Ninja Skills Leak

Ninja Skills

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Big kudos to our community who already translated the Ninja skills, even when the class haven’t yet updated in the SEA Server. As you know, Taiwan Server already released Ninja few days ago. Many player already tried to switch their job into Ninja. Personally, i find this Ninja skill leak as a big help to prepare myself for the class release in 12th December later.

See more about Ninja :
Shadow Equipment
Gold Weapon Skills

Without futher ado, let’s jump into it:

File is shared on https://discord.gg/ragnarokx | credit to @Arbhin on Ragnarok X University discord.
Skill NameSkill Description
Throw ShurikenThrows Shuriken at the target, attacking 3 times that deals Adaptive DMG equal to %s%% of the ATK.
Reverse TatamiAfter selecting a target, the Ninja waits 1 second before flipping the floor under the target, dealing weapon attribute P.DMG equal to %s%% of the P.ATK and knocking the target toward their direction.
Ninja Sword TrainingUpon equipping a Ninja Sword, it increases your P.ATK and P.PEN by %s and extends your Ninja Sword’s normal attack range by %s meter(s). When an enemy is beyond 2 meters away from you and is within your normal attack range, you will automatically dash toward the enemy.
Mist SlashThe Ninja slashes the target rapidly, dealing Shadow attribute P.DMG equal to %s%% of the P.ATK and entering Hiding afterward. Lasts for %s second(s).
KagemushaWhile in Hiding, normal attacks become invisible, and your MSPD is increased by %s%% while under the Hiding state, costing 5%% of the Max SP per second. When SP reaches 0 or when a skill is actively used while in Hiding, the Hiding effect will be canceled, and the character becomes visible again.
North WindLaunches a flying sword aura in a designated direction, dealing P.DMG equal to %s%% of the P.ATK. When cast in Hiding, the sword aura will be enhanced with the Shadow attribute, dealing Shadow attribute P.DMG equal to %s%% of the P.ATK.
Huuma TrainingUpon equipping Huuma Shuriken, it increases your M.ATK by %s and M.PEN by %s.
Throw Huuma ShurikenThrows Huuma Shuriken in the target direction, dealing weapon attribute DMG equal to %s%% of the M.ATK to all enemies in the path. It stops at the endpoint for 3 seconds, dealing weapon attribute M.DMG equal to %s%% of the M.ATK to all enemies within a 3-meter radius each second.
Water Escape Technique – WaveThe Water Escape Technique consume all marks after forming a seal, summoning a water area that lasts for 3 seconds at the target location. Enemies entering this area, except for the Ninja class, their MSPD will be reduced by %s%% and their ASPD will be reduced by %s%%. A wave is summoned in the water area toward the target location, dealing Water attribute DMG equal to %s%% of the M.ATK and knocking back all enemies in the path. After use, you gain %s stack(s) of Water Mark for 10 seconds, stacks up to 3.
Water Escape Technique – Vortex ShurikenWhen possessing the Water Mark, the skill Throw Huuma Shuriken becomes Vortex Shuriken.
After forming a seal, throws Vortex Shuriken at the target location, dealing %s%% Water attribute M.DMG to all enemies in the path. It stops at the endpoint for 3 seconds, dealing %s%% Water attribute M.DMG to enemies each second and reducing their MSPD by %s%%. Stacks up to 3.
After use, it grants you 1 stack of Water Mark for 10 seconds. Stacks up to 3.
Ninpou TrainingBy training Ninpou to vitalize your energy, increasing your Max SP by %s%% and your SP Regen by %s%%.
When releasing a skill, the skill’s damage increases by %s%% for each 10%% Max SP left.
Shadow JumpThe Ninja vanishes into the shadow, swiftly moving to any location within 12 meters. Following the move, the Ninja’s Final DMG Reduction is increased by %s%% for 3 seconds.
Using this skill will not cancel Hiding, and there is a %s%% chance to reset the Hiding duration to 10 seconds.
Illusion – GenwakuThe Ninja casts an illusion on the target, distorting their senses and making all enemies and allies seen by the target appear as shadows for %s second(s). During the illusion, the target is unable to perform normal attacks and falls into hallucination, with all active skills altered to deal random attacks to a target (ally or enemy) within 8 meters, causing Adaptive DMG equal to %s%% of the ATK. During the illusion, any healing effects received by the target are nullified, converting the healing into True DMG at %s%%.
(This skill effect is considered a control skill and is ineffective against MVP, MINI, or Boss.)
Shadow SlashWhen in Hiding, the skill Mist Slash becomes Shadow Slash.
The Ninja summons a shadow clone next to 1 random enemy nearby, performing 6 shadow slashes one after another, each causing Shadow attribute P.DMG equal to %s%% of the P.ATK. After each slash, the Ninja will randomly pick another target within range for the next slash.
This skill will not cancel your Hiding.
SoulThe Ninja unleashes their inner strength, pushing their body to the limit. When the skill is activated, it costs 10%% Max HP each second to grant a stack of Soul. Each stack of Soul increases your P.ATK and P.PEN by %s%% for 12 seconds. Stacks up to 9. When Soul is activated, it will forcibly shut down when the Max HP reaches 10%%.
This skill will not cancel your Hiding.
Final StrikeThe Ninja enters a stance and swiftly dashes forward, piercing all enemies in the path and dealing (6 + the number of Soul stacks) x Neutral attribute P.DMG equal to %s%% of the P.ATK, rendering them immobile. Upon sheathing the sword, the pierced enemies take weapon attribute P.DMG equal to (9 + the number of Soul stacks) x %s%% of the P.ATK twice.
When the skill is over, it uses up all Soul stacks, and the skill Soul will be forcibly shut down.
Cross StrikeThe Ninja quickly dashes beside the target, executing 2 rapid cross slashes that cause weapon attribute P.DMG equal to %s%% of the P.ATK in total while applying 1 stack of Trauma effect on the target for 5 seconds. Stacks up to 3. Targets with a Trauma effect take an additional %s%% damage from you and your party members.
If the target carries a Trauma effect applied by a Ninja from the same party in a different gender, then all Trauma effects will turn into the Cross Trauma effects for 10 seconds, non-stackable. Targets with a Cross Trauma effect receive an additional %s%% damage from you and your party member and will not receive another Trauma effect cast by them.
Escape MarkThe Ninja hones their skills in altering the nature of water and fire to grant bonus effect to the following Escape Marks:
Water Mark: Each stack increases the damage of the Water Escape Technique by %s%%. When a Water Mark is acquired, it restores your SP by 33%% Max SP x stacks of Water Mark.
Fire Mark: Each stack increases the damage of the Fire Escape Technique by %s%%. When a Fire Mark is acquired, you lose Max SP equal to 33%% x stacks of Fire Mark when you use the Fire Escape Technique. It cannot be cast when there’s insufficient SP.(SP loss doesn’t count as SP consumption.)
Marks of different elements cannot exist at the same time.
Fire Escape Technique – Fire BreathFire Escape Technique. The Ninja releases a burst of fire in the target direction after forming a seal, dealing Fire attribute DMG equal to %s%% of the M.ATK.
After use, you gain %s stack(s) of Fire Mark for 10 seconds, stacks up to 3.
Fire Escape Technique – Explosive ShurikenWhen possessing the Fire Mark, the skill Throw Huuma Shuriken becomes Explosive Shuriken.
The Ninja throws Explosive Shuriken at the target location, dealing Fire attribute M.DMG equal to %s%% + (every 12 INT increases %s%%) to the first enemy in the path. It explodes upon hitting the first enemy, dealing Fire attribute M.DMG equal to %s%% + INT x%s) to all enemies within a 3-meter radius.
After use, it grants you 1 stack of Fire Mark for 10 seconds. Stacks up to 3.
KagehumiBy stomping the ground, the Ninja suppresses the nearby shadows, dealing Adaptive DMG equal to %s%% of ATK and adding 1 stack of Kagehumi for 10 seconds. Targets under Kagehumi who are also under the Hiding will have their Hiding removed instantly and becomes Immobilize for 5 seconds.
Target under Zangetsu will become vulnerable and have their ASPD and Haste reduced by %s for 10 seconds.
Imaginary PainWhile under the influence of an illusion, all skills are controlled by the caster, turning them into a skill that deals a certain amount of Adaptive DMG to a target (regardless of enemy or ally) within 8 meters.
Swirling ShurikenPerforms a 3-meter backflip, dealing weapon attribute P.DMG equal to %s%% of the P.ATK to all enemies within a 5-meter radius of the starting position. The damage coefficient is increased by %s%% for each enemy present within this range.
Illusion – ImprisonSummons a scarecrow at the target location, linking the target and the scarecrow together. When the scarecrow takes %s normal attack(s), the illusion will be removed. The scarecrow lasts up to 5 seconds, dealing Sacred P.DMG equal to %s%% of the Max HP and a 5-second Stun effect as punishment to the linked target when it disappears. The punishment takes effect immediately if the linked target is more than 6 meters away from the scarecrow. Targets hit by the scarecrow are immune to this effect for the next 30 seconds.
Cast-off Ciceda ShellLeaves a wooden stake on the spot to remove all debuffs and move toward a specified direction. It’s usable even under control effects. Upon receiving fatal damage, the damage is nullified, and the substitution technique is automatically used in a random direction. It shares the cooldown with active skills.
Meikyo ShisuiPerforms meditation by forming seals, regenerating 10%% Max HP and Max SP every second during the casting period, up to 10 seconds. The mediation stops if HP and SP are restored to the max, reducing the cooldown of all class skills by %s second(s) based on the casting duration. The meditation will be interrupted when receiving damage, causing a 3-second Stun (cannot be reduced or resisted by the debuff resistance) and entering a cooldown period.
Throw Shuriken – Shadow AreaThrow Shuriken has a 50%% chance to deal extra Shadow attribute P.DMG equal to %s%% of the P.ATK. Targets hit by Shuriken leave a 2-meter radius shadow area for 5 seconds every 5 meters they move, with up to 3 shadow areas created.
If you are under the Hiding state while inside the shadow area, the Hiding will remain for 1 second after leaving the shadow area.
Chaotic DanceExecutes 10 slashes within 2 seconds toward a designated direction within a 6-meter, 90° fan-shaped area, each slash dealing weapon attribute P.DMG equal to %s%% of the P.ATK, with the final slash dealing extra weapon attribute P.DMG equal to %s%% of the P.ATK. The Ninja is under the Endure state when casting.
If the skill is cast under the Hiding state, the damage converts to Shadow attribute P.DMG with the final slash releases a Shadow attribute sword aura, dealing damage to all enemies within a 3×8 meter area in front.
Shadow CloneWhen releasing Mist Slash, North Wind, Final Strike, Cross Strike, Chaotic Dance, and Iaijutsu, there is a %s%% chance to create a Shadow Clone to release the same skill, and the damage coefficient is %s%% of the original skill. The Shadow Clone deals Shadow attribute P.DMG.
Escape MasteryThe duration of all Escape Marks now becomes 15 seconds, and the Wind Mark gains additional effects:
Wind Mark – Each mark increases Wind attribute skill damage by %s%%, and acquiring the Wind Mark reduces the Escape Technique’s fixed cast time by 33%% x the number of marks.
Marks of different elements cannot exist at the same time.
IzayoiReduces the fixed cast time by %s%% and synchronizes the enhancement value of Fire, Water, and Wind attributes to the highest of the three. Meanwhile, the M.PEN is increased by %s%% for 10 seconds.
Wind Escape Technique – ThundercloudAfter forming a seal, consume all marks to summon a thundercloud atop that follows you for 12 seconds. Each second, it deals Wind attribute M.DMG equal to %s%% of the M.ATK to 1 random enemy within 6 meters, with the damage coefficient increasing by 0.1%% for every 12 INT.
After use, you gain %s stack(s) of Wind Mark for 10 seconds, stacks up to 3.
Wind Escape Technique – Gusty ShurikenWhen possessing the Wind Mark, the skill Throw Huuma Shuriken becomes Gusty Shuriken.
The Ninja throws Gusty Shuriken at the target location, pulling along all enemies in the path and dealing Wind attribute M.DMG equal to %s%% of the M.ATK to them. It stops at the end point for 5 seconds, dealing Wind attribute M.DMG equal to %s + (INT x %s%%) of the M.ATK to enemies.
After use, it grants you 1 stack of Wind Mark for 10 seconds. Stacks up to 3.
Illusion – JyusatsuBy invoking fear of death in enemies through an illusion, a Reaper is summoned to the target location to follow the target for 10 seconds. While the Reaper exists, it reduces the Max HP of nearby enemies by %s%% (non-effective against MVP, MINI, Boss), with a cap of 50%% Max HP reduction for any Adventurer affected by the same skill effect. Stacks up to 7. Enemies who receive 7 stacks will die instantly. Exiting the Reaper’s range of influence restores the Max HP limit but not the lost HP.
Swirling Shuriken – MakibishiSwirling Shuriken’s damage coefficient is increased by %s%%, and it creates a spiky area filled with Makibishi for 10 seconds. Enemies enter the spiky area receive either a Bleed or Stun effect for 3 seconds (the Bleed deals Neutral attribute P.DMG equal to 20%% of the P.ATK per second). Additionally, the spiky area deals weapon attribute Adaptive DMG equal to %s%%, with each 80 STR or INT (whichever is higher) increasing the damage coefficient by 1%%.
Swirling Shuriken – Escape MarkSwirling Shuriken’s damage effect changes to cause original skill coefficient x M.ATK’s weapon attribute M.DMG, and Swirling Shuriken’s damage coefficient is increased by %s%%. If used while possessing an escape mark, the damage attribute changes to match the corresponding mark, and an additional stack of the corresponding mark is gained after use.
Shadow MistUsing Cast-off Ciceda Shell or Shadow Jump while not in the Hiding state will make you enter the Hiding state for 10 seconds. When you exit the Hiding state, your damage is increased by %s%% for 6 seconds.
Iaijutsu StrikeEnter the Iaijutsu stance, increasing your shield by %s%% during the stance period. Following the stance, perform a quick draw and slash, dealing weapon attribute P.DMG equal to %s%% of the P.ATK to all enemies within a fan-shaped area in front. If you take damage during the stance, a sword aura will be generated within the area once you draw it, dealing extra True DMG equal to %s%% x damage taken during the period. The skill consumes 10%% Max SP.
One Soul – LiveAfter shutting down Soul, it increases your Physical Lifesteal by %s%% and enhances your healing effect by %s%%. The duration of this effect is identical to the duration of Soul.
One Soul – DieWhen Soul is active, it pushes your limit further. Stacks up to 10. There is a %s%% chance to gain one stack of Soul in each second when Soul is active, but it costs %s%% of your Max HP every second when Soul is active. You cannot shut down Soul by yourself once it is activated, and Soul will only shut down when your HP reaches 1%%.
Final Strike – UpEvery time an enemy is hit by Mist Slash, North Wind, Shadow Slash, Cross Strike, Chaotic Dance, Iaijutsu Strike, or Ninja Sword Normal Attack, the cooldown of Final Strike is reduced by %s second(s).
Final Strike – DownAfter using Final Strike, it deals extra weapon attribute P.DMG equal to %s%% of your lost HP.
ZenkaiThe duration of all Escape Marks becomes 20 seconds. While is not under the Izayoi state, each use of the Escape Technique grants a stack of Ninjutsu Enhancement for 10 seconds. Stacks up to %s. Each stack of Ninjutsu Enhancement increases your Fire, Water, and Wind attributes by 2%%. Using Izayoi consumes all stacks of Ninjutsu Enhancement. For each stack of Ninjutsu Enhancement consumed, it increases the duration of Izayoi by 1 second.
Ultra Ultimate – Huuma TrinitySummon two shadow clones and gather natural energy with you, then throw out a Supercharged Shuriken that carries the same attribute of your current Escape Mark toward a designated location. The Supercharged Shuriken has a larger effect range with an effect level of %s%%, and its damage coefficient is 3 times the original one. After casting, you gain 3 stacks of Escape Marks corresponding to your Shuriken attribute for 20 seconds. Escape Marks of different attributes cannot exist at the same time. If there are no existing Escape Marks, then a Supercharged Shuriken with a random attribute will be thrown.
Vulcan Escape Technique – KagutsuchiWhen possessing 3 stacks of Fire Mark, the skill Fire Escape Technique – Fire Breath becomes Vulcan Escape Technique – Kagutsuchi.
After forming a seal, consume all marks to summon a headless god of war at the target location. The god of war calls out magma that deals Fire attribute M.DMG equal to %s%% of the M.ATK. Every 8 INT increases the damage coefficient of this effect by %s%%. This skill’s damage coefficient doubles when attacking enemies located at the center of the magma.
God of Water Escape Technique – MitsuhaWhen possessing 3 stacks of Water Mark, the skill Water Escape Technique – Wave becomes God of Water Escape Technique – Mitsuha.
After forming a seal, consume all marks to call forth a water dragon to dash toward a designated spot. Upon landing, the dragon deals Water attribute M.DMG equal to %s%% of the M.ATK to surrounding enemies and creates a water area. Enemies within the water area have their MSPD reduced by %s for 20 seconds (only one water area exists at a time for each summoner, regardless of the number of summons). A vortex forms in the middle of the water area, pulling enemies 1m closer and dealing Water attribute M.DMG equal to %s%% of the M.ATK, with every 480 INT increasing this effect’s damage coefficient by %s%%.
God of Thunder Escape Technique – TakemikazuchiWhen possessing 3 stacks of Wind Mark, the skill Wind Escape Technique – Thundercloud becomes God of Thunder Escape Technique – Takemikazuchi.
After forming a seal, consume all marks to call forth a thunder beast in the air above the target location (only one thunder beast exists at a time for each summoner, regardless of the number of summons). The thunder beast creates lightning that deals Wind attribute M.DMG equal to %s%% of the M.ATK per second to enemies below and interrupts skill casting (non-effective against MVP, MINI, Boss, and enemies under the Endure state) for 5 seconds.
ZangetsuThe Ninja casts a realm of moonlight upon themselves for 10 seconds. Enemies within the realm of moonlight will be inflicted with the Zangetsu state. Enemies under the Zangetsu state will have their P.DEF and M.DEF reduced by %s, and they are no longer invisible.
If the target is under the Kagehumi state, they will become vulnerable, and their ASPD and Haste will be reduced by %s for 10 seconds. Stacks up to 3.
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