Tenno combat is turn based. The agility bar decides who acts first, accuracy against dodge decides whether an attack lands, and cooldowns limit how often you can use each jutsu.
Turn order and the agility bar
The agility bar decides who acts first. If you lap your opponent on the bar, you get two turns.
Agility can go up or down during a fight:
- Kinjutsu: Silent Mist gives you 20% Dodge and boosts your Agility by 10% for 3 turns.
- Wolfsoul Furcloak makes enemies lose 10% Agility over 2 turns each time they attack you.
- Some gear, such as White Fang and Fan of Fall, adds flat Agility points.
A "single round" in a skill description means one turn.
Accuracy versus dodge
Every attack first makes a hit check. Your Accuracy and Attention lower the target's effective dodge. If the attack connects, its damage and any on-hit effects are applied.
Some effects trigger before the damage and others after. This depends on the jutsu or equipment.
- Weapons like White Fang (+23% Accuracy) and Awakened Umbrareaver (+40% Accuracy, +10% Dodge) help you land hits.
- Kinjutsu: Wind Agility raises your dodge chance by 45% for 4 turns.
For more detail, read Accuracy and Dodge in Tenno.
Critical and super critical hits
Critical and Super Critical are chances that gear and effects can raise or lower.
- Tempestfeather gives +5% Critical and +2% Super Critical.
- Rogue's Arsenal gives +5% Super Critical.
- Kinjutsu: Rage of Fujin cuts an enemy's critical chance by 50% for 5 turns.
See Critical and Super Critical Hits in Tenno for more.
Area attacks
Some skills hit several enemies or all enemies. Divine Judge is one example. It deals 250 base damage to all enemies.
Each target of an area attack is rolled separately for damage, dodge, crit and super crit. One enemy can dodge while another takes a critical hit from the same skill.
Locks: stun, sleep and chaos
A lock means stun, sleep or chaos. Examples of stun skills:
| Skill | Stun length | Cooldown |
|---|---|---|
| Acupuncture Stun | 2 turns | 6 |
| Stunning Claws | 3 turns | 15 |
Thunder Fang gives a 1-turn stun and lowers Purify by 20% for 3 turns.
Kinjutsu: Water Lockup is a different kind of control. It stops the target from using any ninjutsu for 3 turns.
Cooldowns
Every jutsu has a cooldown, so you cannot repeat your strongest move every turn. Some jutsu also cost CP. Plan your turns around both.
- Kamikaze Attack has a cooldown of 3.
- Shadow Attack has a cooldown of 9 and costs 10 CP.
- Some skills change the enemy's cooldowns. Kinjutsu: Helltrail puts all enemy taijutsu under a 1-turn cooldown. Kinjutsu: Rage of Fujin adds a cooldown turn to enemy ninjutsu.
Read How the Cooldown System Works in Tenno for more.
Buffs and debuffs
Buffs stack. The same debuff does not stack, and the newer one replaces the older one. A 10% burn followed by an 8% burn leaves 8%. Different debuffs can sit on a target at the same time.
Instant debuffs, such as HP-percentage reduction or skill cooldown increases, pass through barrier, debuff negate and resist by design.
For every effect, see the status effects glossary.