Ninja
Playstyle: Offensive · Complexity: 2/6 · Season 1
Who is this character?
A combo assassin: chip damage plus delayed poison, with Ninjutsu pumping every hit.
How to play Ninja
If after roll 1 4× Shuriken for Walk the Line are reachable. Keep 4× Shuriken and reroll all dice not needed, aiming at Walk the Line (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Assassinate!. Walk the Line deals a documented 12 damage and bypasses the defence roll, so the 4 committed dice stay on the table.
Early game: Run Slash as a safe baseline and build early Ninjutsu tokens plus Delayed Poison via Smoke Screen.
Mid game: Use Death Blossom and Walk the Line for undefendable burst damage.
If after roll 1 5× Mask for Assassinate! are reachable. Keep 5× Mask and reroll all dice not needed, aiming at Assassinate! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Walk the Line. Assassinate! deals a documented 10 damage and applies Delayed Poison, so the 5 committed dice stay on the table.
Apply the second delayed poison BEFORE the first ticks – 2 tokens = 6 damage at once.
Death Blossom becomes undefendable with a mask in the follow-up roll – often better than Slash against tanks.
Throwing the Smoke Bomb at a 3-damage hit early and eating the 10 afterwards in full.
Hoarding Ninjutsu until the opponent is dead – unspent tokens are lost damage.
Strengths
- Slash lands almost always with 3 of 6 blade faces (5–7 damage)
- Delayed poison: 3 damage per token at the end of the opponent's turn (up to 2 tokens = 6)
- Ninjutsu turns any attack into +1 to +2 or undefendable
Weaknesses
- No block: Smoke Bomb only dodges on 1–3 (50%)
Key attacks
- SlashStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Blade is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Blade · 5 damage
- Walk the LineBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× ✴ Shuriken is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
4× ✴ Shuriken · Sum of 2 dice
- Death BlossomStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Blade + 2× ✴ Shuriken is mostly on the table after roll 1 (63% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Blade + 2× ✴ Shuriken · about 6 damage
- Smoke ScreenStandard route
Reliable damage route for turns without special setup.
Take it as soon as 1× 🗡 Blade + 2× ✴ Shuriken + 1× 🥷 Mask is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.
1× 🗡 Blade + 2× ✴ Shuriken + 1× 🥷 Mask · about 3 damage · delayed poison
- Poison BladeControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 5 damage · delayed poison
- ShadewalkControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 🥷 Mask · 6 damage · delayed poison
- Shadow FangBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · 8 damage
- Assassinate!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🥷 Mask (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🥷 Mask · 10 damage · delayed poison
Key statuses & resources
- Ninjutsu: Max 3 tokens. Spend after an attack and roll: 1–3 = +1, 4–5 = +2, 6 = +2 or poison or undefendable. Smoke Screen banks 2, Shadow Fang 2. Whenever a kill or a double delayed poison becomes possible – hoarding beyond 3 does nothing.
- Smoke Bomb: Spend when damaged and roll: 1–3 negates the entire hit (max 1 token). Smoke Screen, Shadewalk, Assassinate!; Shade Shift on 2 masks. Only against the biggest hits (8+) – a 50% coinflip is too expensive for chip damage.
- Delayed Poison: negative, inflicted by Smoke Screen, Poison Blade, Shadewalk and the ultimate.
- Preferably spend Ninjutsu at 2-3 stacks before a big attack (Assassinate!/Walk the Line) to maximise the burst bonus.
- Ninjutsu: Smoke Screen banks 2, Shadow Fang 2.
- Ninjutsu: Whenever a kill or a double delayed poison becomes possible – hoarding beyond 3 does nothing.
- Smoke Bomb: Smoke Screen, Shadewalk, Assassinate!; Shade Shift on 2 masks.
- Smoke Bomb: Only against the biggest hits (8+) – a 50% coinflip is too expensive for chip damage.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- SlashNormal
- Dice requirement:
- 3× 🗡 Blade
- Damage/healing:
- 5 damage
- Walk the LineUndefendable
- Dice requirement:
- 4× ✴ Shuriken
- Damage/healing:
- Sum of 2 dice
- Death BlossomUndefendable
- Dice requirement:
- 3× 🗡 Blade + 2× ✴ Shuriken
- Damage/healing:
- about 6 damage
- Smoke ScreenNormal
- Dice requirement:
- 1× 🗡 Blade + 2× ✴ Shuriken + 1× 🥷 Mask
- Damage/healing:
- about 3 damage
- Key effects:
- delayed poison
- Poison BladeNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 5 damage
- Key effects:
- delayed poison
- ShadewalkUndefendable
- Dice requirement:
- 4× 🥷 Mask
- Damage/healing:
- 6 damage
- Key effects:
- delayed poison
- Shadow FangNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
Ultimate
- Assassinate!Ultimate
- Dice requirement:
- 5× 🥷 Mask
- Damage/healing:
- 10 damage
- Key effects:
- delayed poison
Defense
Shade Shift The defense roll is made whenever you are attacked. The prevented damage is not sufficiently verified. Avoiding the attack is also possible. Shade Shift prevents nothing: 3 dice (1 reroll), retaliate 1 per blade, 2 per shuriken, Smoke Bomb on 2 masks.
Special mechanics
- Shade Shift counter Board mechanicShade Shift prevents no fixed damage. Its defensive roll creates 1 normal counter-damage per rolled face and can create a Smoke Bomb on 2 masks.
- Delayed Poison stack Token mechanicDelayed Poison stacks up to 2 tokens and deals 3 damage per token at the end of the opponent's turn. · Maximum: 2
Resources
- NinjutsuMax 3 tokens. Spend after an attack and roll: 1–3 = +1, 4–5 = +2, 6 = +2 or poison or undefendable. · Smoke Screen banks 2, Shadow Fang 2. · Whenever a kill or a double delayed poison becomes possible – hoarding beyond 3 does nothing.
- Smoke BombSpend when damaged and roll: 1–3 negates the entire hit (max 1 token). · Smoke Screen, Shadewalk, Assassinate!; Shade Shift on 2 masks. · Only against the biggest hits (8+) – a 50% coinflip is too expensive for chip damage.
Upgrades & cards
What changes?
- SlashLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🗡 Blade instead of 3× 🗡 Blade
- SlashLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🗡 Blade instead of 3× 🗡 Blade
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Gunslinger
Gunslinger lands spikes up to 10 damage once Reload is up – and Ninja has little to absorb it.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Ninja has little to absorb it.
- Rogue
Ninja pushes damage through that Rogue barely stops with Duplicate.
Tough matchups
Buy now
Affiliate links: as an Amazon Associate I earn from qualifying purchases.