Skills at a glance
Select a skill to jump to its Episode 16.1 effect, level table, requirements, and scaling notes.
| Skill | Effect | Levels | Type |
|---|---|---|---|
| Kagerou Skills | |||
Shadow Hiding
|
Enters Shadow Hiding for up to 200 seconds. The user can move while hidden. Detection skills and damage can reveal/end the state. | 1 | Supportive buff / utility |
Right Hand Mastery
|
Deals melee physical damage to the target. | 5 | Offensive |
Left Hand Mastery
|
Deals melee physical damage to the target. | 5 | Offensive |
Cross Slash
|
Deals long range physical damage to one enemy. | 5 | Offensive |
Soul Cutter
|
Deals physical damage to the target. Damage is determined by skill level, Base Level and ATK. The Soul Link bonus applies only when the target has a Soul Link. The hit removes Soul Link/S… | 5 | Offensive |
Kunai Explosion
|
Deals long range physical damage to all enemies in the affected area. | 5 | Offensive |
Kunai Splash
|
Deals melee physical damage to all enemies around the caster. | 5 | Offensive |
Rapid Throw
|
Deals special damage to enemies in the affected area. Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and Skill Level, ignores normal DEF and ra… | 10 | Offensive |
Swirling Petal
|
Deals long range physical damage to all enemies in the affected area. | 5 | Offensive |
Makibishi
|
Deals melee physical damage to the target. | 5 | Offensive |
Pure Soul
|
For 10 seconds, restores 2% maximum HP and 1% maximum SP each second and gives a chance to avoid physical and magical attacks. Movement/action restrictions follow the historical Pure Soul… | 5 | Recovery / defensive self-buff |
Illusion - Shadow
|
Creates an illusionary clone with HP based on the caster’s maximum HP and Skill Level. The clone draws attacks and disappears when its HP or duration ends. | 5 | Summoning / companion |
Illusion - Shock
|
Illusion debuff that reduces the target’s STR and INT and changes its apparent level/appearance. Success and reduction are checked against caster/target levels and stats. | 5 | Debuff / control |
Illusion - Death
|
Illusion debuff with a chance to reduce the target’s current HP and SP. Also has a small Coma chance. Success is checked against caster/target levels and resistance stats. | 5 | Protective support |
Fire Charm
|
Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%. At 10 charms, weapon property becomes Fire. | 1 | Protective support |
Ice Charm
|
Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%. At 10 charms, weapon property becomes Water. | 1 | Supportive buff / utility |
Wind Charm
|
Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%. At 10 charms, weapon property becomes Wind. | 1 | Supportive buff / utility |
Earth Charm
|
Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%. At 10 charms, weapon property becomes Earth. | 1 | Supportive buff / utility |
Release Ninja Spell
|
Deals magic damage to the target. Consumes all stored charms. Magic ratio is determined by Base Level and MATK. | 1 | Offensive |
Cast Ninja Spell
|
Deals magic damage to the target. Consumes all stored charms to create a 10-second elemental ground field. Fire/Water/Wind/Earth fields apply their corresponding elemental status and fiel… | 1 | Offensive |
Illusion - Bewitch
|
Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check. Range increases from 5 to 9 cells. | 5 | Movement / utility |
16th Night
|
for a duration that increases with skill level: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the h… | 5 | Supportive buff / utility |
Shadow Trampling
|
Reveals hidden enemies in the area and prevents affected targets from using Hiding/Cloaking-type skills for the status duration. | 5 | Debuff / control |
Empty Shadow
|
Applies an illusion that can nullify magic and ranged physical attacks used by the target. Success is rolled per attack during the duration. | 5 | Supportive buff / utility |
Shadow Warrior
|
Grants Double Attack with a chance that improves with skill level and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 5 | Supportive buff / utility |
Detailed skill information
Each entry follows the supplied Episode 16.1-balanced reference. Cast, cost, target, status, prerequisite, calculated level values, and privacy-safe scaling details are shown.
Kagerou Skills
Shadow Hiding
Effect
Enters Shadow Hiding for up to 200 seconds. The user can move while hidden. Detection skills and damage can reveal/end the state.
- Enters Shadow Hiding for up to 200 seconds. The user can move while hidden; detection skills and damage can reveal/end the state.
Damage increases with Skill Level. Duration increases with Skill Level.
Right Hand Mastery
Effect
Deals melee physical damage to the target.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Normal Attack Damage Modifier |
|---|---|
| 1 | 80% |
| 2 | 90% |
| 3 | 100% |
| 4 | 110% |
| 5 | 120% |
Damage increases with Skill Level.
Left Hand Mastery
Effect
Deals melee physical damage to the target.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Normal Attack Damage Modifier |
|---|---|
| 1 | 60% |
| 2 | 70% |
| 3 | 80% |
| 4 | 90% |
| 5 | 100% |
Damage increases with Skill Level.
Cross Slash
Effect
Deals long range physical damage to one enemy.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | First hit Base Damage (ATK) | If Cross Wound is already active, adds Base Damage (ATK) | Duration | SP cost |
|---|---|---|---|---|
| 1 | 150% ATK | 1% ATK | 3s | 10 SP |
| 2 | 300% ATK | 2% ATK | 3s | 12 SP |
| 3 | 450% ATK | 3% ATK | 3s | 14 SP |
| 4 | 600% ATK | 4% ATK | 3s | 16 SP |
| 5 | 750% ATK | 5% ATK | 3s | 18 SP |
Damage increases with Skill Level, Base Level, and ATK. It gains an additional bonus while the listed form, stance, or status is active.
Soul Cutter
Effect
Deals physical damage to the target. Damage is determined by skill level, Base Level and ATK. The Soul Link bonus applies only when the target has a Soul Link. The hit removes Soul Link/Soul buffs.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | SP cost |
|---|---|---|
| 1 | 100% ATK | 12 SP |
| 2 | 200% ATK | 16 SP |
| 3 | 300% ATK | 20 SP |
| 4 | 400% ATK | 24 SP |
| 5 | 500% ATK | 28 SP |
Damage increases with Skill Level, Base Level, ATK, and related learned skills.
Kunai Explosion
Effect
Deals long range physical damage to all enemies in the affected area.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by DEF
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | Impact window: 0.1s | 5 SP |
| 2 | Impact window: 0.1s | 6 SP |
| 3 | Impact window: 0.1s | 7 SP |
| 4 | Impact window: 0.1s | 8 SP |
| 5 | Impact window: 0.1s | 9 SP |
Damage increases with Skill Level, Base Level, Job Level, DEX, ATK, and related learned skills.
Kunai Splash
Effect
Deals melee physical damage to all enemies around the caster.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by DEF
Level details
| Lv. | Area of Effect | SP cost |
|---|---|---|
| 1 | 9x9 | 12 SP |
| 2 | 9x9 | 14 SP |
| 3 | 9x9 | 16 SP |
| 4 | 9x9 | 18 SP |
| 5 | 11x11 | 20 SP |
Damage increases with Skill Level and ATK.
Rapid Throw
Effect
Deals special damage to enemies in the affected area. Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and Skill Level, ignores normal DEF and ranged reductions such as Defender.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Follows the skill-specific formula
Level details
| Lv. | Effect / values | Area of Effect | SP cost |
|---|---|---|---|
| 1 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 1, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 2 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 2, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 3 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 3, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 4 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 4, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 5 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 5, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 6 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 6, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 7 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 7, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 8 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 8, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 9 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 9, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 3x3 | 50 SP |
| 10 | Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 10, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. | 5x5 | 50 SP |
Damage increases with Skill Level and related learned skills.
Swirling Petal
Effect
Deals long range physical damage to all enemies in the affected area.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | Duration | SP cost |
|---|---|---|---|
| 1 | 150% ATK | Impact window: 0.1s | 24 SP |
| 2 | 300% ATK | Impact window: 0.1s | 28 SP |
| 3 | 450% ATK | Impact window: 0.1s | 32 SP |
| 4 | 600% ATK | Impact window: 0.1s | 36 SP |
| 5 | 750% ATK | Impact window: 0.1s | 40 SP |
Damage increases with Skill Level, Base Level, AGI, DEX, ATK, and related learned skills.
Makibishi
Effect
Deals melee physical damage to the target.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by DEF
Level details
| Lv. | Each Makibishi hit deals Base Damage (ATK) | Effect / values | Duration | SP cost |
|---|---|---|---|---|
| 1 | 20% ATK | Each Makibishi hit deals 20% ATK and has 10% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. | 12s; Stun duration: 2.5s | 9 SP |
| 2 | 40% ATK | Each Makibishi hit deals 40% ATK and has 20% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. | 14s; Stun duration: 3s | 12 SP |
| 3 | 60% ATK | Each Makibishi hit deals 60% ATK and has 30% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. | 16s; Stun duration: 3.5s | 15 SP |
| 4 | 80% ATK | Each Makibishi hit deals 80% ATK and has 40% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. | 18s; Stun duration: 4s | 18 SP |
| 5 | 100% ATK | Each Makibishi hit deals 100% ATK and has 50% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. | 20s; Stun duration: 4.5s | 21 SP |
Damage increases with Skill Level and ATK. Chance increases with Skill Level and ATK.
Pure Soul
Effect
For 10 seconds, restores 2% maximum HP and 1% maximum SP each second and gives a chance to avoid physical and magical attacks. Movement/action restrictions follow the historical Pure Soul status.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 10s | 100 SP |
| 2 | 10s | 100 SP |
| 3 | 10s | 100 SP |
| 4 | 10s | 100 SP |
| 5 | 10s | 100 SP |
Recovery increases with Maximum HP and Maximum SP. Chance increases with Maximum HP and Maximum SP. Duration increases with Maximum HP and Maximum SP.
Illusion - Shadow
Effect
Creates an illusionary clone with HP based on the caster’s maximum HP and Skill Level. The clone draws attacks and disappears when its HP or duration ends.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 27s | 40 SP |
| 2 | 24s | 44 SP |
| 3 | 21s | 48 SP |
| 4 | 18s | 52 SP |
| 5 | 15s | 56 SP |
Duration increases with Skill Level, Maximum HP, and related learned skills.
Illusion - Shock
Effect
Illusion debuff that reduces the target’s STR and INT and changes its apparent level/appearance. Success and reduction are checked against caster/target levels and stats.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 12s | 40 SP |
| 2 | 14s | 44 SP |
| 3 | 16s | 48 SP |
| 4 | 18s | 52 SP |
| 5 | 20s | 56 SP |
The effect becomes stronger with STR and INT.
Illusion - Death
Effect
Illusion debuff with a chance to reduce the target’s current HP and SP. Also has a small Coma chance. Success is checked against caster/target levels and resistance stats.
- Illusion debuff with a chance to reduce the target’s current HP and SP; also has a small Coma chance. Success is checked against caster/target levels and resistance stats.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 8s | 40 SP |
| 2 | 10s | 44 SP |
| 3 | 12s | 48 SP |
| 4 | 14s | 52 SP |
| 5 | 16s | 56 SP |
Chance increases with Current HP.
Fire Charm
Effect
Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%. At 10 charms, weapon property becomes Fire.
- Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%; at 10 charms, weapon property becomes Fire.
Damage increases with Skill Level. Duration increases with Skill Level.
Ice Charm
Effect
Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%. At 10 charms, weapon property becomes Water.
- Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%; at 10 charms, weapon property becomes Water.
Duration increases with Skill Level.
Wind Charm
Effect
Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%. At 10 charms, weapon property becomes Wind.
- Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%; at 10 charms, weapon property becomes Wind.
Duration increases with Skill Level.
Earth Charm
Effect
Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%. At 10 charms, weapon property becomes Earth.
- Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%; at 10 charms, weapon property becomes Earth.
Duration increases with ATK.
Release Ninja Spell
Effect
Deals magic damage to the target. Consumes all stored charms. Magic ratio is determined by Base Level and MATK.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
Damage increases with Base Level, MATK, and related learned skills.
Cast Ninja Spell
Effect
Deals magic damage to the target. Consumes all stored charms to create a 10-second elemental ground field. Fire/Water/Wind/Earth fields apply their corresponding elemental status and field effect to units inside.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
Damage increases with Skill Level.
Illusion - Bewitch
Effect
Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check. Range increases from 5 to 9 cells.
- Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check; range increases from 5 to 9 cells.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 30s | 40 SP |
| 2 | 30s | 44 SP |
| 3 | 30s | 48 SP |
| 4 | 30s | 52 SP |
| 5 | 30s | 56 SP |
Duration increases with Skill Level.
16th Night
Effect
for a duration that increases with skill level: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules.
- For 30/45/60/75/90 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules.
Level details
| Lv. | Effect / values | Duration | SP cost |
|---|---|---|---|
| 1 | For 30 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. | 30s | 70 SP |
| 2 | For 45 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. | 45s | 75 SP |
| 3 | For 60 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. | 60s | 80 SP |
| 4 | For 75 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. | 75s | 85 SP |
| 5 | For 90 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. | 90s | 90 SP |
Duration increases with Skill Level and MATK.
Shadow Trampling
Effect
Reveals hidden enemies in the area and prevents affected targets from using Hiding/Cloaking-type skills for the status duration.
Level details
| Lv. | Area of Effect | Duration | SP cost |
|---|---|---|---|
| 1 | 5x5 | 5s | 25 SP |
| 2 | 7x7 | 6s | 30 SP |
| 3 | 9x9 | 7s | 35 SP |
| 4 | 11x11 | 8s | 40 SP |
| 5 | 13x13 | 9s | 45 SP |
Duration increases with Skill Level.
Empty Shadow
Effect
Applies an illusion that can nullify magic and ranged physical attacks used by the target. Success is rolled per attack during the duration.
- Applies an illusion that can nullify magic and ranged physical attacks used by the target; success is rolled per attack during the duration.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 10s | 50 SP |
| 2 | 15s | 50 SP |
| 3 | 20s | 50 SP |
| 4 | 25s | 50 SP |
| 5 | 30s | 50 SP |
Duration increases with Skill Level.
Shadow Warrior
Effect
Grants Double Attack with a chance that improves with skill level and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus.
Level details
| Lv. | Effect / values | Duration | SP cost |
|---|---|---|---|
| 1 | Grants Double Attack at 10% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 60s | 60 SP |
| 2 | Grants Double Attack at 20% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 90s | 65 SP |
| 3 | Grants Double Attack at 30% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 120s | 70 SP |
| 4 | Grants Double Attack at 40% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 150s | 75 SP |
| 5 | Grants Double Attack at 50% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. | 180s | 80 SP |
Damage increases with Skill Level. Chance increases with Skill Level. Duration increases with Skill Level.

