Naruto Online RPG

Genin
Genin
Genin
Jounin
Jounin
Kage
Summon

Attributes & Stats

Learn the ins and outs of NinjaManager! While the basic knowledge of Taijutsu, Ninjutsu and Bukijutsu being the offensive stats is enough for starting off, planning your team ahead with all the support stats in mind is essential for later difficulties.

Taijutsu

Taijutsu is one of the three core attributes, deciding how much damage a ninja deals. A ninja's amount of taijutsu depends on their strength and ability to deal physical damage through kicks and punches.

Taijutsu is the most straight forward of the three core attributes, where 2 points of taijutsu equals 1 additional damage.
The damage from taijutsu can be further increased by triggering a critical hit.

  • Summary:
  • 2 TAI = 1 damage

Ninjutsu

Ninjutsu is one of the three core attributes, deciding how much damage a ninja deals. A ninja's amount of ninjutsu depends on their ability to perform ninja arts, jutsus, and other invocations and spells.

The damage dealt from ninjutsu is determined by the amount of ninjutsu, and what seal level a ninja has. The spread is wider the lower the seal, and more stable the higher the seal. A ninjutsu oriented ninja generally benefit more from low seal levels.

  • Summary:
  • 2 NIN = 1 damage

Bukijutsu

Bukijutsu is one of the three core attributes, deciding how much damage a ninja deals. A ninja's amount of bukijutsu depends on their proficiency with weapons and ninja tools.

Ninjas start off the battle with their full amount of bukijutsu at their disposal. Each turn a certain amount is used up, depleting their amount available for next turn by a certain amount, until no points of bukijutsu is left to utilize. The amount of bukijutsu available each turn is presented in a grey-yellow bar inside their ninja card.

The damage dealt with bukijutsu equals 1 per point of bukijutsu used, but the amount of bukijutsu used per turn is set to 30% of your total amount by default. With no additional bonuses, 1 bukijutsu would therefore equal 0.3 damage.

Bukijutsu has two support attributes which greatly affect its performance. Buki Boost increases the default of 30% used each turn, while Buki Recovery recovers a set amount of the bukijutsu points used each turn.

  • Example Stats:
  • 100 Buki, 0% BukiRecovery, 0% BukiBoost
Turn Buki available Buki used Damage dealt
1st turn
100
30 30
2nd turn
70
30 30
3rd turn
40
30 30
4th turn
10
10 10
5th turn
0
0 0
  • Summary:
  • 3 BUKI = 1 damage*

* 1 BUKI = 1 damage, but by default only 30% of total bukijutsu is used per turn.

Attack

The attack stat adds pure damage to your attacks. This is the fourth and final attribute that adds damage, aside from the three core stats Taijutsu, Ninjutsu and Bukijutsu.

The strength of Attack is that it will NOT be reduced by fatigue penalty. +10 Attack will always add +10 to your final damage, regardless of turn. Its weakness is that it cannot be modified or multiplied like the other core attributes.

Ninja don't have any inherited Attack stat or growth like the other core attributes, but can gain it from equipment or summons.

Stamina

Stamina is one of the three main support attributes, deciding how long a ninja can last in battles and how well it can perform on off-positions in the lineup. A ninja's amount of stamina depends on their strength, toughness and ability endure attacks.

A ninja's effectiveness in battle is reduced each turn. The first turn is always at 100% capacity, the second turn has a maximum of 95% capacity if your stamina is high enough. From there on, the maximum capacity is reduced by 15% each turn.

* Capacity: percentage of attack being used, the rest is taken as fatigue penalty

Turn Capacity*
1st turn Always 100%
2nd turn Between 60% and 95%
3rd turn Between 30% and 80%
4th turn Between 10% and 65%
5th turn Between 0% and 50%
6th turn Between 0% and 35%
7th turn Between 0% and 20%
8th turn > Between 0% and 5%

For a ninja to reach the highest capacity percentage each turn, they need 100% stamina effectiveness. A ninja's stamina effectiveness can be seen on their info page in My Team and is based on their level and STA attribute. In general, a ninja with less than +2.5 stamina growth will need additional stamina from items, abilities, stats or summon to reach 100% effectiveness.

  • Max Stamina Effectiveness formula:
  • 60 + (LEVEL * 2.5)
  • Example Stats:
  • Your Level 20 ninja with 80 Stamina is about to fight. According to the formula above, the required stamina to reach 100% effectiveness is 110. 80 of 110 stamina is 73% Stamina Effectiveness. The ninja hits for 100 damage.
Turn Capacity range Calculation with 73% sta eff. Capacity used Damage
1st turn 100% - 100% - 100% 100
2nd turn 60% - 95% 60 + ((95 - 60) * 0.73) 86% 86
3rd turn 30% - 80% 30 + ((80 - 30) * 0.73) 67% 67
4th turn 10% - 65% 10 + ((65 - 10) * 0.73) 50% 50

Stamina is also used to calculate how well a ninja can perform while placed on a wrong slot in your lineup. See details for Off-Positioning here.

Element

Element is one of the three main support attributes, deciding how well a ninja can utilize an elemental advantage or disadvantage. A ninja's amount of element depends on their ability to control nature elements, and especially the five core nature transformations in fire, wind, lightning, earth and water.

Ninjas are given one of the five core elements and have the potential to deal, or take, a significant amount of extra damage against the opposite element. In a battle, the two ninjas' Element attribute is compared to determine how much extra damage is dealt by the ninja with an elemental advantage, if such is present.

The general rule is that for every 1 point of element more than your opponent you have, you deal 1% extra damage if your element is the direct counter to your opponent's. If the attacker has less ELE than the defender, no bonus damage is added.

If the ninjas are very low level, the bonus damage percentage can be multiplied several times to have it make a difference.

  • Example Stats:
  • A battle between you and and opponent where the elements are the opposite of each other.
Your affinity Element stat Opponent's affinity Element stat
Fire 200 Ele Wind 150 Ele
Initial damage Element difference Element damage End damage
100 +50 50% of 100 150
  • Summary:
  • In an elemental clash (opposite elements), 1 ELE = 1% damage

Genjutsu

Genjutsu is one of the three main support attributes, deciding how well a ninja can cast special abilities during the fight. A ninja's amount of genjutsu depends on their ability to trick the mind of the enemy, mostly achieved with special eye powers. While genjutsu is widely known as breaking the mind of enemies, it's also used for activating one's inner strengths to enhance your attacks or increase your power in other ways.

The genjutsu of all your ninjas in your lineup is added up to a single genjutsu bar, which is then available to any of your ninja in the battle to utilize. A ninja can however only use genjutsu abilities they have equipped and if their individual genjutsu attribute is above the cost required by that particular genjutsu. When a genjutsu is used, the lineup wide genjutsu bar is reduced by a certain amount.

If you have more than 100% chance to activate a genjutsu (through Genjutsu Activation stats), the excess percentage will be used to roll for a second activation - multiplying the stats gained if successful!

  • Requirements to cast genjutsu:
  • Enough genjutsu is left in the battle to cover its cost.
  • Ninja's individual genjutsu stat must be higher than its cost.
  • Luck must be on your side to roll higher than the percentage required!
  • Some genjutsu have certain condition that must be met, for example requiring "more than 50 stamina".
  • Example Stats:
  • Your lineup consists of Team 7 and their total combined genjutsu pool is 100.
  • Sasuke is up next, his individual genjutsu is 40 GEN.
  • For this example, let's assume we are lucky and successfully roll to activate our genjutsus every time!
Turn Genjutsu Total lineup genjutsu Status
1st turn
100 /100
Failed: It costs 50 GEN, Sasuke only has 40 GEN.
100 /100
Success: It only costs 40 GEN.
2nd turn
60 /100
Success: We still have enough genjutsu.
3rd turn
20 /100
Failed: It costs 40 GEN, we only have 20 left.

Genjutsu conditions

There are several conditions which might be somewhat difficult to understand.

Condition Explanation
On Each Attack On every attack the ninja does.
On Entrance Whenever the ninja enters the battle.
On After Clash After the two ninjas have dealt damage, which means any damage stats gained wont be used this turn.

Genjutsu Activation

Every genjutsu has a base chance to trigger and be cast during a turn. This percentage can be increased with Genjutsu Activation which can be found on items, abilities and even as a seal bonus on certain ninjas.

If you have above 100% chance to trigger a genjutsu, the leftover percentage will be used to try trigger one more time, hopefully giving you double the stats!

  • Example Stats:
  • 30% Gen Activation
Genjutsu Activation chance Bonus activation Final chance
40% 30% 70%

Genjutsu Mastery

Genjutsu Mastery reduces the cost of the genjutsu by a certain percentage, which in turn also allows ninjas with lower individual genjutsu values to activate it.

  • Example Stats:
  • 25% Gen Mastery
Genjutsu Cost Genjutsu Mastery Final cost
40 25% 30

Genjutsu Recharge

Genjutsu Recharge works similar to Bukijutsu Recovery, except it recharges a percentage of total missing genjutsu. Genjutsu Recharge can only be triggered using a genjutsu, and always occurs at the end of the user's turn, regardless of which action triggered the recharging to begin.

Since it recharges based on total missing genjutsu, it's preferable to have this triggering later in the battle, when there's actually a bigger portion of genjutsu used.

Turn Genjutsu Total lineup genjutsu Status
5th turn
40 /200
6th turn
30 /200
The genjutsu activates on entrance, and the genjutsu will be recharged by the end of the turn.
73 /200
Success: The turn ends and we recover 25% of 170 missing GEN, which equals 43 GEN!

Bukijutsu Recovery

Each turn bukijutsu is spent on an attack, a certain amount can be recovered using Bukijutsu Recovery. The recovered bukijutsu can then be spent the upcoming turns, hopefully making your ninja have enough weapons and tools to deal damage past the maybe 3 or so turns that otherwise would be limits of bukijutsu bonus damage.

  • Example Stats:
  • 100 Buki, 20% BukiRecovery, 0% BukiBoost
Turn Buki available Buki used Buki recovered
1st turn
100
30 6
2nd turn
76
30 6
3rd turn
52
30 6
4th turn
28
28 6
5th turn
6
6 1

Bukijutsu Boost

The amount of bukijutsu used each turn can be increased with Bukijutsu Boost. This will drain a ninja's bukijutsu at a faster rate in battles, depleting their bukijutsu faster if they last long enough. Combine Bukijutsu Boost with Bukijutsu Recovery to maximize the bukijutsu usage.

Bukijutsu Boost is an attribute that can often only be found in combos and genjutsu effects, and only in small amounts since it affects bukijutsu usage by a huge amount.

Bukijutsu Boost is soft-capped at 60%. After that, its effect is diminished. For example, the effective crit chance of 100% is 80%.

  • Example Stats:
  • 100 Buki, 0% BukiRecovery, 10% BukiBoost
Turn Buki available Buki used (Bonus from BukiBoost) Damage dealt
1st turn
100
40 (10) 40
2nd turn
60
40 (10) 40
3rd turn
20
20 (0) 20
4th turn
0
0 (0) 0
5th turn
0
0 (0) 0

Critical Chance

A critical strike increases a ninja's taijutsu by 25% for that turn. The default increase of 25% can be increased with the Critical Damage stat.

By default, a ninja has 0% chance to land a critical strike, but most ninjas gain increased chance the lower their Seal level is.

Critical Chance is soft-capped at 50%. After that, its effect is diminished. For example, the effective crit chance of 100% is 72%.

  • Example Stats:
  • 100 Tai, 30% CritChance, 25% CritDmg
  • For this example, let's assume we are lucky and successfully roll a critical strike!
Example attack Taijutsu Bonus from critical End damage
Regular 100 0 50
Critical! 100 +25 63

Critical Strike

Increase the power of a critical strike by increasing Critical Damage. The starting value is 25%, which means that any critical strike will increase the taijutsu for that ninja's hit that turn by 25%.

Critical Damage is a fairly rare attribute.

Reroll

Reroll is used to make the random damage from ninjutsu a bit more reliable by giving them another chance to roll the random ninjutsu damage.

By default, a ninja has 0% chance to reroll the ninjutsu damage, but most ninjas gain increased chance the lower their Seal level is.

A ninja can have an unlimited amount of Reroll. For each 100% mark reached, the ninja is given an extra chance to reroll for higher damage.

  • Example Stats:
  • 100 Nin, 160% Reroll
  • For this example, let's assume we are lucky and successfully roll a reroll on every try!
Damage attempt Reroll Chance Ninjutsu range Ninjutsu randomed What happened
Regular - 1-100 34 There's always a regular roll.
1st reroll 100% 1-100 22 100 of our 160 reroll is used, unluckily a bad roll of 22 is worse than the "Regular" roll of 34.
2nd reroll 60% 1-100 98 60 of our 160 reroll is used, we hit jackpot and roll 98 which is the highest yet!

A bad roll of 34 turned into an almost perfect roll of 98 thanks to reroll. 98 ninjutsu equals 98 damage!

Endurance

Endurance works similar to Stamina, in the regard that it lowers your penalty for each consecutive hit. The effect mainly kicks in the longer a battle is drawn out, giving you much less fatigue penalty for ninjas who survive many rounds. Due to its increased effect on later rounds, a general rule is to try reach close to 100% stamina efficiency before focusing on building Endurance.

  • Endurance formula:
  • (PENALTY_PERCENT * 200 / (200 + END))
Turn Sta Effectiveness Capacity Endurance Damage Penalty
2 0% 60% 0 40%
2 0% 60% 50 32%
2 50% 80% 0 20%
2 50% 80% 50 16%
4 75% 51% 0 49%
4 75% 51% 50 39%
4 75% 51% 100 33%
4 100% 65% 0 35%
4 100% 65% 50 28%
6 90% 32% 0 68%
6 90% 32% 50 54%
6 90% 32% 100 45%

Fatigue Recovery

Similarly to Stamina and Endurance, Fatigue Recovery helps a ninja survive longer. A ninja's penalty has a minimum and maximum percentage for each turn, and Fatigue Recovery increases those two percentage's, making it a very powerful but rare attribute.

Fatigue Recovery is soft-capped at 30%. After that, its effect is diminished. For example, the effective fatigue recovery of 70% is 43%.

  • Example Stats:
  • 10% Fatigue Rec
Turn Capacity Capacity with added Fatigue Rec
2nd turn Between 60% and 95% Between 70% and 100%
3rd turn Between 30% and 80% Between 40% and 90%

Off-Positioning

Placing a ninja in the wrong slot (for example a Jounin on the Kage slot) requires a lot of Stamina to prevent any penalties. Off-Positioning is a rare attribute mostly seen on combos that directly adjusts a ninja's efficiency in being used in a wrong slot.

The table below shows how much stamina is required for each position to off-position with no penalty.

Ninja Position Penalty formula Stamina required for no penalty on a lvl 20 ninja
Genin 50 + (LEVEL * 3) 110
Jounin 100 + (LEVEL * 3) 160
Kage 150 + (LEVEL * 3) 210

The table below shows how much penalty is added for each position a ninja is wrongly placed on.

Slot Position Max penalty received
Genin 70%
Jounin 60%
Kage 50%

The Off-Positioning attribute can be found on certain combos. It will reduce the "Max penalty received" value in the table above, allowing the ninjas to be more freely positioned in your lineup. The 50% Off-Positioning in the example combo below means it will halve the penalties in the table above, allowing you to position the ninja on the Kage slot for example with only a max 25% penalty. Hopefully your stamina will remove the rest!

Below is an example of a misslotted kage.

  • Example Stats:
  • A Level 20 ninja that is a kage with 150 Stamina is placed on different positions and hits for 100 damage. The stamina required for no penalty for a kage is 210 as seen above.
Position Max penalty received Penalty calculation Effective penalty Damage
Genin 70% 70 - ((100 / 210) * 70) 37% 63
Jounin 60% 60 - ((100 / 210) * 60) 32% 68
Kage Not miss-slotted - - 100

Taijutsu Immunity

Immunities reduce the attacker's stat by a percentage before the attack hits. Immunities are one of the most rare attributes.

If the attacker has 100 taijutsu before reductions and buffs, and the defender has 10% Taijutsu Immunity, then the attacker only hits using 90 taijutsu.

Ninjutsu Immunity

Immunities reduce the attacker's stat by a percentage before the attack hits. Immunities are one of the most rare attributes.

If the attacker has 200 ninjutsu before reductions and buffs, and the defender has 10% Ninjutsu Immunity, then the attacker only hits using 180 ninjutsu.

Bukijutsu Immunity

Immunities reduce the attacker's stat by a percentage before the attack hits. Immunities are one of the most rare attributes.

If the attacker has 100 bukijutsu left before reductions and buffs, and the defender has 20% Bukijutsu Immunity, then the attacker only hits using 80 bukijutsu.

Attack Immunity

Immunities reduce the attacker's stat by a percentage before the attack hits. Immunities are one of the most rare attributes.

If the attacker has +20 attack added to their damage, and the defender has 25% Attack Immunity, then the attacker only hits using +15 attack.

  • Also see:
  • Related stat: Attack

Guard

Taijutsu Guard is a weaker version of Taijutsu Immunity. A set amount of taijutsu is blocked each time defending until you run out of Guard.

Turn Guard Enemy taijutsu Taijutsu blocked
1st turn 100 40 40
2nd turn 60 40 40
3rd turn 20 40 20
4th turn 0 40 0

Absorb

Ninjutsu Absorb is a weaker version of Ninjutsu Immunity. A set amount of ninjutsu is blocked each time defending until you run out of Absorb.

Turn Absorb Enemy ninjutsu Ninjutsu blocked
1st turn 100 140 100
2nd turn 0 140 0