Fights play out by themselves.
How a fight plays out
Both sides act on a timeline set by Speed. Speed is the time between attacks, so lower is faster. The Skill order link in the Skills window shows the turn order too.
- At the start, every start-of-fight skill fires once.
- Each turn, effects tick first. A stunned or frozen fighter loses the turn.
- The opponent may strike first, then before-attack skills fire.
- The fighter uses one attack jutsu, or a basic attack (also when chakra is short).
- After a hit, additional, pet and after-hit skills can fire. Upon-death skills fire when a fighter falls.
A fight lasts at most 60 bouts. If time runs out, the side with the lower HP % loses.
What fights for you
- your stats (gear, costume, pet, Bloodlines, Bankai);
- your costume's skills;
- the jutsu on your current skill bar page;
- your masteries, with your village's mastery;
- your equipped pet's Aura and Support skills;
- your Bloodline secret technique, when it is on;
- your active Bankai, shown beside you.
Field fights start at your current HP and chakra. See Character and Levels.
Elements and masteries
Every jutsu has an element or kind: Fire, Water, Earth, Lightning, Wind, Body Technique, Ninja Tool, Sealing, Illusion or Healing.
An attack jutsu fires on its own trigger rate plus your bonuses for its element or kind. A skill whose tooltip says it always fires, always does.
Masteries raise the trigger rate of their element's or kind's jutsu, and some jutsu hit harder with them. Your village's mastery counts one level higher in fights. Bloodline passives and some gear add to an element's trigger rate too. To learn masteries and read what each jutsu does, see Jutsu.
The fight stats
| Stat | What it does |
|---|---|
| Hit / Dodge | Your hit can miss when the target's Dodge is above your Hit |
| Critical Strike / Constitution | Your Critical Strike above the target's Constitution lets you land critical hits |
| Block / Pierce | A block cuts a hit's damage. The attacker's Pierce lowers the target's Block |
| Defense | Lowers the damage you take |
| Armor Break | Lowers the target's Defense against your hits |
| Attack | Each hit's damage is rolled between your min and max Attack |
A critical hit starts at 230% damage. Some gear and skills add to it.
Stuns and other effects
- Stun and freeze make the target lose its turns while they last.
- Burns, poisons and bleeds hurt at the start of the target's turns.
- Buffs and debuffs change stats for some seconds or turns. The skill tooltip says how long.
- Some skills clear negative effects. An effect whose tooltip says "can't be cleared" stays.
- Some skills have a limit in each battle, and the tooltip says it. Past the limit the skill just attacks.
Effects end when the fight ends.
Skipping fights
Press Skip in the fight to see the result at once. A skip also ends the wait before your next fight. A skip costs 1 gold.
Skips are free from VIP 5, with the Fight Pass, or while a Skip Card runs. Each card lasts 7 days. Using another card adds its days, so cards do stack. You get a Skip Card from the New Player Gifts.
You can skip monster fights (ticket bosses too), Challenge Zone, Arena and Tailed Beast fights. You cannot skip Valhalla, Las Noches, the Training Hall, team fights, apprentice fights or the Training Dummy.
The Fight Pass is a one-time buy in the VIP window for 1,500 gold. It makes every fight skip free, for good. Its gift is 10 Soul Fragment Chest V (bound). Press Claim gift in the same window. You can claim it once.
Combos
A Combo fights the same monster many times for you. Click a monster in the field and choose Combo.
- Book 1 to 30 kills.
- Each kill costs 1 movement power and some stones (7 to 108 by monster, paid at the start). Each kill takes 3 minutes.
- Only the kills your movement power covers give EXP and loot. The rest count for quests only.
- You get the EXP and loot when the Combo ends, with a mail report. It goes on while you are offline.
- During a Combo you cannot move, fight or explore. You cannot start one in a team.
- A Combo uses no HP or chakra.
To end one early:
- Stop ends it now and pays the kills done so far.
- Finish now pays all the booked kills at once. It costs 1 gold or gift coupon for each 15 minutes left, at least 1.
Players who have claimed the first top-up prize wait half the time for every Combo they start, so Finish now costs about half too.
Fight speed and Fight Again
The fight screen has 1x / 2x. 2x plays fights faster and shortens the wait after them.
Fight Again in the result fights the same monster once more. It shows after a plain monster fight in the field, while that monster is still there, you are alive, you are not in a team and no Combo is running.
No item drop from a monster
When you are 20 or more levels above a monster, it drops no items. You still get the EXP and stones. Fight monsters nearer your level for loot.
See a fighter's stats
Each side of the fight screen has a View Character tab. It opens that fighter's panel: HP and chakra, stats, pet and jutsu.
Save, share or replay a fight
The fight result has Save Battle, Share Battle and Replay Battle.
- Save Battle keeps up to 10 fights, in Mail, under Fights. Delete one to save more.
- Share Battle copies a link anyone can watch without logging in. Shared fights you did not save are kept for your newest 30 shares.
A replay gives no rewards.
The Training Dummy
The dummy is a practice fight against an opponent you set up. Open it with Training Dummy in the Arena screen's bottom menu.
- Set its HP, Speed, attacks and other stats.
- Give it up to 6 skills from the skill tree. Picking one twice makes it a level higher.
- My stats copies your own numbers into the dummy.
You fight at full HP and chakra. Training fights are free and give nothing. See Arena and PvP.