Shinkiro Shiranui
Intro
| Novice | Ninja
(1st Job) |
Kagerou / Oboro
(2nd Job) |
Shinkiro / Shiranui
(3rd / 4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| The last step of the Ninja line fights with thrown weapons, shadow doubles and elemental ammunition in equal measure. Three damage styles sit inside one job: a blade that strikes out of the target's own shadow, a ranged style that seeds the ground with traps before detonating them, and a caster style that drops elemental shells onto a marked spot. Movement is part of the rotation rather than an afterthought, because several of the tools teleport the user, push the user back or leave a clone standing where the user used to be. Pick this job if you enjoy layered setup and burst windows. Avoid it if you want a one-button rotation. |
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Str+3, Agi+7, Vit+7, Int+11, Dex+13, Luk+2 Pow+2, Sta+3, Wis+6, Spl+15, Con+7, Ctr+3 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Throwing Mastery | 10 | Passive | - | Throw Shuriken flat ATK +3 * SkillLevel
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| Throw Shuriken | 10 | Active / Physical Ranged | 5 | ATK% = 100 + 5 * SkillLevel, flat +4 * SkillLevel + 3 * Throwing Mastery added before the ratio, 1 Shuriken
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| Throw Kunai | 5 | Active / Physical Ranged | 10 | ATK% = 100 * SkillLevel, 3 hits, flat +3 * arrow ATK, 1 Kunai
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| Throw Huuma Shuriken | 5 | Active / Physical Ranged | 15~35 | ATK% = 250 * SkillLevel - 50, 3x3 up to 5x5
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| Throw Zeny | 10 | Active / Special Physical Ranged | 50 | Damage = 1000 * SkillLevel Zeny, ignores DEF, halved against Boss and in PvP, Hit Physical bonuses do not apply
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| Flip Tatami | 5 | Active / Physical Melee | 15 | ATK% = (100 + 10 * SkillLevel) * 2, knockback 3, the 4x4 around the caster ignores long range physical damage for 3 s
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| Shadow Leap | 5 | Active / Supportive Self | 10 | Leap = 5 + SkillLevel cells, requires Hiding
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| Cicada Skin Shed | 5 | Active / Supportive Self | 12~24 | Dodges = ceil(SkillLevel / 2), duration 10 + 10 * SkillLevel s, each dodge pushes the caster 7 cells back
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| Haze Slasher | 10 | Active / Physical Melee | 8 | ATK% = 100 + 20 * SkillLevel, enters Hiding on hit
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| Shadow Slash | 5 | Active / Physical Melee | 10~14 | ATK% = 50 + 150 * SkillLevel, CRI +250 + 50 * SkillLevel, requires Hiding
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| Killing Strike | 10 | Active / Special Physical Melee | 55~100 | Damage = 40 * STR + HP * 8 * SkillLevel / 100, caster HP drops to 1, requires Ninja Aura, Hit Physical bonuses do not apply
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| Mirror Image | 10 | Active / Supportive Self | 30~48 | Dodges = ceil(SkillLevel / 2), duration 40 + 20 * SkillLevel s, 1 Shadow Orb, requires Ninja Aura
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| Ninja Mastery | 10 | Passive | - | SP regen +3 * SkillLevel + SkillLevel * MaxSP / 500 every 10 s
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| Ninja Aura | 5 | Active / Supportive Self | 20~60 | STR / INT +SkillLevel, duration 15 + 15 * SkillLevel s, enables Mirror Image and Killing Strike
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| Flaming Petals | 10 | Active / Magical Fire | 18~36 | MATK% = 90 + 10 * spiritCharms per hit, hits = SkillLevel
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| Blaze Shield | 10 | Active / Magical Fire | 25 | MATK% = 50 + 20 * spiritCharms per hit, hits = 4 + ceil(SkillLevel / 2), lasts 20 s, 1 Flame Stone
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| Exploding Dragon | 5 | Active / Magical Fire | 20~40 | MATK% = 150 + 150 * SkillLevel + 100 * spiritCharms, 3 hits, 5x5, 1 Flame Stone
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| Freezing Spear | 10 | Active / Magical Water | 15~42 | MATK% = 70 + 20 * spiritCharms per hit, +2 * SkillLevel while standing in Watery Evasion, hits = 2 + SkillLevel
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| Watery Evasion | 10 | Active / Debuff Ground | 15~42 | AGI -3 at Lv 2~4, AGI -5 at Lv 5~7, AGI -8 at Lv 8~10, Move Speed -50%, 1 Ice Stone
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| Snow Flake Draft | 5 | Active / Magical Water | 40~60 | MATK% = 150 + 50 * SkillLevel + 100 * spiritCharms, 7x7, Freeze chance = 10 + 10 * SkillLevel%, 1 Ice Stone
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| Wind Blade | 10 | Active / Magical Wind | 12~30 | MATK% = 150 + 10 * spiritCharms per hit, hit count rises from 1 at Lv 1 to 6 at Lv 10
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| Lightning Jolt | 5 | Active / Magical Wind | 16~32 | MATK% = 200 + 100 * SkillLevel, 3x3 up to 7x7, 1 Wind Stone
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| First Wind | 5 | Active / Magical Wind | 17~25 | MATK% = 200 + 100 * SkillLevel, range 4 + SkillLevel cells, 1 Wind Stone
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2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Shadow Hiding | 1 | Active / Supportive Self | 10 | Hide, drains SP while active, ends after 200 s or on recast
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| Cross Slash | 10 | Active / Physical Ranged | 10~28 | ATK% = 200 * SkillLevel, x Base Level / 120, +SkillLevel * caster Base Level on a target already in Cross Wound, range 3 + ceil(SkillLevel * 3 / 10)
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| Soul Cutter | 5 | Active / Physical Melee | 12~28 | ATK% = 100 * SkillLevel, +200 * Spirit SkillLevel when the target carries a Soul Linker spirit, then removes it
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| Kunai Explosion | 5 | Active / Physical Ranged | 5~9 | ATK% = Throwing Mastery * (50 + DEX / 4) * SkillLevel * 4 / 10, x Base Level / 120, 3x3, 1 Explosive Kunai
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| Kunai Splash | 5 | Active / Physical Ranged | 12~20 | ATK% = 300 * (SkillLevel + 5) / 5, 9x9 up to 11x11, 2 Kunai
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| Swirling Petal | 10 | Active / Physical Ranged | 22~40 | ATK% = 150 * SkillLevel + STR + 100 * Throw Huuma Shuriken, x Base Level / 100, 11 cells, requires a Huuma Shuriken
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| Illusion - Shadow | 5 | Active / Supportive Self | 40~56 | Clone HP 30000 + 30000 * SkillLevel
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| Shadow Trampling | 5 | Active / Debuff Area | 25~45 | Cancels Hide, Cloak, Camouflage and Shadow Form in 3 + 2 * SkillLevel cells, blocks them for the duration, PvP and WoE only
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| Empty Shadow | 5 | Active / Debuff | 50 | Removes the target's damage reflect for the duration, 1 Shadow Orb, 20 s cooldown |
| Shadow Warrior | 5 | Active / Supportive Target | 60~80 | +20% damage to Kunai Explosion, Kunai Splash, Cross Slash and Swirling Petal, Double Attack rate = SkillLevel * 10%, 1 Shadow Orb, drains SP per second
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| Illusion - Bewitch | 5 | Active / Debuff | 40~56 | Swaps the caster and the target's position, then rolls Confuse on both |
| Illusion - Shock | 5 | Active / Debuff | 40~56 | All Stats -(2 * SkillLevel + rnd() % SkillLevel), turns the target into a monster, WoE only
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| Illusion - Death | 5 | Active / Debuff | 40~56 | Reduces the target's HP and curses it, low Coma chance, players below the caster's Base Level only |
| (P) Distorted Crescent | 5 | Active / Supportive Self | 60~100 | ATK = BaseLevel / 3 + 20 * SkillLevel, MATK = BaseLevel / 3 + 20 * SkillLevel; an odd current HP subtracts BaseLevel / 3 + 30 * SkillLevel from ATK and an odd current SP the same from MATK; a Lv 5 weapon refined to +20 or more is always positive and adds weapon EquipLevel / 10
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| Ominous Red Moonlight | 5 | Active / Debuff | 20~60 | HP recovery used on the target turns into damage instead, PvP only, does not apply to Boss monsters |
| Moonlight Fantasy | 5 | Active / Supportive Target | 55~75 | Randomly raises or lowers HP and SP by the target's current values, then spreads the magic damage the target takes to nearby enemies |
| Makibishi | 5 | Active / Debuff Ground | 9~21 | ATK% = 20 * SkillLevel, hides SkillLevel + 2 caltrops that immobilise or stun whoever steps on them
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| Rapid Throw | 10 | Active / Special Physical Ranged | 50 | Damage = 5000 * SkillLevel ~ 10000 * SkillLevel Zeny, ignores DEF, can splash, halved against Boss monsters, Hit Physical bonuses do not apply
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| Fire Charm | 1 | Active / Supportive Self | 20 | Summons 1 Fire Spirit, up to 10; each adds Fire ninjutsu MATK% (the coefficient is per skill, from 10 to 100), 10 spirits also add +30% physical damage against Earth, 1 Fire Charm
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| Ice Charm | 1 | Active / Supportive Self | 20 | Summons 1 Ice Spirit, up to 10; each adds Water ninjutsu MATK%, 10 spirits also add +30% physical damage against Fire, 1 Ice Charm
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| Wind Charm | 1 | Active / Supportive Self | 20 | Summons 1 Wind Spirit, up to 10; each adds Wind ninjutsu MATK%, 10 spirits also add +30% physical damage against Water, 1 Wind Charm
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| Earth Charm | 1 | Active / Supportive Self | 20 | Summons 1 Earth Spirit, up to 10; each adds weapon ATK and equipment DEF, 10 spirits also add +30% physical damage against Wind, 1 Earth Charm
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| Release Ninja Spell | 1 | Active / Magical | 10 | MATK% = 200 * spiritCharms, element follows the summoned charm, consumes the spirits
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| Cast Ninja Spell | 1 | Active / Debuff Ground | 30 | Places a portal that applies a status in an area, the status and the weapon element bonus depend on the charm held |
| 16th Night | 5 | Active / Supportive Self | 70~90 | Fixed Cast Time = 0, Variable Cast Time x 0.5, MATK +25 * SkillLevel
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| Pure Soul | 5 | Active / Recovery Self | 100 | HP +2 * SkillLevel% and SP +SkillLevel% every second for 10 s, the caster is immobilised and has a chance to ignore damage
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| Righthand Mastery | 5 | Passive | - | Right hand ATK = 70 + 10 * SkillLevel% while dual wielding
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| Lefthand Mastery | 5 | Passive | - | Left hand ATK = 50 + 10 * SkillLevel% while dual wielding
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3rd / 4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| (R) Mirage | 1 | Active / Supportive Ground | 25 | Clone lasts 30 s and echoes the caster's skills at 30% power; an Armor Lv 2 refine of +10 / +20 / +25 / +30 adds 1 / 2 / 3 / 4 clones, extends the duration and raises the echo to 40% and 50%
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| Mirage - Swarm | 1 | Active / Supportive Self | 100 SP / 30 AP | Installs 3 clones at once for 20 s and removes any clone already out, fails if a spawn cell is blocked |
| Rising | 5 | Active / Supportive Self | 50~70 SP / 50 AP | Melee and Ranged damage +30 * SkillLevel%, Hit Physical and Critical damage +10 * SkillLevel%, duration 60 * SkillLevel s, requires 3 clones
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| Infiltrate | 5 | Active / Physical Melee | 40 | ATK% = 700 * SkillLevel + 5 * CON, x Base Level / 100, moves the caster behind the target and into Shadow Cloaking for 2 s
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| Melt Away | 5 | Active / Magical Dark | 35 | MATK% = 700 * SkillLevel + 5 * CON, x Base Level / 100, pushes the caster 3 cells back and into Shadow Cloaking for 2 s
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| Nightmare Erasion | 1 | Active / Supportive Self | 10 | Removes Nightmare, which is a RES -10% debuff, from everything in 15x15
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| Kunai - Distortion | 10 | Active / Physical Ranged | 36~54 | ATK% = 300 + 600 * SkillLevel + 10 * SkillLevel * Kunai - Refraction + 5 * POW, x Base Level / 100, 5x5 plus Nightmare for 5 s, 2 Kunai
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| Kunai - Rotation | 5 | Active / Physical Ranged | 44~76 | ATK% = 1000 + 1350 * SkillLevel + 100 * SkillLevel * Kunai - Distortion + 5 * POW, x Base Level / 100, ticks every 0.5 s for 2 s, 5 Kunai
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| Kunai - Refraction | 10 | Active / Physical Ranged | 49~76 | ATK% = 300 + 450 * SkillLevel + 10 * SkillLevel * Kunai - Rotation + 5 * POW, x Base Level / 100, detonates every Distortion Zone in 15x15, 5 Kunai
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| Kunai - Nightmare | 1 | Active (AP) / Physical Ranged | 70 SP / 20 AP | ATK% = 22500 + 5 * POW, x1.5 against a target carrying Nightmare, then consumes it, 13x13
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| (MT) Huuma Shuriken - Grasp | 10 | Active / Physical Ranged | 48~84 | ATK% = 850 + 350 * SkillLevel + 5 * SkillLevel * Huuma Shuriken - Construct + 5 * POW, x Base Level / 100, ticks every 0.25 s for 5 s, up to 4 zones
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| Huuma Shuriken - Construct | 10 | Active / Physical Ranged | 29~65 | ATK% = 900 + 1750 * SkillLevel + 100 * SkillLevel * Huuma Shuriken - Grasp + 5 * POW, x Base Level / 100, the same hit again when a Grasp zone is inside the 9x9, Mirage echo uses x 3 / 10
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| (MT) Shadow Hunting | 10 | Active / Physical Melee | 33~60 | ATK% = 600 + 900 * SkillLevel + 5 * SkillLevel * Shadow Flash + 5 * POW, x Base Level / 100, applies Nightmare for 5 s, can crit
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| (MT) Shadow Dance | 10 | Active / Physical Melee | 37~82 | ATK% = 750 + 900 * SkillLevel + 70 * SkillLevel * Shadow Hunting + 5 * POW, x Base Level / 100, 5x5 up to 7x7, can crit
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| Shadow Flash | 10 | Active / Physical Melee | 36~63 | ATK% = 1500 + 950 * SkillLevel + 150 * SkillLevel * Shadow Dance + 5 * POW, x Base Level / 100, can crit
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| Shadow Torrent | 10 | Active / Physical Melee | 52~79 | ATK% = 650 * SkillLevel + 120 * Shadow Dance per hit, 4 hits, +200 * SkillLevel per hit while Rising is active, x Base Level / 100
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| Shadow - Nightmare | 1 | Active (AP) / Physical Melee | 70 SP / 20 AP | ATK% = 22500 + 5 * POW, x1.5 against a target carrying Nightmare, then consumes it, 13x13
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| Dark Dragon - Nightmare | 1 | Active (AP) / Magical Dark | 120 SP / 20 AP | MATK% = 17500 + 5 * SPL, x Base Level / 100, adds the same amount again as Fire damage to targets carrying Nightmare, then consumes it
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| (MT) Four Charm | 1 | Active / Supportive Self | 90 SP / 100 AP | Requires 10 charms of one element, lasts 300 s and pierces MRES -20%; adds +8500% Fire, +7000% Water, +8500% Wind or +5500% Earth to the matching cannon, one buff per element can stack
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| (MT) Red Flame Cannon | 10 | Active / Magical Fire | 53~80 | MATK% = 600 + 1100 * SkillLevel + 70 * SkillLevel * Darkening Cannon + 5 * SPL + 8500 if Four Charm Fire, x Base Level / 100, 5x5 up to 7x7, 1 Haze of Prominence
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| Cold Blooded Cannon | 10 | Active / Magical Water | 58~76 | MATK% = 450 + 950 * SkillLevel + 40 * SkillLevel * Darkening Cannon + 5 * SPL + 7000 if Four Charm Water, x Base Level / 100, 5x5 up to 9x9, 1 Haze of Icy Snow
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| (MT) Thundering Cannon | 10 | Active / Magical Wind | 53~80 | MATK% = 600 + 1100 * SkillLevel + 70 * SkillLevel * Darkening Cannon + 5 * SPL + 8500 if Four Charm Wind, x Base Level / 100, 5x5 up to 7x7, 1 Haze of North Wind
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| Golden Dragon Cannon | 10 | Active / Magical Earth | 47~65 | MATK% = 800 + 1500 * SkillLevel + 15 * SkillLevel * Darkening Cannon + 5 * SPL + 5500 if Four Charm Earth, x Base Level / 100, 3x3 up to 5x5, 1 Haze of Mother Earth
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| Darkening Cannon | 10 | Active / Magical Dark | 40~94 | MATK% = 450 + 950 * SkillLevel + 5 * SPL, x Base Level / 100, 5x5 up to 9x9, applies Nightmare for 5 s, Mirage echo uses x 3 / 10, 1 Haze of Pitch Darkness
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Item Boosts
Gear that directly boosts each 4th job skill.
| Infiltrate | ||
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| Melt Away | ||
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| Kunai - Rotation | ||
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| Kunai - Refraction | ||
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| Kunai - Nightmare | ||
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| (MT) Huuma Shuriken - Grasp | ||
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| Huuma Shuriken - Construct | ||
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| (MT) Shadow Hunting | ||
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| (MT) Shadow Dance | ||
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| Shadow Flash | ||
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| Shadow Torrent | ||
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| (MT) Red Flame Cannon | ||
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| Cold Blooded Cannon | ||
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| (MT) Thundering Cannon | ||
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| Golden Dragon Cannon | ||
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| Darkening Cannon | ||
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Job Build Recommendations
The job carries three damage styles rather than one, and each is built from a different weapon family. The shadow blade style lives on daggers and melee multipliers, the kunai and huuma style lives on thrown weapons and the Grasp and Construct zones, and the cannon style lives on MATK and the four elemental hazes. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.
Mid Game
| Build | Recommendations |
| Shadow Blade Melee Physical |
Skills to main: (MT) Shadow Hunting Lv 10, (MT) Shadow Dance Lv 10, Shadow Flash Lv 10, Infiltrate Lv 5, (MT) Mirage Lv 1, Rising Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW first, because (MT) Shadow Hunting, (MT) Shadow Dance and Shadow Flash each add 5 x POW on top of the Base Level / 100 multiplier. CON second, since Infiltrate adds 5 x CON. All three blade skills also feed each other through their skill level bonuses, so keep them all at 10. Enchants and shadow: Combos: Consumables: Rotation: place (MT) Mirage twice, then Mirage - Swarm to fill to three clones, fire Rising, open with Infiltrate, then chain (MT) Shadow Hunting into (MT) Shadow Dance into Shadow Flash. The clones repeat every hit at 30% power, so the window matters more than the individual casts. Budget: Low to medium. Two daggers and one crown carry the whole profile. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Kunai & Huuma Ranged Physical |
Skills to main: (MT) Huuma Shuriken - Grasp Lv 10, Huuma Shuriken - Construct Lv 10, Kunai - Distortion Lv 10, Kunai - Rotation Lv 5, Kunai - Refraction Lv 10, Kunai - Nightmare Lv 1 Gear to refine and grade: Damage cards: Stats and traits: POW first, since every kunai skill adds 5 x POW. DEX only matters if you still run Kunai Explosion, which reads Throwing Mastery and DEX / 4 instead. Enchants and shadow: Combos: Consumables: Rotation: drop four (MT) Huuma Shuriken - Grasp zones first, then Huuma Shuriken - Construct on top of them so each zone explodes, then seed Kunai - Distortion and follow with Kunai - Rotation before popping every zone with Kunai - Refraction. Budget: Medium. The kunai half needs a lot of ammo, so stock up before a run. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Elemental Cannon Magical |
Skills to main: (MT) Red Flame Cannon Lv 10, Cold Blooded Cannon Lv 10, (MT) Thundering Cannon Lv 10, Golden Dragon Cannon Lv 10, Darkening Cannon Lv 10, (MT) Four Charm Lv 1, 16th Night Lv 5 Gear to refine and grade: Damage cards: Stats and traits: SPL first, because each cannon adds 5 x SPL and the Base Level / 100 multiplier sits on top. INT does nothing for the cannon formulas, so put everything else into survival traits. Enchants and shadow: Combos: Consumables: one Rotation: cast 16th Night, hold ten charms of one element, fire (MT) Four Charm for that element, then unload the matching cannon. Re-cast the charm set for the next element rather than trying to keep two Four Charm buffs up. Budget: High. The hazes are consumed per cast, so the cannon style costs money every pull. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
End Game
| Build | Recommendations |
| Shadow Blade Melee Physical |
Skills to main: (MT) Shadow Hunting Lv 10, (MT) Shadow Dance Lv 10, Shadow Flash Lv 10, Shadow Torrent Lv 10, Infiltrate Lv 5, Rising Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW to cap, CON second. Shadow Torrent adds 650 x SkillLevel plus 120 per level of Shadow Dance per hit, so the Dance level is worth as much as the Torrent level. Enchants and shadow: Combos: Consumables: Rotation: Mirage - Swarm into Rising, Infiltrate to reposition behind the target, then (MT) Shadow Hunting and (MT) Shadow Dance to stack their bonuses before Shadow Torrent and Shadow Flash. Shadow - Nightmare closes the window on anything carrying Nightmare. Budget: High. Both daggers want high refine and grade before the tier feels worth it. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
| Kunai & Huuma Ranged Physical |
Skills to main: (MT) Huuma Shuriken - Grasp Lv 10, Huuma Shuriken - Construct Lv 10, Kunai - Distortion Lv 10, Kunai - Rotation Lv 5, Kunai - Refraction Lv 10, Kunai - Nightmare Lv 1 Gear to refine and grade: Damage cards: Stats and traits: POW to cap. DEX is a dead stat here unless you keep Kunai Explosion on the bar. Enchants and shadow: Combos: Consumables: Rotation: four (MT) Huuma Shuriken - Grasp zones, Huuma Shuriken - Construct on top, then Kunai - Distortion into Kunai - Rotation and finish with Kunai - Refraction. Save Kunai - Nightmare for a target already carrying Nightmare so the 1.5x applies. Budget: High. The kunai ammo bill is the largest running cost of any build on the page. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
| Elemental Cannon Magical |
Skills to main: (MT) Red Flame Cannon Lv 10, Cold Blooded Cannon Lv 10, (MT) Thundering Cannon Lv 10, Golden Dragon Cannon Lv 10, Darkening Cannon Lv 10, (MT) Four Charm Lv 1, Dark Dragon - Nightmare Lv 1 Gear to refine and grade: Damage cards: Stats and traits: SPL to cap. Dark Dragon - Nightmare adds 5 x SPL and deals 17500% at skill level 1, so it is the payoff for stacking the trait. Enchants and shadow: Combos: Consumables: one Rotation: 16th Night, ten charms, (MT) Four Charm, then the matching cannon. Darkening Cannon both applies Nightmare and feeds 70 x SkillLevel or 40 x SkillLevel into the other cannons, so open with it and close with Dark Dragon - Nightmare to cash the Nightmare in. Budget: High. Hazes plus a graded huuma is the most expensive profile on the page. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise damage in general, so they work with any build on that damage type and stack on top of the skill gear.
Physical
Mid Game
Base Level 200 to 249. These slots roll a ranged damage % line, which the kunai and huuma half of the job reads, next to the flat ATK % that the blade half uses.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, ranged damage %, P.ATK | |
| Garment | ATK %, ranged damage %, P.ATK | |
| Shoes | ATK %, ranged damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, ranged damage %, P.ATK, damage to all sizes and elements, crit damage % | |
| Shadow set | ATK %, melee and ranged damage % (refine scaled), P.ATK |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, ranged damage %, crit damage %, damage to all elements | |
| Garment | ATK %, ranged damage %, crit damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, ranged damage %, crit damage % (refine and grade scaled) | |
| Accessory | ATK %, P.ATK, ranged damage %, crit damage %, damage to all elements | |
| Head (Top) | ATK %, ranged damage %, P.ATK, crit damage %, damage to all sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage %, damage to Boss (refine scaled where applicable) | |
| ranged damage % (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| melee damage %, damage to Boss (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ATK %, damage to Dragon (refine scaled where applicable) | |
| ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable) | |
| ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (refine scaled where applicable) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Magical
Mid Game
Base Level 200 to 249. The same slots roll MATK % instead, which is what the four elemental cannons and the dark cannon read.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Shoes | MATK %, SPL, magic damage to all elements, Fixed Cast Time | |
| Accessory | MATK %, S.MATK, Variable Cast Time | |
| Head (Top) | MATK %, MATK, SPL, magic damage to all elements and sizes, Fixed Cast Time | |
| Shadow set | MATK %, magic damage % (refine scaled), S.MATK |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, S.MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK %, S.MATK, MATK, magic damage to all elements, SPL | |
| Shoes | MATK %, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time | |
| Accessory | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Head (Top) | MATK %, MATK, S.MATK, SPL, magic damage to all elements and sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on magic damage |
|---|---|
| MATK %, damage to all classes (refine scaled where applicable) | |
| MATK % (refine scaled where applicable) | |
| MATK %, damage to all classes (refine scaled where applicable) | |
| S.MATK (refine scaled where applicable) | |
| S.MATK, auto-casts (MT) Rock Down | |
| S.MATK, auto-casts (MT) Crimson Arrow | |
| magic damage to Boss, S.MATK, SPL and MATK % at high refine |
Target specific: swap these in once you know the element, race or class of what you are farming.
| Card | Effect on magic damage |
|---|---|
| MATK %, damage to Darkening Cannon and Dark Dragon - Nightmare | |
| Fire and Dark magic damage +100% | |
| Poison and Undead magic damage +100% | |
| Water magic damage % (refine scaled) | |
| Earth and Water magic damage +100% | |
| Wind and Ghost magic damage +100% | |
| Neutral and Holy magic damage +100% | |
| MATK %, magic damage to Demon and Formless | |
| magic damage to Demon | |
| MATK %, magic damage to Undead and Dragon | |
| MATK %, magic damage to Angel, Demi-Human, Player |
Related NPC
|
Ninja Tool Merchant Department Store in main town |
|
|
| Kunai | Price | Kunai | Price |
| 30 |
30 | ||
|
30 |
30 | ||
|
30 |
30 | ||
|
30 |
30 | ||
|
30 |
100 | ||
|
100 |
100 | ||
|
100 |
100 | ||
|
4 |
10 | ||
|
20 |
40 | ||
|
100 |
112 | ||
|
112 |
112 | ||
|
225 |
30 | ||
|
30 |
30 | ||
|
30 |
30 | ||
|
200 |
200 | ||
|
200 |
- |
- |
| Bundles | Material Cost | Bundles | Material Cost |



