu
Air Bulletsquick jutsu

Combo order

1Strike
2Low Leg Kick
3Flying Knee — finisher
4unlocks at ninja level 13
5unlocks at ninja level 16
The combo window with its Break combo and Jutsu chain tabs. Select one of your ninja and press its Combo button (it shows the number of slots, for example Combo (3)); the Jutsu chain button opens the same window.
Solo combos

Two allied ninja whose elements meet on a target make an elemental combo: fire and wind make a firestorm, fire and water scalding steam, and so on (see elemental combos). A single ninja can now do it alone by casting the second element onto what the first left behind.

  • Training in an element comes from the techniques a ninja knows in it: S 5 points, A 4, B 3, C 2, D 1, and +2 for their chakra nature.
  • 4 points in each of the two elements: a light solo combo (about 60% strength, smaller area).
  • 9 points in each: the full combo, as strong as two ninja working together.
  • A bloodline that fuses the two elements (lava for fire and earth, boil for fire and water, and others) always counts as fully trained.
  • The first element's mark now lasts 5.5 seconds, so one ninja has time for the second cast. The two hits must be two casts, not one technique's own burst.
  • A jutsu chain of fire then water from a trained ninja makes their own scalding steam.
Letters

About every 30 seconds of game time the game checks your ninja. A new chain step, a new combo slot or a new solo combo arrives in one letter, with how to use it. A new recruit gets one letter listing what they can already do.