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Ninja

From Vortex Legends

The Ninja is an expanded class that fights with shuriken and huuma blades, vanishes into the shadows, and channels elemental ninpou magic through three distinct specializations:

  • Throwing — ranged and melee physical attacks driven by shuriken and huuma blades, capped by the Death Mark burst line.
  • Shadow and Support — mobility, evasion, and the Ninja Aura battle state.
  • Ninpou Magic — Fire, Water, and Wind spell lines connected by elemental haze passives that reward chaining elements in sequence.

The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. The Ninja is an expanded class and has no transcendent (rebirth) tier.


Specialization branches

Throwing

The Throwing branch arms the Ninja with ranged shuriken fire and close-range huuma strikes, built on a passive STR and Hit foundation. The line culminates in Death Mark, which stores the physical damage dealt to a target and releases a share of it as a single burst.

Kenpou Training

Kenpou Training
JobNinja
TypePassive
TargetSelf
Max level10

A passive mastery that raises STR at lower levels and Hit at higher levels, forming the foundation of every physical and throwing skill in the Ninja's kit. → Kenpou Training

Throw Shuriken

Throw Shuriken
JobNinja
TypeOffensive (Ranged, Physical)
TargetEnemy
ElementWeapon
Max level5
SP cost3 → 7
Range9 → 13
Catalyst1 Shuriken

The Ninja's basic ranged attack, hurling a single shuriken at a distant enemy. The throw uses the element of the equipped weapon, and a shuriken with its own element replaces it. While Ninja Aura is active, consecutive throws alternate between one and two hits. → Throw Shuriken

Throw Huuma Shuriken

Throw Huuma Shuriken
JobNinja
TypeOffensive (Ranged, Physical)
TargetEnemy (5×5 splash)
ElementWeapon
Max level10
SP cost13 → 22
Range9
Cast time0.5 s
RequiresHuuma Shuriken equipped

Hurls the equipped Huuma Shuriken at a target and strikes every enemy in an area around the point of impact. It is the Ninja's main physical area attack and requires a Huuma Shuriken to be equipped as a weapon. → Throw Huuma Shuriken

Huuma Shuriken - Grasp

Huuma Shuriken - Grasp
JobNinja
TypeOffensive (Ground, Physical)
TargetGround (7×7 area)
ElementWeapon
Max level10
SP cost14 → 32
Range9
Cast time0.5 s
Cooldown1 s
Catalyst1 Shadow Orb
RequiresHuuma Shuriken equipped

Plants a spinning copy of the equipped Huuma Shuriken on the target cell. The copy repeatedly strikes every enemy in a wide area around it with weapon-element hits and may cause Bleeding, working as a short persistent damage zone. → Huuma Shuriken - Grasp

Shadow Slash

Shadow Slash
JobNinja
TypeOffensive (Melee)
TargetEnemy
ElementWeapon
Max level10
SP cost8 / 8 / 9 / 9 / 10 / 10 / 11 / 11 / 12 / 12
Range7 cells

Moves the Ninja next to a nearby enemy and lands a melee blow. It opens the melee combo, empowering the next Tsugari and feeding Death Mark. When used from Hiding, the strike is doubled. → Shadow Slash

Tsugari

Tsugari
JobNinja
TypeOffensive (Melee, AoE)
TargetEnemy (5x5 splash)
ElementWeapon
Max level5
SP cost12 / 15 / 18 / 21 / 24
Range1 cell
Cooldown0.7 s

A fast melee sweep that strikes the target and every enemy around it twice, with a greatly increased critical chance. It consumes the Shadow Slash bonus for extra damage, and its hits feed Death Mark. → Tsugari

Death Mark

Death Mark
JobNinja
TypeOffensive (Debuff)
TargetEnemy
Max level10
SP cost40
Range9 cells
Cooldown10 s
Duration5 s
Catalyst1 Shadow Orb

Brands a target with a shadow mark at the cost of part of the Ninja's own Max HP. While the mark lasts, it stores the physical damage the Ninja deals to that target with normal attacks and specific skills. Only the HP the target actually loses is stored. When the mark expires, a share of the stored damage strikes at once and the Ninja recovers some HP. It requires Tsugari to be learned first. → Death Mark

Shadow and Support

The Shadow and Support branch provides the Ninja's toolkit for repositioning, evasion, and amplifying its physical output. Shadow Jump enables instant teleportation into ambush position, while Cicada Skin Shedding and Mirror Image stack layers of physical evasion. Ninja Aura is the central buff state that elevates the entire branch.

Flip Tatami

Flip Tatami
JobNinja
TypeActive (Offensive)
TargetSelf (area around the user)
ElementWeapon
Max level5
SP cost15
Cooldown3s
Duration3s

Flips a tatami mat to strike enemies in a cross around the Ninja and push them away. For a few seconds afterwards, the raised mat also shields the Ninja from ranged physical attacks. → Flip Tatami

Shadow Jump

Shadow Jump
JobNinja
TypeActive (Supportive)
TargetGround cell
Max level5
SP cost15
Range7 → 11
Cast time0.85s → 0.25s
Cooldown8s → 4s

Teleports the Ninja to a targeted cell and grants a short Hiding on arrival. Any longer Hiding already active, such as one from Shadow Hiding, is replaced by this short one. The jump has no effect in War of Emperium, where the Ninja cannot be moved. → Shadow Jump

Ninja Aura

Ninja Aura
JobNinja
TypeActive (Supportive)
TargetSelf
Max level5
SP cost20 → 60
Cast time5s → 1s
Duration60s → 180s

The Ninja's core offensive buff, raising physical attack power and attack speed for its duration. It also empowers other skills: it enables Mirror Image, lets Throw Shuriken land an extra hit on alternating throws, and strengthens the bonus that Shadow Slash grants to Tsugari. → Ninja Aura

Cicada Skin Shedding

Cicada Skin Shedding
JobNinja
TypeActive (Supportive)
TargetSelf
Max level5
SP cost12 → 24
Duration20s → 60s

Grants a set number of guaranteed dodges against physical attacks for the duration. Each dodged hit knocks the attacker back, keeping melee enemies at a distance. → Cicada Skin Shedding

Mirror Image

Mirror Image
JobNinja
TypeActive (Supportive)
TargetSelf
Max level5
SP cost22 → 30
Cast time1.8s → 1.0s
Duration60s → 180s
Catalyst1 Shadow Orb
RequiresNinja Aura active

Creates illusory copies that each soak one physical attack. Unlike Cicada Skin Shedding it does not push attackers back, but it grants more dodges and lasts longer. Requires Ninja Aura to be active when cast. → Mirror Image

Shadow Hiding

Shadow Hiding
JobNinja
TypeActive (Supportive, toggle)
TargetSelf
Max level1
SP cost10

A concealment toggle that keeps the Ninja hidden for a limited time while slowly draining SP. The Ninja cannot move or act while hidden, and detection skills can still reveal it. Unlocked through a special quest rather than the skill tree. → Shadow Hiding

Ninpou Magic

The Ninpou Magic branch covers three separate elemental spell lines — Fire, Water, and Wind — each with its own single-target and area skills, all built on the Ninpou Training passive. Three haze passives link the lines together, rewarding players who chain elements in sequence.

Ninpou Training

Ninpou Training
JobNinja
TypePassive
TargetSelf
Max level10

A passive mastery that raises INT and improves the SP recovered from consumables, forming the foundation of every ninpou spell. → Ninpou Training

Crimson Fire Petal

Crimson Fire Petal
JobNinja
TypeOffensive (Magic)
TargetEnemy
ElementFire
Max level10
SP cost18 → 36
Range9 cells
Cast time0.5s → 5s

Launches a stream of Fire-element petals at a single target, hitting multiple times per cast. The hit count grows with skill level. → Crimson Fire Petal

Crimson Fire Formation

Crimson Fire Formation
JobNinja
TypeOffensive (Magic)
TargetSelf (5x5 area around the caster)
ElementFire
Max level10
SP cost25
Cast time6s → 1.5s
Duration20s
Catalyst1 Flame Stone

Surrounds the Ninja with a ring of fire on the cells around it. The flames persist for their duration and strike any enemy that enters them, with a chance to cause Burning. Each fire cell burns out after a limited number of hits. → Crimson Fire Formation

Raging Fire Dragon

Raging Fire Dragon
JobNinja
TypeOffensive (Magic)
TargetEnemy (5x5 area around the target)
ElementFire
Max level5
SP cost20 → 40
Range9 cells
Cast time1.4s → 3s
Catalyst1 Flame Stone

The strongest spell of the Fire line. It is cast on an enemy, and the dragon strikes the area around that enemy with heavy Fire damage. → Raging Fire Dragon

Combustion Gale

Combustion Gale
JobNinja
TypePassive
TargetEnemy (mark)
Max level5
Duration5 s

Each Wind skill that hits an enemy marks it for a short time. While the mark lasts, the Ninja's targeted Fire magic against that enemy has a shorter cast time. Part of the elemental haze chain. → Combustion Gale

Spear of Ice

Spear of Ice
JobNinja
TypeOffensive (Magic)
TargetEnemy
ElementWater
Max level10
SP cost15 → 42
Range9 cells
Cast time0.5s → 5s

Throws several ice spears at a single target in one cast, with more spears at higher levels. It needs no catalyst, which makes it the Ninja's steady single-target Water spell, and it benefits from Thermal Haze after a Fire spell. → Spear of Ice

Hidden Water

Hidden Water
JobNinja
TypeActive (Debuff)
TargetGround
ElementWater
Max level10
SP cost15 → 42
Range9 cells
Cast time3s
Duration15s → 60s
Catalyst1 Ice Stone

Creates a pool of water on the target area. Enemies who enter it move more slowly and lose AGI, while allies standing inside are wrapped in Cloaking at regular intervals. → Hidden Water

Ice Meteor

Ice Meteor
JobNinja
TypeOffensive (Magic)
TargetGround (7x7 area)
ElementWater
Max level5
SP cost15 → 55
Range9 cells
Cast time1s → 5s
Catalyst1 Ice Stone

Calls down falling ice pillars onto a targeted area, striking repeatedly. Enemies hit may be inflicted with Freezing. → Ice Meteor

Thermal Haze

Thermal Haze
JobNinja
TypePassive
Max level5
Duration5s

Each Fire spell that hits an enemy marks it for a short time. While the mark lasts, the Ninja's Water magic deals more damage to that enemy. Part of the elemental haze chain. → Thermal Haze

Wind Blade

Wind Blade
JobNinja
TypeOffensive (Magical)
TargetEnemy
ElementWind
Max level5
SP cost14 → 30
Range9 cells
Cast time1.0 s → 3.0 s

Sends a flurry of wind blades cutting into a single target, striking multiple times in one cast. → Wind Blade

Lightning Strike of Destruction

Lightning Strike of Destruction
JobNinja
TypeOffensive (Magical)
TargetGround
ElementWind
Max level10
SP cost12 → 48
Range9 cells
Cast time1.0 s → 5.5 s
Catalyst1 Wind Stone

Targets a ground cell and saturates the surrounding area with Wind magic for a short time, damaging every enemy caught inside. The area grows with skill level. → Lightning Strike of Destruction

Kamaitachi

Kamaitachi
JobNinja
TypeOffensive (Magical)
TargetEnemy (line)
ElementWind
Max level5
SP cost24 → 40
Range7 → 9 cells
Cast time1.5 s → 3.5 s
Catalyst1 Wind Stone

A cutting Wind attack aimed at an enemy. It carves a straight line from the caster toward the target, hitting every enemy along the path. → Kamaitachi

Hydro Gale

Hydro Gale
JobNinja
TypePassive
TargetEnemy (mark)
Max level5
Duration5 s

Each Water skill that hits an enemy marks it for a short time. While the mark lasts, the Ninja's Wind magic deals more damage to that enemy and casts faster when aimed at it directly. Part of the elemental haze chain. → Hydro Gale

Other skills

Shinobi Forge

Shinobi Forge
JobNinja
TypeActive (Crafting)
TargetSelf
Max level1
SP cost10

A crafting skill that turns materials in the inventory into Shurikens, elemental stones and Shadow Orbs. Unlocked through a special quest rather than the skill tree. → Shinobi Forge

Advancement

The Ninja is an expanded class and does not follow the standard transcendent (rebirth) path. It has no current advancement class. See Expanded Classes.

See also

Expanded Classes · Classes