How Jutsus Work
A jutsu passes through distinct states; finding one is not the same as being able to use it.
Unknown → Discovered → Learned → Equipped → Mastered
- Discovered: you can inspect the technique and its learning requirements.
- Learned: the technique belongs to your usable collection.
- Equipped: it occupies one of the 4 active loadout slots used by normal combat flows.
- Mastered: its mastery has reached the current cap of 50.
When learning succeeds, Kakashi auto-equips the new jutsu if a slot is free. If all four slots are occupied, it remains learned and you choose a replacement from /jutsu info.
Rank, rarity and nature
Jutsu rank uses E, D, C, B, A and S. Rank affects a technique’s profile and learning requirements, but it is not the same thing as rarity and does not mean “always better.” Chakra cost, role, mastery, effects and build synergy can make a lower-rank technique more useful in a particular fight.
Elemental techniques also use chakra nature matchups. Knowing a nature is required for techniques that need it, but knowing the element does not teach those jutsus automatically.
Mastery and chakra
Mastery belongs to each jutsu separately. /jutsu execute gives +3 mastery on a successful sequence, +1 when the sequence is completed incorrectly, and can gain another +2 from prepared Seal Notes. Battle use gives +2, while successful training use gives +3.
In /jutsu execute, every 10 mastery reduces the displayed chakra cost by 1, down to a minimum of 1 for techniques that cost chakra. Battle calculates effective cost with mastery, chakra control and build reductions together, so the number shown in combat can differ from standalone practice.
Use /jutsu info when deciding what to equip: a sustainable four-technique loadout usually works better than simply selecting the four highest ranks you own.