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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.
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.
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)
Combo order
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)
Combo order
The window closes and saves the combo. Hovering the ninja's Combo (3) button now shows:
Combo used when an enemy breaks next to this ninja:
1. Strike
2. Low Leg Kick
3. Flying Knee (finisher)
Enemies break after enough pressure: hits, taijutsu, stuns, knockbacks and fear. Attacking together, from the side or from behind breaks them faster.
Before you set a combo yourself, the first line ends in "(automatic: click to choose your own)".
Ninjutsu 12: 2 steps (3rd at 16). Later steps wind up in 47% of the time.
Ninjutsu (click to add)
Chain order
Each step pays its own chakra and cooldown; steps on cooldown are skipped. Two different elements in a row can combine into a combo when this ninja is trained in both.
The arrow names the elemental combo two neighbouring steps make. A ninja only half trained in both elements gets → light Electrified water; one not trained enough sees (Electrified water needs training).
Ninjutsu 12: 2 steps (3rd at 16). Later steps wind up in 47% of the time.
Ninjutsu (click to add)
Chain order
Each step pays its own chakra and cooldown; steps on cooldown are skipped. Two different elements in a row can combine into a combo when this ninja is trained in both.
Ninjutsu 6: chains unlock at Ninjutsu 10 (2 steps) and 16 (3 steps).
Ninjutsu (click to add)
Mei hasn't learned any attacking ninjutsu yet. Techniques that hit an enemy show up here once learned.
Chain order
Each step pays its own chakra and cooldown; steps on cooldown are skipped. Two different elements in a row can combine into a combo when this ninja is trained in both.
The window closes and saves the chain. Draft Aiko and press her Jutsu chain button to fire Drilling Water Bullet and Raiton: Lightning Ball back to back.
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.