Weaponskills (Commonly referred to as GCDs)

Spinning Edge
Delivers an attack with a potency of 230. Grants 5 Ninki. This is the first part of our basic combo.

Gust Slash
Delivers an attack with a potency of 100. If used after Spinning Edge in the combo, it will instead deliver an attack with a potency of 340. Grants 5 Ninki if used in combo. This is the second part of our basic combo.

Aeolian Edge
Delivers an attack with a potency of 100, 160 potency if done from the rear of the enemy. If this is used after Gust Slash as the third part of our combo, it will instead deliver an attack with a potency of 420, 480 if done from the rear of the enemy. Grants 10 Ninki if used in combo. This is one of two options for the third part of our basic combo.

Armor Crush
Delivers an attack with a potency of 100, 160 if done from the flank of the enemy. If this is used after Gust Slash as the third part of the combo, it will instead deliver an attack with a potency of 400, 460 if done from the flank of the enemy. If done as part of the combo, it will also add 30 seconds to your Huton timer, assuming your Huton timer is already going, to a maximum of 70 seconds. Grants 10 Ninki if used in combo. This is one of two options for the third part of our basic combo.

Shadow Fang
Delivers an attack with a potency of 200. In addition, this will also put a damage over time effect (DoT) that lasts 30 seconds and deals a potency of 90 every tick, resulting in this ability having a total potency of 1100 when all of the DoT ticks are accounted for. Unlike other GCDs for ninja, this GCD has an extra personal cooldown of 70 seconds, though this is reduced by skill speed and Huton, which will make it have just under a 60 second cooldown once you have Huton up. Grants 10 Ninki.

Throwing Dagger
Delivers a ranged attack with a potency of 120. The range for this GCD is 15 yalms. Grants 5 Ninki.

Death Blossom
Delivers an attack with a potency of 120 to all nearby enemies. This is an Area of Effect (AoE) ability and deals damage in a five yalm radius around you. This is the first part of our AoE combo. Grants 5 Ninki.

Hakke Mujinsatsu
Delivers an attack with a potency of 100 to all nearby enemies. If done as the second part of our AoE combo, it instead delivers an attack with a potency of 140 to all nearby enemies, as well as adds ten seconds to your Huton timer assuming your Huton timer is already going. Just like Death Blossom, this is an AoE attack that deals damage in a five yalm radius around you. Grants 5 Ninki if used in combo.
Ninjutsus/Mudras
Ninjutsus set off a global cooldown of 1.5 seconds upon use, not reducible by Huton or skill speed, and each use of a ninjutsu will use up one mudra charge. Mudras have a shared 2 charges, which are used by using a ninjutsu, a charge time of 20 seconds per charge, and can only be started when a normal GCD could be started. Instead of a 2.5 or 1.5 second global cooldown, the mudras themselves only give a .5 second global cooldown.

Ten
Make the ritual mudra hand gesture for “Heaven”.

Chi
Make the ritual mudra hand gesture for “Earth”.

Jin
Make the ritual mudra hand gesture for “Man”.

Fuma Shuriken
Delivers a ranged ninjutsu attack with a potency of 500. This is achieved with any single mudra use. Has a range of 25 yalms.

Raiton
Deals lightning damage with a potency of 800. This is achieved by any two-mudra combination that ends with Chi. So, Ten>Chi or Jin>Chi. Has a range of 15 yalms.

Katon
Deals fire damage with a potency of 500 to target and all enemies nearby it. This does damage to all targets in a five yalm radius around the target. This is achieved by any two-mudra combination that ends with Ten. So, Chi>Ten or Jin>Ten. Has a range of 15 yalms.

Hyoton
Deals ice damage with a potency of 400. This also puts a bind on the target for 15s. This is achieved with any two-mudra combination that ends with Jin. So, Ten>Jin or Chi>Jin. Has a range of 25 yalms.

Huton
Reduces weaponskill recast time and auto-attack delay by 15%. Starts with a duration of 70 seconds which can be added on to in increments from Armor Crush and Hakke Mujinsatsu back to the maximum of 70 seconds. This is achieved by any three-mudra combination ending in Ten. So Jin>Chi>Ten or Chi>Jin>Ten. Buff is only applied to yourself.

Doton
Creates a patch of corrupted earth that acts like a stationary DoT that does 100 potency to enemies who are in it when it ticks for damage and 100 potency to anyone in the AoE as it is created. Also applies a 40% heavy on enemies in this AoE. This lasts for 24 seconds, resulting in 800 potency over all the ticks, to a combined potency of 900 altogether. This is achieved by any three-mudra combination ending in Chi. So, Ten>Jin>Chi or Jin>Ten>Chi. The AoE has a radius of five yalms.

Suiton
Deals water damage with a potency of 600. In addition this grants the effect of Suiton, for 20 seconds, which allows you to use any ability previously only usable under Hidden, like Trick Attack. This is achieved by any three-mudra combination that ends with Jin. So Ten>Chi>Jin or Chi>Ten>Jin. Has a range of 15 yalms.

Goka Mekkyaku
Deals fire damage with a potency of 750 to target and any other enemies nearby the target. This does damage to all targets in a five yalm radius around the target. This is achieved by any two-mudra combination that ends with Ten. So, Chi>Ten or Jin>Ten. Has a range of 15 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Katon when under the effects of Kassatsu. Because of the boost from Kassatsu, the true potency is 975.

Hyosho Ranryu
Deals ice damage with a potency of 1200. This is achieved with any two-mudra combination that ends with Jin. So, Ten>Jin or Chi>Jin. Has a range of 25 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Hyoton when under the effects of Kassatsu. Because of the boost from Kassatsu, the true potency is 1560.
Regular Abilities (oGCDs)
These are your regular abilities that can be used at any time when you are not in an animation lock, even while the global cooldown from a GCD is ongoing.

Mug
Delivers an attack with a potency of 150. Grants 40 Ninki gauge on use. Also increases the chance of additional items being dropped by target if mug is dealt before, or as, the finishing blow. This extra thing is mostly irrelevant since it only works on basic drops that you don’t end up caring about, like Bat Fangs. This skill has a personal cooldown of 120 seconds.

Trick Attack
Delivers an attack with a potency of 350, 500 if done from the rear of the target enemy. In addition, it debuffs the enemy for 15s with a vulnerability up, increasing the enemy’s damage taken by 5% during this time. This can only be used under the effect Hidden. (See Suiton for how to use this in combat). This ability has a personal cooldown of 60 seconds.

Kassatsu
Allows the use of a single ninjutsu without consuming a mudra charge. In addition, it increases the damage of the ninjutsu used during this buff by 30%. This buff allows you to use Hyosho Ranryu and Goka Mekkyaku. The damage buff does also apply to Goka Mekkyaku and Hyosho Ranryu. This buff has a duration of 15 seconds and is lost upon the use of the next ninjutsu or the timer running out. This ability has a personal cooldown of 60 seconds.

Dream Within A Dream
Delivers a three-hit attack, with each attack hitting for 200 potency for a total of 600 potency. Using this grants you the buff Assassinate Ready for 15 seconds, allowing you to use Assassinate. This ability has a personal cooldown of 60 seconds.

Assassinate
Delivers an attack with a potency of 200 that is guaranteed to be a critical direct hit. This can only be used under the buff Assassinate Ready (see: Dream Within a Dream). Using this ability will consume the buff Assassinate Ready.

Ten Chi Jin (TCJ)
Temporarily converts each of the three mudra into a ninjutsu action. Executing one of these actions will convert the remaining mudra into different ninjutsu actions until all three have been executed or the Ten Chi Jin effect expires. You can only use ninjutsu during this, and the same ninjutsu cannot be executed twice. This ability cannot be activated while under the effects of Kassatsu. This effect ends upon moving. This effect has a duration of six seconds. In essence, this allows you to use one one-step ninjutsu, one two-step ninjutsu, and one three-step ninjutsu in a row. Common uses are Fuma>Raiton>Suiton, Fuma>Katon>Doton, and Fuma>Katon>Suiton. This ability has a personal cooldown of 120 seconds.

Meisui
Dispels the Suiton buff, and in return increases the Ninki gauge by 50. This ability can only be used while in combat. This ability has a personal cooldown of 120 seconds.
Ninki
Ninki abilities are like normal oGCDs except for the fact that they require 50 Ninki to use. You can store up to 100 Ninki at once.

Hellfrog Medium
Deals fire damage with a potency of 200 to target and any other enemies near the target. Costs 50 Ninki to use. This ability has a range of 25 yalms and does damage in a radius of five yalms around the target.

Bhavacakra
Deals unaspected damage with a potency of 300. Costs 50 Ninki to use.

Bunshin
Grants five stacks of the buff Bunshin, each stack allowing your shadow to attack enemies each time you execute a weaponskill. Shadow attack potency varies based on the attack executed, but is not affected by combo bonuses. Each attack from the shadow will grant you five Ninki, for a total of 25 ninki if all five stacks of Bunshin are used before the time limit. This buff has a duration of 30 seconds. Costs 50 ninki to use. This ability has a personal cooldown of 90 seconds.
Melee attack: 200 potency. Ranged attack: 100 potency. AoE attack: 100 potency to all enemies hit.
Utility Abilities
These are oGCDs that don’t deal damage so aren’t necessarily used on cooldown, but are used more when they are specifically needed.

Shade Shift
Gives yourself a shield equal to 20% of your maximum HP. This shield lasts 20 seconds, or until it is destroyed. This ability has a personal cooldown of 120 seconds.

Hide
Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies ten levels higher than you, or certain enemies with special sight. Grants the buff Hidden. This cannot be executed in combat, and you will lose the Hidden buff and be taken out of Hide if you enter combat. This effect also ends upon the use of any action except for Sprint, or upon the reuse of Hide. In addition, the use of this ability will restore two charges of your mudras.

Shukuchi
Moves you quickly to a target location chosen by you. Has two charges. Has a charge time of 60 seconds per charge, but a charge is also granted by the use of a two-mudra ninjutsu. Has a range of 20 yalms.

Second Wind
Instantly restores own HP. Has a cure potency of 500. Has a personal cooldown of 120 seconds.

Leg Sweep
Stuns target for three seconds. Has a personal cooldown of 40 seconds.

Bloodbath
Converts a portion of physical damage dealt into health. Has a duration of 20 seconds. Has a personal cooldown of 90 seconds.

Feint
Lowers target’s strength and dexterity by 10%. Has a duration of ten seconds. Has a personal cooldown of 90 seconds.

Arm’s Length
Creates a barrier nullifying most knockback and draw-in effects. Has a duration of six seconds. Applies a 20% slow for 15 seconds on any target that hits you during this six second duration. Has a personal cooldown of 120 seconds.

True North
Nullifies all action direction requirements. This means that attacks like Aeolian Edge, Armor Crush, and Trick Attack will do the full potency no matter where you attack the enemy from. This buff lasts for ten seconds and has two charges. The charges have a charge time of 45 seconds.
Traits
These are all passives.

All Fours
Reduces damage taken when falling.

Fleet of Foot
Increases movement speed.

Shukiho
Increases Ninki gauge by 5 upon successfully landing certain weaponskills and combos.

Enhanced Shukuchi
Resets the recast timer on Shukuchi when executing a two-mudra ninjutsu on most targets.

Enhanced Mug
Increases Ninki gauge by 40 when successfully landing Mug.

Enhanced Shukuchi II
Allows the accumulation of charges for Shukuchi to allow for multiple consecutive Shukuchis.

Enhanced Kassatsu
Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu respectively while under the effects of Kassatsu.

Shukiho II
Increases Ninki gauge by 10 upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush.