FINAL FANTASY XIV Online – Solo Ninja Guide

Ninja Overview

Ninja is a versatile job with many options to match any game state situation. Strong single target damage, mobility, self-mitigation, crowd control, AoE, and even heals; you name it, Ninja most likely has it. As a slippery ranged/melee hybrid job, Ninja will be interchanging between weaving in and out of danger to secure kills on vulnerable targets, or poking their foes from a distance.

Through meticulous planning and ADHD button mashing, Ninja has the potential to be a feared assassin in Crystalline Conflict. Sounds like your cup of tea? Then it’s time to become a Hokage, believe it!


What are our goals as Ninjas? What should we be aiming to achieve? Well, other than reading Masashi Kishimoto’s hit manga and practicing gang signs, we have a few goals to keep in mind. 

As Ninjas, our main strategy includes the following key points:

  • Snowballing fights with Seiton Tenchu.
  • Stunlocking targets that are without Purify.
  • Applying a vulnerability debuff on focus targets.
  • Securing kills on vulnerable, escaping targets.
  • Stealing HP pots on enemy turf.
  • Preventing resets.
  • Keeping mental note of used key cooldowns (CDs) on the enemy team to make the best plays possible.
  • Being an annoying mosquito that makes your enemies say:
I swear you’ve been double stunning me all game.
I was at 100% HP, how did that snap go through?
For the love of God, can you please stop stunning me.
This Ninja is so bad, he’s been ratting me all game 
Ninja wins the game like a boss
Did I ever mention for you to Stop. Stunning. Me?!
Ninja is a broken job (I personally laugh at this one the most)

So how do we achieve the salty suffering and admiration of our adversaries? Well… the answers lie below in my Ninja Kit & Tactics section.

Ninja Kit & Tactics

This is an Intermediate to Advanced Ninja guide, so before continuing, please read over the tooltips for each button you are unfamiliar with. This guide will assume you already know what each button does, and will only bring up what they do to further explain a specific or not specified use case in the tooltips.

What I will do is explain what situations each ability is most effective, as well as any background information that comes to mind. I am going to answer questions such as: what should I aim to do with each button? What are the dos and don’ts? See the list below for answers.

Seiton Tenchu (Ninja Snap/Link):

As a Ninja player, it is imperative that you understand the value of this limit break (LB). This LB is worth 80% of your worth as a Ninja and I am not exaggerating. I am putting Seiton Tenchu at the top of this list for a reason. It is very important you understand when to use this LB and when to not. Keep in mind I may refer to Seiton Tenchu as “NIN snap”, where “snapping” a target just means executing a target with Seiton Tenchu.

Key Points:

  • Seiton Tenchu’s execution applies BELOW 50% (i.e. LB’ing @50% HP will whiff the NIN snap, the target must be @49% or lower).
    • The effect still applies to targets who are stuck in guard and below 50% HP (i.e. Seiton Tenchu ignores Guard; a target below 50% HP while in Guard will still be executed by Seiton Tenchu).
  • A unique execution animation will play on the target if you’ve successfully NIN snapped a target (the execution effect and animation does not apply to the target dummies in the Wolves Den).
  • If you successfully execute a target with NIN snap, then you are granted an additional chance to snap another target that is below 50% HP.
    • Effectively using Seiton Tenchu this way can snowball and win you more fights, and of course, more games.
    • If you whiff, the target is left with death link for 4 seconds (2 seconds after your animation finishes). If the target dies during this duration, you get the additional snap as if you didn’t whiff it.
  • Seiton Tenchu can also be an effective deterrent/shutdown option for targets with game changing LBs (e.g. MCH, MNK, WHM, WAR, etc.).
    • Threatening NIN snap in this way can be highly effective, as it keeps threats in check. Force targets to commit their LBs early to force a mistake, or force them to back off from a fight entirely. Always keep threats in check with Seiton Tenchu where possible.
  • You will be stun-locked in Seiton’s animation for ~2 seconds, making this a commitment heavy ability.
    • Ideally have a purify off CD before the initial NIN snap. Smart players will hard focus you as soon as you use NIN snap, so having a purify on hand can save your life.
  • ALWAYS use big damage CDs such as Ice Shurikens and/or Assassinate + Bunshin to give you the highest chance of reducing a target’s HP below 50%. If the target knows what they’re doing, you won’t get more than a GCD’s worth of a window to snap the target. Majority of the time, you will have to rely on teammates to burst with you in order to reduce a target’s HP below 50% long enough to give you the NIN snap. Seiton Tenchu is, unfortunately, heavily team reliant.
  • ALWAYS attempt to combo Seiton Tenchu with another team LB. The chances of success increase dramatically when you combo NIN LB with another LB that has a big damage follow up to create the NIN snap window. Crowd control LBs can be effective in buying time to create a NIN snap window too.
    • Big damage LBs include: SMN/DRG/GNB/DRK/MCH//RDM
    • Crowd control LBs include: DNC/RPR
    • LBs that have both: MNK/WHM
  • DO NOT use this LB for its 12k base damage; the damage is negligible, you should always aim for the below 50% execution.
  • DO NOT use this LB to secure kills that would’ve been secured without NIN snap in the first place.
    • It sounds counter-intuitive, but remember that NIN snap’s value doesn’t just come from securing random kills. It’s about using Seiton Tenchu to snowball and swing the next fight into your team’s favor to win you the game overall. Snapping a target without reason other than securing a kill to increase your KO count on the board is what I refer to as ego snapping. Do not ego snap. No one will be impressed.

Three Mudra (Ninjutsu):

Ninja’s most important resource is their Three Mudra… which is funny that it’s called Three Mudra when there are six mudra to choose from. Managing this important resource will separate you from the mediocre Genin and make you stand out as a Jonin. Always keep in mind that you cannot use the same mudra twice. It takes 15 seconds for a Three Mudra stack to come off cooldown, which means you cannot use the same mudra for around 20-30 seconds depending on how late into the duration you used the mudra (more on that later in the tech section). Below are the key points of each mudra.

Fleeting Raiju (aka Raiju/Double Raiju):

  • Raiju has a second follow up, both GCDs are gap closers and both hits stun the target for 2 seconds. This means we can Double Raiju stun a single target for a total of 4 seconds over a 2 GCD period.
  • Double Raiju targets that have no Purify. Stunlocking targets without Purify for 4 seconds is one of the main goals to achieve with Ninja (see Strategy section).
    • Mark these targets with a “1” marker or a “chain” marker to bring attention to the stunlocked targets. 
    • Always try to stun these targets within range of your teammates, otherwise the 4 second stun is mostly pointless.
  • Raiju can be a situational escape tool.
    • You can gap close to enemies that are positioned to give you an escape route from a bad situation. Consider backline targets that are close to an HP potion or wall you can use to break line of sight. If you’ve played Samurai before and used Soten to escape, the application is similar.
    • If you really want to be slippery, and feel confident in your execution, you can Raiju to a target, then quickly Shukuchi away right after to gain a maximum of 40 yards of distance in less than 2 seconds. Useful in situations where you’re the main focus of an entire team and need to create a lot of distance.

Hyosho Ranryu (Ice Shurikens):

  • Standard ranged burst finisher.
    • Useful for finishing off escaping targets or finishing targets from a distance.

Goka Mekkyaku (Fireball):

  • Use at the start of a fight (i.e. the opener), rather than during a fight.
    • The damage tick of Fireball will often force opponents to reset early, or tank the 20k damage over time right as the fight begins.
  • Aim to hit 2+ targets with Fireball at minimum.

Doton (Mud Puddle):

  • Very niche use cases.
    • Useful in overtime to force opponents off the objective.
  • Useful for helping teammates (or yourself) to escape from two or more targets.
    • Narrow routes that fit the same length in diameter of Doton can force pursuers to step into Doton if they choose to continue chasing you. A well timed Shuriken can activate Hollow Nuzuchi to apply the heavy debuff, slowing down your pursuers significantly.
    • The Doton tech can be used to position the Doton more easily to achieve this goal (see tech section).
  • Hollow Nozuchi can be activated by the following mudras & weaponskills:
    • Ice Shurikens
    • Fireball
    • Raiju
    • Assassinate
    • Shurikens
    • 123 GCDs


  • Use for immediate mitigation.
    • Use over Meisui if you are already under attack.
  • Speed buff is still applied while in Hide and Guard.
    • Allows you to “sprint” without breaking hide, and speeds up your movement speed while holding guard. 


  • Use for downtime recovery.
    • Use over Huton if you are no longer under attack and need to recover HP over time.
  • Meisui frontliners who are a second away from diving in; the regen will be useful.
  • DO NOT use Meisui on teammates who are almost certain to die. You will be wasting mudras.
    • For example, a teammate who is already below 4k MP, stuck in guard, below half HP, and is the main target of an entire enemy team will die with or without Meisui. Use your best judgment to determine whether the Meisui will save your teammate or not.


Shukuchi is unique in that it allows Ninja to be the ONLY job that can freely gap close anywhere on the ground within its range. Shukuchi is a damage tool, but also an escape tool. You will need to understand when to treat Shukuchi as either or.

Key Points:

  • Use Shukuchi offensively to pick off and chase targets trying to escape and reset.
  • Use Shukuchi defensively to reposition or escape bad situations (mispositioned, stuck in guard, etc.).
  • Save Shukuchi when you need to stall point so you have an escape.
    • Teleporting (TP’ing) onto the point will leave you without an escape, and you’ll become a sitting duck if you’re forced into guard. Opt to use Raiju if you need to quickly gap close on to the point quickly. Shukuchi in if there’s no enemy to gap close to, and you’re desperate to stall the point.
  • You cannot Sprint while in Hide.
    • Any ability or weaponskill used in hide will break Hide.
  • Quickly tap Standard Elixir Potion (SEP) to break out of Shukuchi’s “hide” effect.
    • SEP doesn’t roll a GCD (after canceling it) or consume any meaningful abilities (Sprint/Guard/Purify, etc.).
    • Useful for TP’ing on top of an HP potion and grabbing it quickly out of Hide. Can also be used offensively to steal an escaping target’s HP potion.


  • Constantly keep this on CD.
    • There is almost no reason to save Bunshin, unless you are not able to roll GCDs. The damage output buffed by Bunshin is too great to justify holding onto it for too long during a fight.
  • Bunshin affects ALL weaponskills, including:
    • Shurikens
    • Double Raiju
    • Assassinate
    • 123 GCDs
  • Can be used with Huton for an overall 24k barrier to self (16k Huton + 8k Shade Shift).


  • Never overcap Shurikens.
    • Mug gives an additional Shuriken. 
    • Shuriken -> Mug -> 3x Shuriken; this allows you to have 4x Shurikens total.
  • Poke with Shurikens laced with Bunshin stacks to deal 9k damage per Shuriken.
    • This is Ninja’s bread and butter source of ranged damage.
  • Get into the habit of throwing Shurikens from behind walls/corners. Peek, toss shuriken, hide behind a wall until the shuriken GCD is off CD, repeat.
    • This improves survivability, while retaining damage uptime on the enemy.
    • Shurikens are an instant-cast, ranged weaponskill. Only NIN and DNC have instant-cast, ranged weaponskills. Take advantage of this fact.


  • Save Mug for targets your team is focusing on.
    • Mug targets who are stuck in guard.
      • Your team will have an easier time killing them after their guard drops.
    • Mug stunlocked targets.
      • For example, Raiju + Mug -> 2nd Raiju is incredibly powerful for securing team kills. Bonus points if your target has no Purify and Double Raiju is laced with Bunshin.

Aeolian Edge Combo (123 GCDs):

There will come times where you are out of Shurikens and Mudras. At these points, don’t forget about your 123 GCDs. They still deal damage and can still help confirm kills unexpectedly. 

Key Points:

  • Roll your 123 GCDs with Bunshin instead of Shurikens with Bunshin when:
    • You are not overcapping on Shurikens.
    • You are able to step into melee range safely to attack a target (e.g. target stranded on point).
      • Why? Let’s say that you use all your Shurikens first, then step into melee range to hit the target. The target begins running away, and eventually, are out of your melee range to use your 123 GCDs with leftover Bunshin stacks. However, if you did the opposite, you would still have at least 2 shurikens remaining to throw at the target, even when they’re out of your melee range. It’s all about keeping as much uptime as possible. You never know when the target might escape with 6k HP left that those 1-2 Shurikens could’ve easily finished. If you’ve played PvE NIN, this concept might seem familiar to you where you save a Raiton when forced out of melee range to keep uptime during your rotation.


The topic of Ninja playstyles deserves its own section, because they are controversial to say the least (if you know, you know). Anyways, there are three playstyles NIN players will have, which is Backline NIN, Rat NIN, and the cursed (but unfortunately necessary) Frontline NIN. All three must be used to attain a higher NIN level; a master NIN player will rotate their playstyle based on what the game state calls for. For example, deciding to swap from the Backline NIN style to the Ratting NIN style to prevent a target from making use of their LB comfortably can swing the game in your favor. Just as rotating from a Ratting NIN style to a Frontline NIN style can allow your frontliners to get the reset they desperately need to retake the objective. Let me explain what these playstyles are in more detail.

Backline NIN:

This is the most straightforward playstyle where NIN essentially acts as a ranged DPS, and for me, is the default style of NIN. In this playstyle you will be in your team’s backline doing the following:

  • Poking with your ranged abilities
    • Shurikens w/ Bunshin
    • Ice Shurikens/Fireball
  • Searching for opportunities
    • Paying attention to the enemy team’s key CD usage, especially Purify. You must focus on what is being used by the enemy team and keep a mental note of it. This supports your in-game decisions and is honestly a universal skill, but especially so for a NIN player. Target has no Purify? Double Raiju stunlock him. Target has no Guard? Mug him to make him even more susceptible to death. SAM no Chiten? SMN no Aegis? NIN no Shukuchi? These sound like good targets to hit into and kill. Always be paying attention to key CDs that significantly influence the game state. Once you make it a habit, you’ll thank me later.
    • When a team is bursting down a target, this will be your chance to Ice Shurikens -> Assassinate to finish off the target, then retreat back to your team.
  • Preparing to rotate onto point
    • Just because we’re a backliner doesn’t mean we can’t take the point. Besides, we’re still a melee job, so we can hold the point for a while. This is where we prepare to rotate to our Frontline NIN style. The key thing to remember is to take the point when Shukuchi is off CD. This is your escape, if you need it. Without it, you’d be a sitting duck. Maximize your time on the point by using your defensive abilities (Huton/Meisui > Guard >>>> Purify). By that point, your frontliners should (hopefully) have resetted, so you can let them rotate back in and reassume the backliner position.

Ratting NIN:

A certain “King of the Frogs” resides in my memory as the master of this playstyle. Primal remembers him…… as the most annoying reset cockblocker to ever exist. God bless. Anyways, this playstyle is not nearly as straightforward as Backline NIN because your positioning and timing have to be on point (ironic). You have to be constantly weighing which options provide the most value to your team. In this playstyle, you will be in the enemy’s backline doing the following:

  • Dancing in and out of the enemy’s max range from behind walls/corners.
    • This is for survivability; remember, you’re cut off from your team while doing this. You need to be standing at max range for your Shurikens/Mudra behind walls/corners. This is so if the enemy decides to turn on you, you can LoS them using the walls. But the most important part is to still be providing value to your team while doing this. You cannot just cower behind a wall and throw 1 shuriken every 10 seconds. You have to be applying the hurt behind the team the same way you would in the Backline NIN playstyle.
  • Preventing resets.
    • If an enemy is trying to run to their backline to reset, this is where you become someone’s reason to mald. Toss Shurikens one at a time, or Raiju into them to prevent their reset from going through. Chase them to the ends of the Earth to threaten the kill and buy time for your team to secure an advantage. But be careful. There are times where this is not the ideal play. It all depends on who you are ratting and what you are preventing them from doing if they were back in the fight. For example, ratting a PLD with no LB who you will never get a kill on isn’t providing value to you, it’s providing value to the enemy team. However, ratting a WAR or MNK with LB can provide huge value to your team; you’re forcing them to either return to the fight in hopes to shake you off, force them to LB early without full recovery, or you get to continue wasting their time and potentially receive the kill while doing it. It’ll take experience and game sense to decide when ratting a target is good and when it is not. Always think about what you’re achieving and why you need to achieve it.
  • Forcing the enemy to look back.
    • We’ve all seen the players who like to rat someone into their spawn, causing you to lose the game. Well you’re trying to be the guy that the person chases down and waste their time going on a wild goose chase. Your goal is to convince them you’re a threat (preventing resets will do this) and force them to do something about you. Then the wild goose chase is on. Break LoS, run for pots, use defensives, Raiju/Shukuchi, whatever you gotta do to survive and escape, while also wasting their time. If you can do this with 2 people chasing you AND still live, that’s what we call value.
  • Stealing enemy pots.
    • The on-the-ground pots on enemy turf you can steal if you take even the tiniest bit of damage. Take the closest ones from the enemy to dwindle their resources even further for your team to secure an easier advantage.
  • Knowing when to return to your team.
    • If your team ends up at a disadvantage due to whatever reason, you will be obligated to return back to them and help them stabilize. This playstyle is only advantageous to your team when your team is either in a neutral state, or pushing an advantage. 
    • Sometimes, this playstyle just might not suit the team you have, and you’re forced to assume the Backline NIN role, or worse, the Frontline NIN role. Remember that we’re rotating our playstyle based on the game state and our team’s needs. 

Frontline NIN:

This is not a playstyle NIN should ever intentionally play, but only play when a NIN is forced to. What I mean by this involves team comp. There will eventually come a situation where you’re the only melee/frontliner on your team in a team full of ranged players. Unfortunately, you have to step up to the plate and be the one to first get hit. Why? I don’t know, I just work here. And the rules say the melees are the frontliners. In this playstyle, you will be on the frontline doing the following:

  • Soaking as much damage as possible
    • Pre-pop your Three Mudra and go in with Huton + Bunshin (see Opener section). Prepare to use Meisui to stall longer. Be on the point until you no longer can, and have to Shukuchi out of danger. The goal is to maximize your point uptime as much as possible to allow the rest of your team to (hopefully) net you kills without them being the first target. If you are ignored by the enemy, look back and attack with your team instead until they do respect you as a threat.
  • Play on the point where needed
    • If there is a healer/ranged player on the point dueling against another player, that’s your cue to take their spot.
    • If someone needs to push the point into enemy turf, you need to be that guy (so long as your important defensives are off CD).
  • Find windows of opportunity to deal damage
    • Despite having to act as the main frontliner for your team, you will still need to deal damage at the same time. You just won’t be able to do as much as you’d normally do if you weren’t the main frontliner.
  • Weather the storm…
    • It may be rough now, but just remember… it’s never Dattebayover…

General Tips

This is the section that will tie it all together. I’ve given you strategic goals to keep in mind, the tactical knowledge needed to achieve those goals, as well as three playstyles to rotate through. Now I’m gonna set you up for success (even more) by giving you the settings, macros, and general tip information for Ninja that I’ve discovered during my time playing the job. See the following sections below.


Single target NIN combos:

  • Bunshin + Shukuchi -> Assassinate + Mug -> Ice Shurikens
  • Bunshin + Shukuchi -> Assassinate + Mug -> Ice Shurikens + Seiton Tenchu (if target is below 50% HP)
  • Bunshin + Mudra -> Raiju + Mug -> 2nd Raiju + Shukuchi (to target) OR Mudra -> Assassinate OR Ice Shurikens [This is good for targets without purify]
  • Bunshin + Mudra -> Raiju + Mug -> 2nd Raiju + Shukuchi (to target) OR Mudra -> Assassinate OR Ice Shurikens + Seiton Tenchu [Same as above combo, but w/ Seiton finisher for targets below 50%]

AoE combos with Doton tech:

  • Bunshin + Mudra -> Doton ~ Shukuchi (to target OR desired area) -> Assassinate (Hollow Nozuchi) + Mug + Mudra -> Fireball (Hollow Nozuchi) -> 3x any weaponskill GCD for Doton’s duration
  • Bunshin + Mudra ->  Fireball + Mudra -> Doton ~ Shukuchi (to target OR desired area) -> Assassinate (Hollow Nozuchi) + Mug -> 3x any weaponskill GCD for Doton’s duration

Note: NINs AoE game is weak compared to other classes, so it is best to focus on using NINs single target abilities majority of the time. However, there are niche situations when Doton and Fireball are useful for forcing targets off the point, such as overtime.


NIN has a bit of prep work to do for every opener. Pre-popping your mudra ~10 seconds before a fight gives you the chance to use 3 mudras total going into a fight (see Tech section). Which mudra you choose first depends on what you want to achieve. If you want to soak damage, pop Huton and go in Shuriguns blazing. If you want to get a head start on damage, use Fireball and hit as many enemies as possible with it. If you feel your frontliner needs some extra support going into the opener, throw a Meisui on them just before they dive in. Afterwards, you reassume your position based on the playstyle you’ve chosen is best for the opener (Backline NIN, Rat NIN, Frontline NIN).


Positioning is a universal skill that every player must learn. In Ninja’s case, your positioning can be a little unique due to having instant-cast, ranged abilities. Always stand at max range of your Shurikens. As a Ninja, you need to make it a habit to stick to walls/corners that you can peek from to gain line of sight of the enemy, while being in range to throw your attacks. This allows you to peek from these walls with your Shurikens and Mudras for a split second, use them, and retreat back into cover. This is a highly effective tactic that increases NINs survivability.


Three Mudra:

When you pop a Three Mudra, you have a 10 second duration to use it. But what if I told you that if you delay using a Mudra until its duration is ~1 second, you can use 3 mudra in almost perfect succession? For example, assuming you have 2 stacks of Mudra, you can do something like the following: Three Mudra (hold until ~1 second) -> Ice Shurikens + Three Mudra -> Fireball -> 1 GCD filler -> Ice Shurikens. Of course, you can do any three mudra combination you want, just remember you can’t use the same mudra twice AND you have to hold onto the first mudra until it’s duration is about one second left.

Triple Raiju:

As mentioned above, you can do 3 mudra in almost perfect succession. However, if we use Raiju -> Ice Shurikens -> Raiju, you will find that we can perform a 6s triple stun over a 3 GCD period. Assuming you have 2 stacks of mudra, Triple Raiju looks like this: Three Mudra (hold until ~1 second) -> Raiju + Three Mudra -> Ice Shurikens -> 2nd Raiju  + Three Mudra -> Raiju -> 2nd Raiju. It is difficult to find practicality with this tech, since you have to be able to time the mudra pre-pop and land the 1st Raiju at the last second of its duration, without putting yourself in unnecessary danger just to get the first hit. In other words, you have to get lucky with the timing. Therefore, it is not really practical since you have to get lucky with the timing, but I have seen some Ninja players pull it off from time to time. Play around with it, who knows, maybe you’ll figure out something I didn’t.


The Doton tech allows you to teleport a Doton directly to the place you Shukuchi to. The Doton tech is executed within a short window after Doton is pressed. Shukuchi needs to be used a split second after rolling the Doton GCD for the Doton to “carry” with you during the gap close animation. This is useful for launching a surprise attack with Doton on to the point, or making it easier to position a Doton in an advantageous way.

Ninja Specific Macros:

Shukuchi to Target:

/merror off
/pvpaction "Shukuchi" <t>
/pvpaction "Shukuchi" <t>
/pvpaction "Shukuchi" <t>
/pvpaction "Shukuchi" <t>
/micon "Shukuchi" pvpaction

Shukuchi to Self:

/merror off
/pvpaction "Shukuchi" <me>
/pvpaction "Shukuchi" <me>
/pvpaction "Shukuchi" <me>
/pvpaction "Shukuchi" <me>
/micon "Shukuchi" pvpaction

Universal Macros:

Mark Target to Attack 1:

/merror off
/mk attack1 <t>
/qchat "Attacking Target" <t>
/micon "attack1" enemysign

Mark Target to Attack 1 (Silent):

/merror off
/mk attack1 <t>
/micon "attack1" enemysign

Mark Target to Bind 1:

/merror off
/qchat "Blocking Target" <t>
/marking "Target to Bind 1" <t>
/micon "bind1" enemysign

Mark Target to Bind 1 (Silent):

/merror off
/marking "Target to Bind 1" <t>
/micon "bind1" enemysign

Clear Marks:

/merror off
/micon Lance Charge
/mk off <attack1>
/mk off <attack2>
/mk off <attack3>
/mk off <attack4>
/mk off <attack5>
/mk off <circle>
/mk off <stop1>
/mk off <stop2>
/mk off <bind1>
/mk off <bind2>


I highly recommend following these settings for Ninja, as some people overlook these QoL improvements that can significantly improve your NIN gameplay (or gameplay in general).

Limit Ground Targeting Range (Keyboard and Mouse):

The option underlined in yellow limits Shukuchi’s (and any other ground targeting ability’s) ground targeting cursor to its max range. This means you won’t have to worry about your ground targeting cursor going in the purple. You can just flick your mouse in the general direction you want to go and click. In my opinion, this setting is non-negotiable, but follow your preferences.

The option underlined in red allows you the ability to double tap Shukuchi to use it, which means you don’t HAVE to left click on the ground to use Shukuchi. You can just double press Shukuchi instead and off you’ll go. It should be noted that both options are retained, even if this option is enabled.

Display Target’s Remaining HP Percentage:

This is a QoL setting in general, but especially for PvP Ninja players. It allows you to see the target’s HP as a percentage on your target’s HP bar. If you can’t tell why this is important, then you need to re-read the Seiton Tenchu section of the guide…

Helena Stamatina
About Helena Stamatina 2715 Articles
My first game was Naughty Dog’s Crash Bandicoot (PlayStation) back in 1996. And since then gaming has been my main hobby. I turned my passion for gaming into a job by starting my first geek blog in 2009. When I’m not working on the site, I play mostly on my PlayStation. But I also love outdoor activities and especially skiing.

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