Choosing cards
Every level you pick a card. The cards decide what kind of ninja you'll be this run.
The rules
- Hai 3 jutsu slots e 3 for parchments (the Dojo adds one for jutsu). Everything goes up to level 8.
- Every jutsu level adds damage and a random upgrade; at levels 4 and 7 a guaranteed extra hit.
- Cards have a rarity: the higher it is, the stronger the upgrade. Luck makes rare ones more frequent.
- Scroll cards also tell you who they help: Influence lists your jutsu that benefit (Inner Strength and Luck every jutsu that deals damage, Focus those with a cooldown, Open Tenketsu those with a status).
- On level up: C rerolls the cards, N salta, V banishes a card for the whole run.
A build that works
- Fill the jutsu slots early: three jutsu at level 2 beat one jutsu at level 5 in the first minutes.
- Mix the forms: an area jutsu for groups, a ranged one for enemies that shoot, one that protects you up close.
- Bring two jutsu to level 8: at the Seal Altar they can become a much stronger combined jutsu. See Fusions and Collaborations.
- Parchments: one for survival (health, armor or regeneration) and the others for damage or cooldown.
- Banish: if a card you don't want keeps showing up, banish it with V, so the good cards show up more often.
Tip
Your ninja's kit jutsu show up more often and with the right nature deal +20% damage (chakra affinity). Build around them.
Preparing the build before setting out
On the ninja's sheet Shikamaru's Strategy lets you pick the jutsu, parchments, fusions and tools you want. In runs, cards from your plan get a green mark. You can share the plan with a code and read it here in Read a build.
With Affinity from the Dojo, the cards in your plan also come up more often: +30% per level, up to 3 levels.