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Battles

/battle is the player-versus-player combat command. It uses the shinobi you have actually built: current health and chakra, your four equipped jutsus, mastery, skills, chakra natures, build bonuses, injuries and prepared battle items all carry into the fight.

Starting or finding a fight​

Use the subcommand that matches what you want to do:

  • /battle user <user> challenges a specific player.
  • /battle random starts the random-opponent flow.
  • /battle find enters the matchmaking flow when you want Kakashi to look for an opponent.
  • /battle cancel leaves an outstanding matchmaking search.

Once a fight has started, continue from the buttons on the latest battle message instead of running /battle again. Supported battles keep their state between turns, but an inactive turn is not left open forever: the current battle flow expires after about 3 minutes without a turn action.

Choosing a turn​

Your available controls can include a basic attack, defense and the jutsus in your active loadout. Expensive techniques are not automatically the best opening move. Spending all of your chakra early can leave you with no answer to a shield, status effect or late-game jutsu.

The battle log tells you what actually happened: damage, critical hits, chakra spent, shields, status effects and other modifiers. Two players using the same jutsu can produce different results because their mastery, Ninjutsu, nature matchup and defensive stats are different.

Prepared items​

Some items are prepared before the relevant battle rather than pressed as a normal turn action. Current examples include Explosive Tag, Poisoned Senbon, Raiton Conductor and Iwa Armor Plate. Their effects differ by activity, so use /item info before consuming one if you are not sure where it applies.

For the shared damage rules—critical hits, nature advantage and defensive reduction—see How Combat Works.