Hunt Ninja
/huntninja is an interactive hunting activity. It first lets you choose among the hunting zones currently available in your village/progression, then presents a target and asks how you want to approach it.
The two base strategies are:
| Strategy | Chakra | Base success | Success rewards | Failure rewards |
|---|---|---|---|---|
| Track | 10 | 75% | 50–100 XP, 3–5 skill points | 5–15 XP, 2–4 skill points |
| Ambush | 20 | 55% | 80–130 XP, 5–8 skill points | 10–25 XP, 2–4 skill points |
Those are starting values, not the final displayed chance. Target rank changes the chance: D +8 points, C +4, B ±0, A −8 and S −15. Choosing the strategy recommended by the target trait adds +8 points, a prepared Capture Wire adds +10, and zone/mastery/event modifiers can change it again. Kakashi clamps the normal calculated chance between 15% and 95% before any encounter-specific multiplier and shows a chance label; a prepared Chakra Sample can reveal the exact percentage.
Target ranks and risk
Normal target weights are D 42, C 30, B 17, A 8 and S 3. Higher ranks increase reward multipliers but make success harder. On failure, the base life loss grows from roughly 4–5 at D to 9–10 at S, before zone/mastery modifiers.
A failed hunt can still give XP/skill progress and may roll failure drops, but you can lose the rolled item unless a prepared Substitution Scroll protects it. Successful hunts can drop the rank's Bounty Seal plus materials such as Chakra Metal, Chakra Sample, Capture Wire, Tool Fragments or Chakra Residue. Premium, village mastery, zone rules and world modifiers can multiply drop chances.
Successful hunts can also discover a jutsu. The base discovery chance rises by rank from 8% (D) to 24% (S), with +6 points for an elite target and a cap of 32%.
The repeat cooldown is 90 seconds. Use /cooldowns or a supported /remind alert when waiting for another hunt.