Ninjas
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
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 | 2 (Mastermind) |
Effects | Ranged |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged Damage |
Universal Damage |
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.
Recharge | Fast |
Minimum Level | 1 (Mastermind) |
Effects | Summon Genin |
Basic Powers | Thunder Kick (Melee, Moderate DMG(Smash), Foe Disorient) |
Shuriken (Ranged, Moderate DMG(Lethal)) | |
Resistance (Auto: Self +Res(Confuse, Slow, Taunt), +SPD) | |
Train Powers | Storm Kick (Melee, Heavy DMG(Smash)) |
Shuriken Throw (Ranged, Heavy DMG(Lethal)) | |
Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE), +Res(Debuff DEF)) | |
Zen Powers | Crane Kick (Melee, High DMG(Smash), Foe Knockback) |
Exploding Shuriken (Ranged (Targeted AoE), Moderate DMG(Lethal)) | |
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 |
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.
Recharge | Moderate |
Minimum Level | 12 (Mastermind) |
Effects | Summon Jounin |
Basic Powers | Gambler's Cut (Melee, Light DMG(Lethal), Foe -DEF) |
Sting of the Wasp (Melee, Moderate DMG(Lethal), Foe -DEF) | |
Caltrops (Close (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump) | |
Resistance (Auto: Self +SPD, +Res(Confuse, Slow, Taunt)) | |
Train Powers | Soaring Dragon (Melee, Superior DMG(Lethal), Foe Knockup, -DEF) |
Poison Dart (Ranged, Minor DMG(Lethal), Minor DoT(Toxic), Foe -Regeneration) | |
Placate (Melee (Targeted AoE), Foe Placate, Self Stealth) | |
Hide (Auto: Self Stealth, +DEF(Melee, Ranged, AoE)) | |
Zen Powers | Golden Dragonfly (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF) |
Blinding Powder (Close (Cone), Foe Sleep, Confuse, -Perception, -ToHit) | |
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 |
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 | 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 |
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 | 26 (Mastermind) |
Effects | Ranged, Enlighten Ninja Henchman |
Genin: | |
Visual Change: | Metal headband, face mask, belt, side pouch |
Powers added: | Crane Kick (Melee, High DMG(Smash), Foe Knockback) |
Exploding Shuriken (Ranged (Targeted AoE), Moderate DMG(Lethal)) | |
Kuji-In Sha (Self Heal) | |
Jounin: | |
Visual Change: | Metal headband, shoulder pads |
Powers added: | Golden Dragonfly (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF) |
Blinding Powder (Close (Cone), Foe Sleep, Confuse, -Perception, -ToHit) | |
Kuji-In Sha (Self Heal) | |
Oni: | |
Visual Change: | Fiery eye aura |
Powers added: | Char (Ranged, Moderate DoT(Fire), Foe Hold) |
Rain of Fire (Ranged (Location AoE), Minor DoT(Fire), Foe -SPD) | |
Kuji-In Sha (Self Heal) | |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Healing/Absorb |
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.
Recharge | Slow |
Minimum Level | 22 (Mastermind) |
Effects | Summon Oni |
Basic Powers | Fire Sword Slash (Melee, Light DMG(Fire/Lethal), Minor DoT(Fire)) |
Fire Blast (Ranged, Moderate DMG(Fire), Minor DoT(Fire)) | |
Resistance (Auto: Self +Res(Smash, Lethal, Fire, Confuse, Slow, Taunt), +SPD | |
Train Powers | Fire Sword Hack (Melee, Heavy DMG(Fire/Lethal), Minor DoT(Fire)) |
Ring of Fire (Ranged, Moderate DoT(Fire), Foe Immobilize, -Fly) | |
Fire Breath (Ranged (Cone), High DoT(Fire)) | |
Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE)) | |
Zen Powers | Char (Ranged, Moderate DoT(Fire), Foe Hold) |
Rain of Fire (Ranged (Location AoE), Minor DoT(Fire), Foe -SPD) | |
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 |
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 | 18 (Mastermind) |
Effects | Hide Ninja |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Increase Attack Rate | |
Set Categories | None |
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 | 1 (Mastermind) |
Effects | Ranged |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged Damage |
Universal Damage |
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 | 6 (Mastermind) |
Effects | Ranged, Train Ninja Henchman |
Genin: | |
Visual Change: | Ninja Run Stance |
Powers added: | Storm Kick (Melee, Heavy DMG(Smash)) |
Shuriken Throw (Ranged, Heavy DMG(Lethal)) | |
Danger Sense (Toggle: Self +DEF(Melee, Ranged, AoE), +Res(Debuff DEF)) | |
Jounin: | |
Visual Change: | Second sword, wrist crossbow |
Powers added: | Soaring Dragon (Melee, Superior DMG(Lethal), Foe Knockup, -DEF) |
Poison Dart (Ranged, Minor DMG(Lethal), Minor DoT(Toxic), Foe -Regeneration) | |
Placate (Melee (Targeted AoE), Foe Placate, Self Stealth) | |
Hide (Auto: Self Stealth, +DEF(Melee, Ranged, AoE)) | |
Oni: | |
Visual Change: | Fiery body aura |
Powers added: | Fire Sword Hack (Melee, Heavy DMG(Fire/Lethal), Minor DoT(Fire)) |
Ring of Fire (Ranged, Moderate DoT(Fire), Foe Immobilize, -Fly) | |
Fire Breath (Ranged (Cone), High DoT(Fire)) | |
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 set was added to the game with the original release of Masterminds in Issue 6.
- This set was reworked in Issue 27, Page 5.
External Links
- Ninjas for Masterminds at City of Data v2.0