The most basic information about your team is displayed at the top of the page, in the header. Below is an image of the header in its full view, followed by an explanation of the sections found inside it.
The lineup summary of the header shows your currently active lineup of ninjas and how many of your total positions are filled, both slot- and chakra-wise.
The attacking ninja is shown on the left side, and the defender on the right side. Each side attacks simultaneously, but the attacker's attack is displayed first.
The currently active ninja's equipment. Hover or click the icons for information.
The bukijutsu bar is used for one type of damage called bukijutsu, which is used up each turn. When this bar is depleted, no more damage can be dealt with bukijutsu. Bukijutsu-specific ninjas need to prioritize Bukijutsu Recovery which recovers a percentage of used bukijutsu each turn.
4. Damage dealt
The attacker's damage dealt is displayed next to its opponent's ninja card. The ninja who deals the least damage is defeated. A ninja stays in battle until it hits less than its opponent. World mission enemies have a health bar you will need to deplete in order to defeat them.
5. Damage received
Your opponent's damage is displayed next to your ninja card.
The team summary gives an overview of your team details. This information is automatically refreshed every minute or so.
1. Original damage
The original damage is displayed first and consists of what your damage would be before penalties such as fatigue and off-positioning. Original damage is calculated from the core attribute taijutsu, ninjutsu and bukijutsu after any potential immunities of the opponent has been taken into account.
The icons to the right of the original damage represent if any special effects affected your attack. In this example, we have a successful reroll and a critical hit. Below are all possible attack modifiers:
- Reroll: The attack was increased by a successful reroll, which means you had enough Reroll attribute to perform new calculation of your ninjutsu damage, and it ended up being better than your original ninjutsu damage roll.
- Critical: The attack was increased by a critical hit, which means you had enough Crit Chance attribute to perform a Critical Strike which increased your taijutsu that's used to calculate the attack. The base value is an 25% increase.
- Absorb: Some of the ninjutsu used in the attack was absorbed by the opponent's defense, thus lowering your attack this turn.
- Guard: Some of the taijutsu used in the attack was guarded by the opponent's defense, thus lowering your attack this turn.
- Lv 5 Death: A level 5 death spell activated, causing immediate victory. Level 5 death can only be activated if the opponent's level is evenly dividable by 5, which means level 5, 10, 15 and so on.
- Duel: Both of you hit for the same amount, but this attack got the better luck in the decisive clash.
The longer a ninja is alive (turns in battle), the more tired it gets, resulting in an increasing penalty to their damage. Positioning a ninja in the wrong slot in a lineup also result in a percentage based penalty to their attack.
4. Attack bonus
Some equipment, summons and genjutsu effects provide a basic attack increase that is not affected by other stats, and also NOT reduced by fatigue penalty.
5. Final damage
The final damage dealt to the opponent is displayed in big numbers next to their card.
The genjutsu bar is the sum of your ninja lineup's genjutsu attribute. Ninjas can trigger jutsus and effects from equipment and abilities, and these cost a certain amount of genjutsu. If the ninja has a higher genjutsu attribute than the cost of the genjutsu, and the team lineup has enough genjutsu left in the battle, the effect can be cast! Genjutsu effects often increase a ninja's stats, either for this turn only or for the remainder of the battle.
1. Genjutsu bar
The graphic displays how much genjutsu the team has left to use. The length of the bar grows the more genjutsu you have.
2. Current and maximum
Current/Maximum amount of genjutsu left. A genjutsu needs to have enough to be activated in battle. The attribute Genjutsu Recharge can be used to regain genjutsu during battles.
3. Activated genjutsus
A box pops up with info about the genjutsu that was activated. The number is how much it cost, followed by its name. "2x" means you had so high chance of triggering it that it actually triggered twice, doubling the stats. "multi" means the genjutsu had several different effects that were procced.
World missions enemies have a health bar you need to deplete in order to defeat the enemy. Your own ninja will still be defeat if it hits lower than the enemy, but the enemy will continue until it's health bar reaches 0.
1. Health bar
The graphic displays how much health the opponent in the mission has. The length of the bar grows the more health it has, compared to the strongest enemy on that particular difficulty mode.
2. Current and maximum
Current/Maximum amount of health left. Health cannot be regained, and only mission enemies have Health.
The cards below consist of each team's lineup for this battle, with the order in which the ninjas are sent in, going from top-left to bottom-right. A team wins when the opponent has no more ninjas to send in.
1. Team lineup
A greyed out ninja card means it has been defeated. During a battle, an exp number will also be displayed inside the card showing how much experience the ninjas has earned. Experience is earned by defeating other ninjas. Exp-increasing effects are added after the battle has been finished.
Summons are not sent into battle, but provide support for each ninja currently fighting. Summons gain experience by participating in winning battles.
3. Active ninjas
Non-defeated ninjas are displayed in color, and any exp they have currently earned is shown in orange.
Battles are calculated beforehand and the replay which is shown can be controlled to a certain degree. Enabled options are marked with a brighter color.
Toggle animations on and off. Slower computers or devices may want to disable animations.
Rewind the battle back to the beginning.
Pause the battle at the next possible section.
Play the battle in fast-forward mode
5. Skip to end
Skip to the last turn of the battle.
Stops the battle and closes the window.