Ninjas

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Overview

Ninjas is a standard power set that is a primary set for Masterminds.

"You are known by many names... Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen... You are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes them highly resistant to Confusion. Ninja Henchmen cannot be resurrected."

Possible Bows Weapon Customizations.

Power Table

Ninjas is available as a primary set for Masterminds. The following table shows the level at which each power is available:

Power Level Effect
Snap Shot 1 Ranged, Minor DMG(Lethal)
Call Genin 1 Summon Genin
Aimed Shot 2 Ranged, Moderate DMG(Lethal)
Train Ninjas 6 Ranged, Train Ninja Henchman
Fistful of Arrows 8 Ranged (Cone), Moderate DMG(Lethal)
Call Jounin 12 Summon Jounin
Smoke Flash 18 Hide Ninja
Oni 22 Summon Oni
Kuji In Zen 26 Ranged, Enlighten Ninja Henchman

Powers

Ninjas StandardShot.png Aimed Shot

Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot.

Sensei's Guidance: Hitting with this power will grant your Ninja Henchman +3% Critical Hit chance for 30 seconds. This does not stack from the same power.

Damage Moderate DMG(Lethal)
Recharge Fast
Minimum Level V archetypeicon mastermind.png 2 (Mastermind)
Effects Ranged
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Ranged Damage
Universal Damage

Ninjas CallGenin.png Call Genin

Calls forth one to three Genin Ninja (depending on your level) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and only possess the most rudimentary skills. However, they can be trained in more advance techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Mastermind Ninjas Genin.jpg
Recharge Fast
Minimum Level V archetypeicon mastermind.png 1 (Mastermind)
Effects Summon Genin
Basic Powers MartialArts ThunderKick.png Thunder Kick (Melee, Moderate DMG(Smash), Foe Disorient)
AssaultWeapons ARBurst.png Shuriken (Ranged, Moderate DMG(Lethal))
Ninjitsu NinjaReflexes.png Resistance (Auto: Self +Res(Confuse, Slow, Taunt), +SPD)
Train Powers MartialArts StormKick.png Storm Kick (Melee, Heavy DMG(Smash))
AssaultWeapons ARBurst.png Shuriken Throw (Ranged, Heavy DMG(Lethal))
Ninjitsu DangerSense.png Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE), +Res(Debuff DEF))
Zen Powers MartialArts CraneKick.png Crane Kick (Melee, High DMG(Smash), Foe Knockback)
WeaponMastery ExplodingShuriken.png Exploding Shuriken (Ranged (Targeted AoE), Moderate DMG(Lethal))
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Running Speed
Enhance Disorient Duration
Set Categories Pet Damage
Recharge Intensive Pets
Stuns
Knockback
Universal Damage

Ninjas CallJounin.png Call Jounin

You can summon one to two highly skilled Jounin Ninja (depending on your level). Jounin Ninja are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Mastermind Ninjas Jounin.jpg
Recharge Moderate
Minimum Level V archetypeicon mastermind.png 12 (Mastermind)
Effects Summon Jounin
Basic Powers Katana Slash.png Gambler's Cut (Melee, Light DMG(Lethal), Foe -DEF)
Katana Hack.png Sting of the Wasp (Melee, Moderate DMG(Lethal), Foe -DEF)
Gadgets Caltrops.png Caltrops (Close (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump)
Ninjitsu NinjaReflexes.png Resistance (Auto: Self +SPD, +Res(Confuse, Slow, Taunt))
Train Powers Katana Disembowel.png Soaring Dragon (Melee, Superior DMG(Lethal), Foe Knockup, -DEF)
Quills Lunge.png Poison Dart (Ranged, Minor DMG(Lethal), Minor DoT(Toxic), Foe -Regeneration)
Claws Taunt.png Placate (Melee (Targeted AoE), Foe Placate, Self Stealth)
DarkArmor CloakOfDarkness.png Hide (Auto: Self Stealth, +DEF(Melee, Ranged, AoE))
Zen Powers Katana HeadSplitter.png Golden Dragonfly (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF)
Gadgets SmokeGrenade.png Blinding Powder (Close (Cone), Foe Sleep, Confuse, -Perception, -ToHit)
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Enhancements Enhance Accuracy
Enhance Confusion Duration
Enhance Damage
Enhance Defense Debuff
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Running Speed
Enhance Sleep Duration
Enhance Slow
Enhance Disorient Duration
Enhance ToHit Debuff
Set Categories Pet Damage
Recharge Intensive Pets
Defense Debuff
Accurate Defense Debuff
Knockback
ToHit Debuff
Universal Damage

Ninjas FistFullArrows.png Fistful of Arrows

You fire a fistful of arrows at foes in a cone in front of you. Good at close range.

Sensei's Guidance: Hitting with this power will grant your Ninja Henchman +3% Critical Hit chance for 30 seconds. This does not stack from the same power.

Damage Moderate DMG(Lethal)
Recharge Moderate
Minimum Level V archetypeicon mastermind.png 8 (Mastermind)
Effects Ranged (Cone)
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Ranged AoE Damage
Universal Damage

Ninjas UpgradeEquipment.png Kuji In Zen

Kuji In Zen will permanently bestow the most advanced techniques and powers to all of your Ninja Henchmen. The Enlightened Ninja will gain new abilities, powers and weapons. The powers gained are unique and dependent upon the target Ninja Henchman that is Enlightened. Your Ninja Henchman also gain 3% more Critical Hit chance and the ability to heal themselves periodically with Kuji-In Sha. This power only works on your Ninja Henchmen and you can only Enlighten your Ninja Henchmen once with this power.

Recharge Medium
Minimum Level V archetypeicon mastermind.png 26 (Mastermind)
Effects Ranged, Enlighten Ninja Henchman
Genin:  
Visual Change: Metal headband, face mask, belt, side pouch
Powers added: MartialArts CraneKick.png Crane Kick (Melee, High DMG(Smash), Foe Knockback)
WeaponMastery ExplodingShuriken.png Exploding Shuriken (Ranged (Targeted AoE), Moderate DMG(Lethal))
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Jounin:  
Visual Change: Metal headband, shoulder pads
Powers added: Katana HeadSplitter.png Golden Dragonfly (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF)
Gadgets SmokeGrenade.png Blinding Powder (Close (Cone), Foe Sleep, Confuse, -Perception, -ToHit)
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Oni:  
Visual Change: Fiery eye aura
Powers added: FireTrap Soot.png Char (Ranged, Moderate DoT(Fire), Foe Hold)
FireBlast RainOfFire.png Rain of Fire (Ranged (Location AoE), Minor DoT(Fire), Foe -SPD)
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Enhancements Reduce Endurance Cost
Enhance Heal
Enhance Range
Increase Attack Rate
Set Categories Healing/Absorb

Ninjas CallOni.png Oni

Summons an ancient and powerful Oni. An Oni is a powerful human-like demon warrior. The Oni is a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fail.

Mastermind Ninjas Oni.jpg
Recharge Slow
Minimum Level V archetypeicon mastermind.png 22 (Mastermind)
Effects Summon Oni
Basic Powers Katana Slash.png Fire Sword Slash (Melee, Light DMG(Fire/Lethal), Minor DoT(Fire))
FireBlast FireBlast.png Fire Blast (Ranged, Moderate DMG(Fire), Minor DoT(Fire))
Ninjitsu NinjaReflexes.png Resistance (Auto: Self +Res(Smash, Lethal, Fire, Confuse, Slow, Taunt), +SPD
Train Powers Katana Hack.png Fire Sword Hack (Melee, Heavy DMG(Fire/Lethal), Minor DoT(Fire))
FireTrap RingOfFire.png Ring of Fire (Ranged, Moderate DoT(Fire), Foe Immobilize, -Fly)
FireBlast ArcOfFire.png Fire Breath (Ranged (Cone), High DoT(Fire))
Ninjitsu DangerSense.png Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE))
Zen Powers FireTrap Soot.png Char (Ranged, Moderate DoT(Fire), Foe Hold)
FireBlast RainOfFire.png Rain of Fire (Ranged (Location AoE), Minor DoT(Fire), Foe -SPD)
Ninjitsu KujInSha.png Kuji-In Sha (Self Heal)
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Hold Duration
Enhance Immobilization Duration
Enhance Knockback Distance
Set Categories Pet Damage
Recharge Intensive Pets
Knockback
Immobilize
Holds
Universal Damage

Ninjas KujiKiri.png Smoke Flash

You can command one of your Ninja Henchmen to throw down a Smoke Bomb. The Smoke Flash will allow the Ninja to Placate his nearby foes, and thus unable to target the Ninja. The Smoke Flash also makes the Ninja stealthy and hidden for about 10 seconds, enabling him to perform critical hits with his next few attacks. You can only use this power on a Ninja Henchmen.

Recharge Slow
Minimum Level V archetypeicon mastermind.png 18 (Mastermind)
Effects Hide Ninja
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories None

Ninjas QuickShot.png Snap Shot

A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage.

Sensei's Guidance: Hitting with this power will grant your Ninja Henchman +3% Critical Hit chance for 30 seconds. This does not stack from the same power.

Damage Light DMG(Lethal)
Recharge Very Fast
Minimum Level V archetypeicon mastermind.png 1 (Mastermind)
Effects Ranged
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Ranged Damage
Universal Damage

Ninjas TrainNinjas.png Train Ninjas

Train your Ninja Henchmen with more advanced techniques and weaponry. This power permanently bestows new powers and abilities to all of your Ninja Henchmen. The powers gained are unique and dependent upon the type of Ninja Henchman. Your Ninja Henchman will also become more evasive against all forms of positional attacks and gain 3% more Critical Hit chance. This power only works on your Ninja Henchmen and you can only Train your Ninja Henchmen once with this power.

Recharge Fast
Minimum Level V archetypeicon mastermind.png 6 (Mastermind)
Effects Ranged, Train Ninja Henchman
Genin:  
Visual Change: Ninja Run Stance
Powers added: MartialArts StormKick.png Storm Kick (Melee, Heavy DMG(Smash))
AssaultWeapons ARBurst.png Shuriken Throw (Ranged, Heavy DMG(Lethal))
Ninjitsu DangerSense.png Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE), +Res(Debuff DEF))
Jounin:  
Visual Change: Second sword, wrist crossbow
Powers added: Katana Disembowel.png Soaring Dragon (Melee, Superior DMG(Lethal), Foe Knockup, -DEF)
Quills Lunge.png Poison Dart (Ranged, Minor DMG(Lethal), Minor DoT(Toxic), Foe -Regeneration)
Claws Taunt.png Placate (Melee (Targeted AoE), Foe Placate, Self Stealth)
DarkArmor CloakOfDarkness.png Hide (Auto: Self Stealth, +DEF(Melee, Ranged, AoE))
Oni:  
Visual Change: Fiery body aura
Powers added: Katana Hack.png Fire Sword Hack (Melee, Heavy DMG(Fire/Lethal), Minor DoT(Fire))
FireTrap RingOfFire.png Ring of Fire (Ranged, Moderate DoT(Fire), Foe Immobilize, -Fly)
FireBlast ArcOfFire.png Fire Breath (Ranged (Cone), High DoT(Fire))
Ninjitsu DangerSense.png Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE))
Enhancements Enhance Defense Buffs
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Defense

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

External Links