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    The ninja job, along with its rogue class, is a discipline of war in Final Fantasy XIV. Players can become rogues upon completing the My First Daggers My First Daggers quest, and may upgrade to ninja using the soul crystal obtained from the quest Peasants by Day, Ninjas by Night Peasants by Day, Ninjas by Night after reaching rogue level 30.

    Ninja possess a wide variety of "crowd control" abilities, having access to several powerful area-of-effect abilities. Ninja is the only job with unique running, sprinting and jumping animations compared to its base class, though only when weapons are drawn.

    The ninja, along with the blue mage, is one of the few jobs to be added outside of an expansion release. In addition, rogue is the only combat class that is not selectable upon character creation, all following jobs were added without a corresponding class.

    Profile

    Rogue

    Miqo'te Rogue

    These agile fighters pride themselves on their skills with knives and daggers to make quick work of enemies.

    Lurking in the shadows, adhering to no laws but their own, they punish the wicked, pilfering their ill-gotten gains and delivering them to the downtrodden masses. Thought by many to be mere common criminals, some would say they play an unseen hand in maintaining order in the buccaneer's haven of Limsa Lominsa.Lodestone

    The rogue is a melee damage dealer similar to lancer and pugilist. Its primary stat is Dexterity rather than Strength, but for thematic reasons, can equip most preexisting monk armor (which had Dexterity retroactively added).

    Rogue is considered a scout, using a Stealth ability similar to disciples of the land to assess enemies and launch sneak attacks. This enables them to approach some quests and duties in ways other combat classes cannot. In Shadowbringers, the important character Ryne acts as a rogue, using the unique class of Oracle of Light.

    Ninja

    Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants.

    Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will.Lodestone

    Ninja adds a second resource for the former rogue to manage: mudras. Ninjutsu abilities can be formed of up to three mudras, and activating a ninjutsu ability of any sort puts the ninjutsu "trigger" ability and the mudras on a 20-second cooldown. The ninjutsu abilities vary significantly in utility, from simple direct damage abilities to self-buffs, crowd control and abilities that interact with other parts of the base rogue kit. The important character Yugiri Mistwalker is a ninja.

    Story

    History

    An age of strife perpetuated by frictions both great and small has battered the isolated Hingan archipelago for years untold, giving rise to unique forms of warfare-the mystical art of the shinobi. In the mountainous regions where crops struggle to grow, people chose instead to nurture their martial skills. Children were raised into a warrior tradition, and entire families earned a living through their clandestine expertise.

    When these shinobi eventually crossed the seas to Othard, the art of ninjutsu quickly found purchase upon its shores. The most famous account of this is the tale of Sasuke, a ninja who established his own clan on the continent before joining with the warlords of Doma to end a tyrant's oppressive reign.

    Rogue

    The path of the rogue begins at the "Dutiful Sisters of the Edelweiss", a covert name for the Rogue's Guild in Limsa Lominsa. Once the armory system is unlocked, any player can speak with Captain Jacke Swallow to learn about their trade and obtain a set of daggers. As underground enforcers of an unwritten code of pirates, the rogues step in to mete punishment on pirate groups that cross the line. Jacke has the adventurers train under Perimu "Underfoot" Haurimu and V'kebbe the Stray.

    During the level 15 rogue quests Stifled Screams Stifled Screams and Slave to the Code Slave to the Code, the Rogues' Guild breaks up a human trafficking ring conducted by pirates known as the Jolly Merchants. After the hostages are freed, Yellowjacket captain Milala Mila approaches them. Fervently anti-piracy, she questions the need for the Rogues' Guild existence, and issues a challenge to recover a set of stolen treasures. Despite her presumptuous and haughty tone, Jacke feels honor-bound by the code to recover the stolen treasures.

    The first treasure, the "Cerulean Star", is confiscated from a band of pirates known as the Grinning Curs. Jacke learns the remaining treasures are in the hands of the Reformist sect of the Bloody Executioners. A black marketeer informant reveals the Reformists are planning to sell the second treasure, an earring called the "Silver Sorrows", to an Ul'dahn merchant visiting Costa del Sol. Though the earrings were recovered, Captain Milala forces them to hand the treasure over.

    The third treasure is the "Black Sarcophagus", actually an experimental weapon developed by the Garlean Empire. The black marketeer contact was killed by the Executioners, who hoped to lure the rogues into a trap. A lone pirate remaining at the scene reveals their leader, Aisibhir, is planning to assassinate Admiral Bloefhiswyn using the Black Sarcophagus. Jacke asks that the information be delivered to Captain Milala, who prepares the Yellowjackets for the impending attack.

    During the level 30 quest Cloying Victory Cloying Victory, the Executioners put their plan into effect by attempting to bomb the Mizzenmast. Despite the vigilance of both the rogues and Yellowjackets in the city, the pirates maneuver in place with Aisibhir wounding Milala. The Warrior of Light disables the Black Sarcophagus before it detonates, and aids Jacke and the others take down Aisibhir. The Yellowjackets confiscate the Black Sarcophagus, but Jacke swipes the Silver Sorrows from Milala, making the count two to one in Rogue Guild's favor. Captain Milala begrudgingly concedes victory to Jacke, who recognizes the Warrior of Light for their dedication to the code.

    Ninja

    Following the success over Aisibhir and the Bloody Executioner, Jacke asks the Warrior of Light and Perimu to investigate a group of strangers seen in Wineport recently, a group of foreigners claiming to hail from the South Sea Isles. As Perimu recounts what he has learned the town they are interrupted by the sound of a woman screaming. A milkmaid standing near several unconscious ruffians claims they had accosted her before turning on each other. Perimu is not convinced and they follow her trail, finding several wounded farmhands along the way outside the town. They pursue her to Upper La Noscea, but as they approach, a flamboyant man in red garb ambushes them. An associate of the girl drives off the assailant, revealing both to be skilled in blades. They are Oboro and Tsubame, shinobi from the Far Eastern land of Doma, in pursuit of a traitor named Karasu.

    When the soul crystal of one of his fallen brethren reacts to the Warrior of Light, Oboro offers to train them in the way of the shinobi in exchange for information on local customs and geography. He invites them to meet their hideout, a dock storehouse in Raincatcher Gully. He explains how his people utilize ninjutsu, an ancient art of magic channeled by performing mudras, and teaches the first mudra, Ten (heaven), and how when used alone it can cast Fuma Shuriken. He has the Warrior of Light train outside to learn how to use it in combat.

    In the level 35 quests Killer Combinations Killer Combinations and Once Upon a Time in Doma Once Upon a Time in Doma, Oboro teaches the second mudra, Chi (earth), and explains that different mudra can be combined to perform new Ninjutsu techniques. He has the Warrior of Light accompany him to the waterfall at Fool Falls for traditional training, but it is interrupted by the appearance of Karasu and several imperial shadows. Using the new mudra combinations, the Warrior of Light and Oboro dispatch the intruders. Oboro laments his carelessness, and reveals how Karasu had killed their master before betraying his people to the Garleans. He further surmises that Karasu's words were an attempt to test the Warrior of Light.

    At level 40, Oboro has the Warrior of Light accompany the other shinobi on an attempt to assassinate Karasu, by intercepting him when his unit makes it move on Captain Grymuwil of the Bloody Executioners. At Camp Bronze Lake, they seek out the pirates' lieutenant, Wolfstan, to learn how to shadow Karasu's moves. Tsubame gets the desired information using a revealing swimsuit and liqueur, and they learn Grymuwil will be at Aleport—and in turn, Karasu. Though they evade his operatives, Karasu escapes with his mission to terminate Captain Grymuwil foiled.

    Upon level 45, Oboro believes the Warrior of Light is qualified to bear the traditional Doman shinobi garb and arranges a shipment from his village to De Neville Checkpoint. Karasu intercepts the shipment and tests the ninja's skills by having four pieces scattered around La Noscea, each guarded by an imperial shadow. After recovering every piece, the Warrior of Light returns to the Checkpoint to find Oboro, along with a note indicating Karasu's "surprise" will be delivered to their doorstep. Sensing danger for Tsubame and the others, Oboro hastily teaches the third mudra, Jin (man), and hurries back to Raincatcher Gully. Evidence of a battle is found outside the storehouse, but no sign of Tsubame. The Warrior of Light finds her past the rope bridge south of the river docks, wounded and with Karasu waiting. A duel ensues in the forest, with Oboro and the Warrior of Light triumphing over Karasu.

    Oboro is about to execute Karasu for his crimes when the flamboyant shinobi claims he is not the one who sold out the village, but rather, it was Master Gekkai who forced him into his service. When Oboro protests that they found Gekkai's body, Karasu notes it was "burned beyond recognition", implying he faked his death. He cryptically mentions an encounter will occur at Candlekeep Quay, before seemingly committing suicide in the ravine.

    Though Oboro scoffs at Karasu's words, he is torn with uncertainty. During the level 50 quest Master and Student Master and Student, Oboro intends to seek out the truth regarding the traitor alone, insisting that Tsubame and the Warrior of Light have done enough for him. Tsubame resolves to fight by his side and recalls Karasu's cryptic words about Candlekeep Quay. A guard notes that all is quiet, save for a private vessel scheduled to arrive. Tsubame and the Warrior of Light wait on the cliff as Oboro approaches the man who arrives at the docks. Confirming his worst fears, Master Gekkai reveals himself as the Imperial spymaster of Doma. Incensed by his former master's callous reasons, Oboro draws his blades swearing vengeance. Tsubame and the Warrior of Light leap into the fray. Gekkai demonstrates an exotic Ninjutsu technique that enables him to split into multiple copies, but the shinobi ultimately prevail against him.

    With Master Gekkai defeated, Oboro feels at peace. Karasu appears, revealing he staged his death in Raincatcher Gully. He returns the final piece of the ninja garb to the Warrior of Light, and tosses Oboro his soulstone, telling him they can use it to claim he was eliminated. When Oboro protests, Karasu states that while he did not betray the village, he still has blood on his hands from his time serving Gekkai, and feels it wouldn't be proper to return. He intends to find a new path for himself in Eorzea. Back at the storehouse, Oboro imparts one final Ninjutsu technique, Kassatsu, and reveals he plans to stay in Eorzea to study its culture while Tsubame will return to their village.

    Final Fantasy XIV: Heavensward

    Oboro recalls back to his training in Doma, and tells the Warrior of Light they might learn more if their blade served a master. Jacke has requested the Warrior of Light as a thief from the Far East shows up, seemingly a ninja, and Oboro volunteers to help in the investigation. The victim, one Mulfa Kulfa, is met at Summerford Farm, where he demands that Jacke, Oboro, and the Warrior of Light get his orb back. The thieves are found at Woad Whisper Canyon, one unconscious, the other a silent girl near the river. Mulfa Kulfa announces her to be the thief, and reveals his true colors when he orders his sellsword Gilpin to silence Jacke and the others. He is knocked out with the double-crossing merchant to follow. Jacke apologizes to the maiden, who remains guarded despite her gratitude. Oboro recognizes her bowing gesture as that of the Far East, and wonders why she seems familiar. Her attendant, Akagi, explains that she is Princess Yuki Yatsurugi of the Yatsurugi clan, who left her lands in pursuit of bandits that stole her family's treasures. Yuki reveals she already recovered three of the treasures, and will return home once the other two are recovered.

    Oboro asks that the Warrior of Light aid the Far Eastern princess as a shinobi, noting she is a stranger in a strange land, and shinobi sharpen their skills through duty and service. Yuki scoffs at the offer, distrustful of shinobi after what happened when Doma fell. Akagi asks they lend help whenever Yuki's life is in danger, admitting he's not good at fighting. At the storehouse, Oboro implores the Warrior of Light to try to gain her trust, as her life may depend on it.

    Akagi summons the shinobi when Yuki attempts to retrieve documents from the Salthounds at Poor Maid's Mill, containing records on black market sales of the missing treasures. Having already infiltrated the base, Oboro creates a diversion by the grounded pirates using smokebombs so her search can progress unimpeded. Her infiltration is a success, and her martial prowess is revealed when she slays two coeurls. The shinobi are called again when Yuki attempts to retrieve one of the family jewels at Oschon's Embrace. Though her initial infiltration succeeded, she has no way out. Oboro suggests using Raiton to mislead the guards into thinking she is fleeing towards the Salt Strand. The Warrior of Light is confronted by a sinister man familiar with shinobi (and Karasu and Gekkai in particular); with Oboro's aid, he is driven off. Oboro suspects he was an imperial operative trained under Gekkai. At the Tempest gate, Yuki retrieves the jewel but expresses no gratitude. Akagi assures that she is secretly grateful.

    Jacke's network uncovers that the final treasure, the Yatsuragi clan dagger, is being auctioned off by the the Truehounds, a faction of the Salthounds that returned to the sea. They claim to have liberated the treasure from a Garlean vessel, making it legitimate in the eyes of the thalassocracy, and thus the rogues cannot get more involved. Jacke directs the Warrior of Light to their new black market informant. The oddly familiar man is cowled, but gets straight to the point: the Truehounds are led by Captain Rosalinde, and have made their fortunes in the Far Eastern seas, and have set up a base on Hullbreaker Isle. To make up for their lack of numbers, they imbibe themselves with pluto and further, have hired a former imperial shadow named Redway—trained in Ninjutsu by Master Gekkai. They have dropped anchor in Costa del Sol to hit the beach. Using this opportunity, the Warrior of Light overhears Captain Rosalinde speaking with Redway about their plans to use the auction as a trap to capture the Yatsuragi princess. Returning to Oboro, the Warrior meets Yuki and Akagi the storehouse. She reveals that when the Truehounds raided her family's treasures, her vassals forbade her from fighting back, many perishing in her defense. She vowed to never let others die for her, and only accepts the shinobi aid on one condition: that they stay alive.

    The family dagger was auctioned off to an Ishgardian collector, who paid extra for it to be delivered directly. Yuki plans to intercept the shipment. Under Oboro's advice, their supplies of pluto are swapped for lavender incense, making them fall asleep. The Warrior of Light overhears the Truehounds will send the shipment through the Dravanian Forelands due to Rosalinde's aversion of traveling through the Black Shroud. While in Limsa Lominsa, Yuki is surprised by a pair of her vassals, and tries to avoid eye contact. The shipment is accosted in the Smoldering Wastes of Dravania, where the Truehounds were weakened by the incense. Just as Yuki recovers her family dagger, Redway appears with an ultimatum: the princess is to surrender or the newly arrived vassals he recently captured will die. Yuki goes quietly.

    In the Level 60 job quest In Her Defense In Her Defense, Oboro notices several agents staking out the storehouse, waiting to strike. Luring them out, the Warrior of Light dispatches them. Since Redway was keeping tabs on the storehouse, he realizes the Moraby Drydocks are going to be guarded as well, which will make it difficult to travel to Hullbreaker Isle. Oboro concludes that since only the Warrior of Light is honor-bound to Princess Yuki, he will draw Redway's attention and make them believe the Warrior of Light fled. Redway takes Oboro into custody, and due to Oboro's earlier feint, leaves the docks unguarded. The Warrior of Light and Akagi sneak onto Hullbreaker Isle where Captain Rosalinde goes back on her word to free the captives, ordering Yuki to be locked up with the others. As Redway brings the captive Oboro forward, they taunt Yuki even further. The Warrior of Light and Akagi rescue Oboro, Yuki, and the other captives. Breaking free Oboro's bonds, the three take the fight to Redway. Once he realizes he's outmatched, he attempts to flee. Rosalinde cuts him down much to Oboro's shock, before taking on the group herself where she falls in combat. With their captain dead, the surviving Truehounds flee, allowing Yuki and her vassals to be freed and the treasures recovered.

    Back at the dock storehouse, Yuki informs Oboro that she wishes to write a letter of praise to his village for his role in saving her. Oboro recoils, as Tsubame had told the village elders he was still recuperating from the battle with Gekkai, and gives Yuki chase.

    Final Fantasy XIV: Stormblood

    Final Fantasy XIV: Shadowbringers

    Oboro's Big Idea Oboro's Big Idea Oboro is met in his hideout in Eastern La Noscea, wearing a "shite-eating grin" and gleefully talking to himself about locating Karasu to obtain the stolen forbidden scroll. When he notices the Warrior of Light's arrival, he says that their visit is a gift from the heavens, as the two of them will be able to track Karasu down, just like old times.

    Following Jacke's tip that Karasu is in the Hermit's Hovel of Outer La Noscea, the two make their way across the island. He explains his plan to distract Karasu as he bathes, and have the Warrior of Light steal back the scroll as he is distracted. As the Warrior of Light finds a suitable hiding spot, Karasu exits the Hovel and finds Oboro offering both peace and a bottle of Hingan rice wine. Though Karasu doesn't believe his offer to be genuine, Oboro insists that if the forbidden mudra is separated by Karasu's travelling, then it may never fall into the wrong hands again. He also insists that his ninjutsu skills will never match that of Karasu's, and he knows Karasu would never risk his freedom to steal the whole scroll. Karasu is aghast that Oboro is "finally" saying intelligent things, and agrees to enjoy a bath and bottle of wine together. As they partake in the wine and bathe together, the Warrior of Light steals back the scroll, and the two reconvene at The Long Climb, where Oboro confirms the legitimacy of the scroll, overwhelmingly excited at his surpassing of Karasu.

    They reunite with Jacke at the Ninja hideout, where he invites them to celebrate at the Bismarck. Oboro reflects on how defeating Karasu has left him with seeking a new mission, now that the scroll is once more reunited. He asks the Warrior of Light what they have been doing since their last mission together, and they tell him of their time in the First and confronting Renda-Rae. He seems taken aback at the idea of a whole other world, though says they can explain over food and drink.

    At the Bismarck, an intoxicated Oboro tells his story of outwitting Karasu several times, to the chagrin of his peers. He embellishes his story with various physical gestures, seemingly mocking Karasu. Suddenly, a second Oboro appears— wearing nothing but his undergarments. He insists that the Oboro they are dining with is an imposter. The Warrior of Light takes a moment to deliberate, and decides that the one in his undergarments is the real Oboro, which Jacke agrees to— only the real Oboro would be willing to run through Limsa Lominsa almost entirely naked. The clothed Oboro reveals himself to be a shapeshifted Karasu, who mocks Oboro with his trademark posture before transforming into a crow to escape, scroll and all.

    Jacke takes the group back to the Rogue's Guild, where he gives Oboro gaudy clothing from his closet. Jacke and Oboro both find the outfit to be fashionable, while V'kebbe comments otherwise. Oboro explains that he did not expect Karasu to have a higher tolerance of Hingan rice wine than him, and Oboro only realized he had been drank under when he woke in the Hovel with no scroll, no clothing, and no Karasu. Invigorated at a new challenge, he swears that he will capture Karasu again, and leaves the Rogue's Guild, bright clothes and all.

    Equipment

    FFXIV Stormblood Ninja
    A hyuran ninja with the Nagi and kage-kakushi artifact armor.

    Rogues and ninjas wield daggers. Their armor is primarily made up of "Scouting" gear, light armor with average defenses that they share with Vipers. Unlike other melee DPS disciplines, rogues and ninjas use the same "Aiming" accessories as physical ranged DPS disciplines.

    The primary attribute for rogues and ninjas is dexterity, which boosts their attack power, and should always be prioritized over other attributes. As DPS disciplines, they draw the most benefit from the critical hit, direct hit, skill speed, and determination secondary attributes, which all improve their damage dealing capabilities in some way.

    Lists of rogue and ninja equipment

    Rogue's Arms Rogue's Arms

    Head Head
    Body Body
    Hands Hands
    Waist Waist
    Legs Legs
    Feet Feet

    Earrings Earrings
    Necklaces Necklaces
    Bracelets Bracelets
    Rings Rings
    Soul Crystal Soul Crystal

    Job Gauge

    FFXIV Huton Gauge image
    Huton Gauge

    Job Gauges were introduced in patch 4.0 Stormblood. Ninja has two gauges — Huton and Ninki.

    After acquiring the ninjutsu Huton at level 45, the Huton Gauge will appear; it shows how much time is left before the current Huton effect fades. Huton is executed with the mudra combination: Jin→Chi→Ten or Chi→Jin→Ten. It reduces weaponskill recast time, and auto-attack delay by 15%.

    FFXIV Ninki Gauge image
    Ninki Gauge

    Upon learning the trait Shukiho at level 62, the Ninki Gauge will appear; it shows the total accumulation of Ninki. Ninki builds up with each weaponskills a ninja performs. Ninki is required to execute special Ninjutsu, including Hellfrog Medium, Bhavacakra, and Ten Chi Jin.

    Abilities

    Class and Job Actions

    Note that the weaponskill recast time of 2.5s is the base value, upon reaching level 45 it is lowered to 2.12s.

    Action Level Type Cast Recast MP Cost Range Area
    Spinning Edge
    Spinning Edge from Final Fantasy XIV icon
    Rogue 1 Weaponskill Instant 2.5s 3y
    Delivers an attack with a potency of 180 ( Melee Mastery II 220, Melee Mastery III 300).
    Shukiho Additional Effect: Increases Ninki Gauge by 5
    Shade Shift
    fka. Perfect Dodge
    Shade Shift from Final Fantasy XIV icon
    Rogue 2 Ability Instant 120s
    Create shadows that nullify damage up to 20% of maximum HP.
    Duration: 20s
    Gust Slash
    Gust Slash from Final Fantasy XIV icon
    Rogue 4 Weaponskill Instant 2.5s 3y
    Delivers an attack with a potency of 100 ( Melee Mastery 120, Melee Mastery II 160, Melee Mastery III 240).
    Combo Action: Spinning Edge
    Combo Potency: 260 ( Melee Mastery 280, Melee Mastery II 320, Melee Mastery III 400)
    Shukiho Additional Effect: Increases Ninki Gauge by 5
    Hide
    Hide from Final Fantasy XIV icon
    Rogue 10 Ability Instant 20s
    Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight.
    Additional Effect: Restores 2 charges to all mudra

    The effect of Doton ends upon execution of Hide.
    Cannot be executed while in combat.
    Effect ends upon use of any action other than Sprint, or upon reuse of Hide.

    Throwing Dagger
    Throwing Dagger from Final Fantasy XIV icon
    Rogue 15 Complete quest "Stifled Screams" Weaponskill Instant 2.5s 20y
    Delivers a ranged attack with a potency of 120 ( Melee Mastery II 200).
    Shukiho Additional Effect: Increases Ninki Gauge by 5
    Mug
    Mug from Final Fantasy XIV icon
    Rogue 15 Complete quest "Slave to the Code" Ability Instant 120s 3y
    Delivers an attack with a potency of 150.
    Additional Effect: Increases target's damage taken by 5%
    Duration: 20s
    Additional Effect: Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow.

    Mug Mastery Upgrades to Dokumori.

    Trick Attack
    Trick Attack from Final Fantasy XIV icon
    Rogue 18 Ability Instant 60s 3y
    Delivers an attack with a potency of 300.
    400 when executed from a target's rear.
    Additional Effect: Increases damage you deal to target by 10%
    Duration: 15s

    Can only be executed while under the effect of Hidden.

    Trick Attack Mastery Upgrades to Kunai's Bane.

    Aeolian Edge
    Aeolian Edge from Final Fantasy XIV icon
    Rogue 26 Weaponskill Instant 2.5s 3y
    Delivers an attack with a potency of 100 ( Melee Mastery 140, Melee Mastery III 220).
    160 ( Melee Mastery 200, Melee Mastery III 280) when executed from a target's rear.
    Combo Action: Gust Slash
    Combo Potency: 280 ( Melee Mastery 320, Melee Mastery III 400)
    Rear Combo Potency: 340 ( Melee Mastery 380, Melee Mastery III 460)

    Potencies are increased by 100 while under the effect of Kazematoi.

    Shukiho Combo Bonus: Increases Ninki Gauge by 5 ( Shukiho II 10, Shukiho III 15)
    Ten
    Ten from Final Fantasy XIV icon
    Ninja 30 Complete quest "Peasants by Day, Ninjas by Night" Ability Instant 20s
    Make the ritual mudra hand gesture for "heaven."
    Duration: 6s
    Maximum Charges: 2

    Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.
    Conversely, execution of weaponskills triggers the cooldown of this action.

    Ninjutsu
    Ninjutsu from Final Fantasy XIV icon
    Ninja 30 Ability Instant 1.5s
    Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand.
    If any other action is used before the mudra are combined and the ninjutsu executed, Ninjutsu will fail.
    Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.
    Conversely, execution of weaponskills triggers the cooldown of this action.
    Restores 2 charges to all mudra when Hide is executed while outside of combat.

    Action changes to a Ninjutsu action when conditions are met.

    Chi
    Chi from Final Fantasy XIV icon
    Ninja 35 Complete quest "Killer Combinations" Ability Instant 20s
    Make the ritual mudra hand gesture for "earth."
    Duration: 6s
    Maximum Charges: 2

    Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.
    Conversely, execution of weaponskills triggers the cooldown of this action.

    Death Blossom
    Death Blossom from Final Fantasy XIV icon
    Rogue 38 Weaponskill Instant 2.5s 5y radius
    Delivers an attack with a potency of 100 to all nearby enemies.
    Additional Effect: Increases Ninki Gauge by 5
    Assassinate
    Assassinate from Final Fantasy XIV icon
    Ninja 40 Ability Instant 60s 3y
    Delivers an attack with a potency of 200.

    Adept Assassination Upgrades to Dream Within a Dream.

    Shukuchi
    Shukuchi from Final Fantasy XIV icon
    Ninja 40 Complete quest "Pirates versus Ninjas" Ability Instant 60s 20y
    Move quickly to the specified location.
    Enhanced Shukuchi II Maximum Charges: 2

    Cannot use when bound.

    Jin
    Jin from Final Fantasy XIV icon
    Ninja 45 Complete quest "Tough Guys" Ability Instant 20s
    Make the ritual mudra hand gesture for "man."
    Duration: 6s
    Maximum Charges: 2

    Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution.
    Conversely, execution of weaponskills triggers the cooldown of this action.

    Kassatsu
    Kassatsu from Final Fantasy XIV icon
    Ninja 50 Complete quest "Master and Student" Ability Instant 60s
    Allows the execution of a single ninjutsu without consumption of mudra charges.
    Additional Effect: Increases damage for the next ninjutsu action by 30%
    Duration: 15s

    Recast timer of mudra is not affected by the execution of this action.

    Hakke Mujinsatsu
    Hakke Mujinsatsu from Final Fantasy XIV icon
    Ninja 52 Complete quest "The Impossible Girl" Weaponskill Instant 2.5s 5y radius
    Delivers an attack with a potency of 100 to all nearby enemies.
    Combo Action: Death Blossom
    Combo Potency: 120
    Shukiho Additional Effect: Increases Ninki Gauge by 5
    Armor Crush
    Armor Crush from Final Fantasy XIV icon
    Ninja 54 Complete quest "Ninja Assassin" Weaponskill Instant 2.5s 3y
    Delivers an attack with a potency of 100 ( Melee Mastery 140, Melee Mastery III 240).
    160 ( Melee Mastery 200, Melee Mastery III 300) when executed from a target's flank.
    Combo Action: Gust Slash
    Combo Potency: 300 ( Melee Mastery 340, Melee Mastery III 440)
    Flank Combo Potency: 360 ( Melee Mastery 400, Melee Mastery III 500)
    Combo Bonus: Grants 2 stacks of Kazematoi
    Kazematoi Effect: Increases potency of Aeolian Edge by 100
    Maximum Stacks: 5
    Shukiho Combo Bonus: Increases Ninki Gauge by 5 ( Shukiho II 10, Shukiho III 15)
    Dream Within a Dream
    Dream Within a Dream from Final Fantasy XIV icon
    Ninja 56 Complete quest "Medieval Espionage" Ability Instant 60s 3y
    Delivers a threefold attack, each hit with a potency of 180.
    Hellfrog Medium
    Hellfrog Medium from Final Fantasy XIV icon
    Ninja 62 Ability Instant 1s 25y 6y radius
    Deals fire damage with a potency of 250 to target and all enemies nearby it.
    Ninki Gauge Cost: 50

    Shares a recast timer with Bhavacakra.

    Enhanced Dokumori Action becomes Deathfrog Medium under the effect of Higi.

    Dokumori
    Dokumori from Final Fantasy XIV icon
    Ninja 66 Ability Instant 120s 8y 8y cone
    Delivers a critical hit to all enemies in a cone before you with a potency of 400.
    Additional Effect: Increases target's damage taken by 5%
    Duration: 20s
    Additional Effect: Increases the chance of additional items being dropped by target if Dokumori is dealt before, or as, the finishing blow
    Additional Effect: Increases Ninki Gauge by 40
    Enhanced Dokumori Additional Effect: Grants Higi
    Enhanced Dokumori Duration: 30s
    Bhavacakra
    Bhavacakra from Final Fantasy XIV icon
    Ninja 68 Ability Instant 1s 3y
    Deals unaspected damage with a potency of 350 ( Melee Mastery III 400).

    Meisui Bonus: Potency is increased to 500 ( Melee Mastery III 550) when under the effect of Meisui

    Ninki Gauge Cost: 50

    Shares a recast timer with Hellfrog Medium.

    Enhanced Dokumori Action becomes Zesho Meppo under the effect of Higi.

    Ten Chi Jin
    Ten Chi Jin from Final Fantasy XIV icon
    Ninja 70 Complete quest "When Clans Collide" Ability Instant 120s
    Temporarily converts each of the three mudra into a ninjutsu action. Executing one of these actions will convert the remaining mudra into different ninjutsu actions until all three have been executed or the Ten Chi Jin effect expires.
    Duration: 6s
    Enhanced Ten Chi Jin Additional Effect: Grants Tenri Jindo Ready
    Enhanced Ten Chi Jin Duration: 30s

    Only ninjutsu available while active. The same ninjutsu cannot be executed twice.
    Cannot be executed while under the effect of Kassatsu.

    Enhanced Ten Chi Jin Action becomes Tenri Jindo upon execution.

    Meisui
    Meisui from Final Fantasy XIV icon
    Ninja 72 Ability Instant 120s
    Dispel Suiton, increasing the Ninki Gauge by 50.
    Enhanced Meisui Additional Effect: Grants Meisui
    Enhanced Meisui Duration: 30s
    Enhanced Meisui Meisui Effect: Increases the potency of Zesho Meppo to 700 and Bhavacakra to 500 ( Melee Mastery III 550)

    Can only be executed while in combat and under the effect of Shadow Walker.

    Bunshin
    Bunshin from Final Fantasy XIV icon
    Ninja 80 Ability Instant 90s
    Grants 5 stacks of Bunshin, each stack allowing your shadow to attack enemies each time you execute a weaponskill. Shadow attack potency varies based on the attack executed, but is not affected by combo bonuses.
    Melee Attack Potency: 160
    Ranged Attack Potency: 160
    Area Attack Potency: 80

    Ninki Gauge increases by 5 each time your shadow lands an attack.

    Duration: 30s
    Additional Effect: Grants Phantom Kamaitachi Ready
    Duration: 45s
    Ninki Gauge Cost: 50

    Action optionally changes to Phantom Kamaitachi upon execution after reaching level 82.

    Phantom Kamaitachi
    Phantom Kamaitachi from Final Fantasy XIV icon
    Ninja 82 Weaponskill Instant 2.5s 20y
    Your shadow deals wind damage to all enemies within 5 yalms with a potency of 700 for the first enemy, and 50% less for all remaining enemies.
    Additional Effect: Increases Ninki Gauge by 10

    Can only be executed while under the effect of Phantom Kamaitachi Ready.

    Hollow Nozuchi
    Hollow Nozuchi from Final Fantasy XIV icon
    Ninja 86 Weaponskill Instant 100y 5y radius
    All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 70.
    Requires Hakke Mujinsatsu to be executed as a combo action or upon executing Katon, Goka Mekkyaku, or Phantom Kamaitachi.
    Effect can only be triggered while Doton is active.
    ※This action cannot be assigned to a hotbar.

    Unlike other "cannot be assigned to a hotbar" actions, which typically indicates that another action changes to the action in question when conditions are met, Hollow Nozuchi is unique in that it does not appear on the hotbar under any circumstance, instead being automatically executed when conditions are met without any further player input.

    Forked Raiju
    Forked Raiju from Final Fantasy XIV icon
    Ninja 90 Weaponskill Instant 2.5s 20y
    Rushes target and delivers a lightning attack with a potency of 560. ( Melee Mastery III 700)
    Additional Effect: Increases Ninki Gauge by 5

    Can only be executed while under the effect of Raiju Ready.
    Cannot be executed while bound.

    Fleeting Raiju
    Fleeting Raiju from Final Fantasy XIV icon
    Ninja 90 Weaponskill Instant 2.5s 3y
    Deals lightning damage with a potency of 560. ( Melee Mastery III 700)
    Additional Effect: Increases Ninki Gauge by 5

    Can only be executed while under the effect of Raiju Ready.

    Kunai's Bane
    Kunai's Bane from Final Fantasy XIV icon
    Ninja 92 Ability Instant 60s 3y 5y radius
    Deals damage to all nearby enemies with a potency of 700.
    Additional Effect: Afflicts target with Kunai's Bane
    Kunai's Bane Effect: Increases damage you deal target by 10%
    Duration: 15s

    Can only be executed while Hidden.

    Deathfrog Medium
    Deathfrog Medium from Final Fantasy XIV icon
    Ninja 96 Ability Instant 1s 25y 6y radius
    Deals fire damage with a potency of 400 to target and all enemies nearby it.
    Ninki Gauge Cost: 50

    Can only be executed while under the effect of Higi.
    Shares a recast timer with Bhavacakra.
    ※This action cannot be assigned to a hotbar.
    Hellfrog Medium changes to Deathfrog Medium when requirements for execution are met.

    Zesho Meppo
    Zesho Meppo from Final Fantasy XIV icon
    Ninja 96 Ability Instant 1s 3y
    Deals unaspected damage with a potency of 700.

    Meisui Bonus: Potency is increased to 850 when under the effect of Meisui

    Ninki Gauge Cost: 50

    Can only be executed while under the effect of Higi.
    Shares a recast timer with Hellfrog Medium.
    ※This action cannot be assigned to a hotbar.
    Bhavacakra changes to Zesho Meppo when requirements for execution are met.

    Tenri Jindo
    Tenri Jindo from Final Fantasy XIV icon
    Ninja 100 Ability Instant 1s 20y 5y radius
    Deals unaspected damage to target and all enemies nearby it with a potency of 1,100.
    Can only be executed while under the effect of Tenri Jindo Ready.
    ※This action cannot be assigned to a hotbar.
    Ten Chi Jin changes to Tenri Jindo when requirements for execution are met.

    Ninjutsu

    All Ninjutsu actions are instant-cast abilities that cause all weaponskills, mudra, and the main Ninjutsu ability to enter cooldown for 1.5 seconds.

    Action Level Range Area Mudra Combination
    Rabbit Medium
    Rabbit Medium from Final Fantasy XIV icon
    Ninja 30 Any combination with 2 or more of the same mudra, or using a non-mudra ability in the middle of the combination.
    Thumpity thump thump, thumpity thump thump...

    A rabbit appears on the players head and does nothing directly, however it does alert other party members to the player's error and as such may cause emotional damage.

    Fuma Shuriken
    Fuma Shuriken from Final Fantasy XIV icon
    Ninja 30 25y Any one of the Ten, Chi, or Jin mudra
    Delivers a ranged ninjutsu attack with a potency of 450 ( Melee Mastery III 500).
    Katon
    Katon from Final Fantasy XIV icon
    Ninja 35 20y 5y radius Chi→Ten or Jin→Ten
    Delivers fire damage with a potency of 350 to target and all enemies near it.
    Raiton
    Raiton from Final Fantasy XIV icon
    Ninja 35 20y Ten→Chi or Jin→Chi
    Delivers lightning damage with a potency of 650 ( Melee Mastery III 740).
    Enhanced Raiton Additional Effect: Grants a stack of Raiju Ready
    Enhanced Raiton Duration: 30s
    Enhanced Raiton Maximum Stacks: 3
    Hyoton
    Hyoton from Final Fantasy XIV icon
    Ninja 45 25y Ten→Jin or Chi→Jin
    Delivers ice damage with a potency of 350.
    Additional Effect: Bind
    Duration: 15s

    Cancels auto-attack upon execution.

    Huton
    Huton from Final Fantasy XIV icon
    Ninja 45 Jin→Chi→Ten or Chi→Jin→Ten
    Deals wind damage with a potency of 240 to target and all enemies nearby it.
    Additional Effect: Grants Shadow Walker
    Shadow Walker Effect: Allows execution of actions which require the effect of Hidden, without being under that effect
    Duration: 20s
    Doton
    Doton from Final Fantasy XIV icon
    Ninja 45 5y radius Ten→Jin→Chi or Jin→Ten→Chi
    Creates a patch of corrupted earth, dealing damage with a potency of 80 to any enemies who enter.
    Duration: 18s
    Additional Effect: Heavy +40%
    Suiton
    Suiton from Final Fantasy XIV icon
    Ninja 45 20y Ten→Chi→Jin or Chi→Ten→Jin
    Delivers water damage with a potency of 500 ( Melee Mastery III 580).
    Additional Effect: Grants Shadow Walker
    Shadow Walker Effect: Allows execution of actions which require the effect of Hidden, without being under that effect
    Duration: 20s
    Goka Mekkyaku
    Goka Mekkyaku from Final Fantasy XIV icon
    Ninja 76 20y 5y radius Kassatsu + Chi→Ten or Jin→Ten
    Delivers fire damage with a potency of 600 to target and all enemies near it.
    Hyosho Ranryu
    Hyosho Ranryu from Final Fantasy XIV icon
    Ninja 76 25y Kassatsu + Chi→Jin or Ten→Jin
    Delivers ice damage with a potency of 1,300.

    Role Actions

    Action Level Type Cast Recast MP Cost Range Area
    Second Wind
    Second Wind Role from Final Fantasy XIV icon
    Melee DPS Physical Ranged DPS 8 Ability Instant 120s
    Instantly restores own HP.
    Cure Potency: 500 ( Enhanced Second Wind 800)
    Leg Sweep
    Leg Sweep Role from Final Fantasy XIV icon
    Melee DPS 10 Ability Instant 40s 3y
    Stuns target.
    Duration: 3s
    Bloodbath
    Bloodbath Role from Final Fantasy XIV icon
    Melee DPS 12 Ability Instant 90s
    Converts a portion of physical damage dealt into HP.
    Duration: 20s
    Feint
    Feint Role from Final Fantasy XIV icon
    Melee DPS 22 Ability Instant 90s 10y
    Lowers target's physical damage dealt by 10% and magic damage dealt by 5%.
    Duration: 10s ( Enhanced Feint 15s)
    Arm's Length
    Arm's Length from Final Fantasy XIV icon
    Tank Melee DPS Physical Ranged DPS 32 Ability Instant 120s
    Nullifies most knockback and draw-in effects.
    Duration: 6s
    Additional Effect: When you are struck by a physical attack, the striker will be afflicted with Slow +20%
    Duration: 15s
    True North
    True North from Final Fantasy XIV icon
    Melee DPS 50 Ability Instant 45s
    Nullifies all action direction requirements.
    Duration: 10s
    Maximum Charges: 2

    Traits

    Name Level Description
    All Fours
    All Fours from Final Fantasy XIV icon
    Rogue 14 Reduces damage taken when falling.
    Fleet of Foot
    Fleet of Foot from Final Fantasy XIV icon
    Rogue 20 Increases movement speed.
    Increase Attack Speed
    Increase Attack Speed from Final Fantasy XIV icon
    Ninja 45 Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%.
    Adept Assassination
    Adept Assassination from Final Fantasy XIV icon
    Ninja 56 Complete quest "Medieval Espionage" Upgrades Assassinate to Dream Within a Dream.
    Shukiho
    Shukiho from Final Fantasy XIV icon
    Ninja 62 Increases Ninki Gauge by 5 upon landing weaponskills or successfully completing combos.
    Enhanced Shukuchi
    Enhanced Shukuchi from Final Fantasy XIV icon
    Ninja 64 Resets the recast timer for Shukuchi upon executing Katon, Raiton, or Hyoton on most targets.
    Mug Mastery
    Enhanced Mug from Final Fantasy XIV icon
    Ninja 66 Upgrades Mug to Dokumori.
    Enhanced Shukuchi II
    Enhanced Shukuchi II from Final Fantasy XIV icon
    Ninja 74 Allows the accumulation of charges for consecutive uses of Shukuchi.
    Maximum Charges: 2
    Melee Mastery
    Melee Mastery from Final Fantasy XIV icon
    Ninja 74 Increases the potency of Gust Slash to 120, Aeolian Edge to 140, and Armor Crush to 140.
    Enhanced Kassatsu
    Enhanced Kassatsu from Final Fantasy XIV icon
    Ninja 76 Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu while under the effect of Kassatsu.
    Shukiho II
    Shukiho II from Final Fantasy XIV icon
    Ninja 78 Increases Ninki Gauge by 10 upon successfully completing a combo with Aeolian Edge or Armor Crush.
    Shukiho III
    Shukiho III from Final Fantasy XIV icon
    Ninja 84 Increases Ninki Gauge by 15 upon successfully completing a combo with Aeolian Edge or Armor Crush.
    Melee Mastery II
    Melee Mastery II from Final Fantasy XIV icon
    Ninja 84 Increases the potency of Spinning Edge to 220, Gust Slash to 160, and Throwing Dagger to 200.
    Enhanced Meisui
    Enhanced Meisui from Final Fantasy XIV icon
    Ninja 88 Increases the potency of Bhavacakra to 500 while under the effect of Meisui.
    Duration: 30s
    Enhanced Raiton
    Enhanced Raiton from Final Fantasy XIV icon
    Ninja 90 Grants a stack of Raiju Ready upon executing Raiton.
    Maximum Stacks: 3
    Duration: 15s

    Effect of Raiju Ready ends upon execution of any melee weaponskill.

    Trick Attack Mastery
    Trick Attack Mastery from Final Fantasy XIV icon
    Ninja 92 Upgrades Trick Attack to Kunai's Bane.
    Melee Mastery III
    Melee Mastery III from Final Fantasy XIV icon
    Ninja 94 Increases the potency of Spinning Edge to 300, Gust Slash to 240, Aeolian Edge to 220, Fuma Shuriken to 500, Raiton to 740, Suiton to 580, Armor Crush to 240, Bhavacakra to 400, Bhavacakra while under the effect of Meisui to 550, Forked Raiju to 700, and Fleeting Raiju to 700.
    Enhanced Dokumori
    File:Enhanced Dokumori from Final Fantasy XIV icon.png
    Ninja 96 Grants Higi upon executing Dokumori.
    Duration: 30s
    Enhanced Ten Chi Jin
    File:Enhanced Ten Chi Jin from Final Fantasy XIV icon.png
    Ninja 100 Grants Tenri Jindo Ready upon executing Ten Chi Jin.
    Duration: 30s
    Ten Chi Jin changes to Tenri Jindo while under the effect of Tenri Jindo Ready.

    Role Traits

    Name Level Description
    Enhanced Second Wind
    Enhanced Second Wind from Final Fantasy XIV icon
    Melee DPS Physical Ranged DPS 94 Increases the healing potency of Second Wind to 800.
    Enhanced Feint
    Enhanced Feint Role from Final Fantasy XIV icon
    Melee DPS 98 Extends the duration of Feint to 15 seconds.

    PvP Actions

    Action Type Cast Recast MP Cost Range Area
    Spinning Edge
    Spinning Edge PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 5y
    Delivers an attack with a potency of 5,000.
    ※This action cannot be assigned to a hotbar.
    Gust Slash
    Gust Slash PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 5y
    Delivers an attack with a potency of 6,000.
    Combo Action: Spinning Edge

    ※This action cannot be assigned to a hotbar.

    Aeolian Edge
    Aeolian Edge PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 5y
    Delivers an attack with a potency of 7,000.
    Combo Action: Gust Slash

    ※This action cannot be assigned to a hotbar.

    Fuma Shuriken
    Fuma Shuriken PvP from Final Fantasy XIV icon
    Weaponskill Instant 12s 20y
    Delivers a ranged attack with a potency of 8,000.
    Maximum Charges: 3

    This weaponskill does not share a recast timer with any other actions.
    ※Action changes to Hyosho Ranryu while under the effect of Three Mudra.

    Dokumori
    Dokumori PvP from Final Fantasy XIV icon
    Ability Instant 20s 8y 8y cone
    Delivers an attack with a potency of 2,000 to all enemies in a cone before you.
    Additional Effect: Increases target's damage taken by 10%
    Duration: 10s
    Additional Effect: Grants Zesho Meppo Ready
    Duration: 10s

    ※Action changes to Goka Mekkyaku while under the effect of Three Mudra.
    ※Aeolian Edge Combo changes to Zesho Meppo while under the effect of Zesho Meppo Ready.

    Three Mudra
    Three Mudra PvP from Final Fantasy XIV icon
    Ability Instant 16s
    Grants Three Mudra, allowing for immediate execution of any ninjutsu action. However, the same ninjutsu action cannot be executed consecutively.
    Duration: 10s
    Maximum Charges: 2

    ※Action changes to Meisui while under the effect of Three Mudra.
    ※All actions except Seiton Tenchu will change to their respective ninjutsu actions while under the effect of Three Mudra.

    Bunshin
    Bunshin PvP from Final Fantasy XIV icon
    Ability Instant 30s
    Grants 5 stacks of Bunshin, each stack allowing your shadow to attack enemies each time you execute a weaponskill.
    Bunshin Potency: 4,000

    Potency is halved when executing Fuma Shuriken or Zesho Meppo.

    Duration: 20s
    Additional Effect: Creates a shadow that absorbs damage equivalent to a heal of 8,000 potency
    Duration: 10s

    ※Action changes to Huton while under the effect of Three Mudra.

    Shukuchi
    Shukuchi PvP from Final Fantasy XIV icon
    Ability Instant 20s 20y
    Move quickly to the specified location.
    Additional Effect: Grants Hidden
    Hide Effect: Blend in with your surroundings, making it impossible for enemies to see or target you
    Duration: 4s

    Effect ends upon use of any action other than Sprint, or upon taking damage from an enemy.
    Cannot be executed while bound.
    ※Action changes to Doton while under the effect of Three Mudra.
    ※Aeolian Edge Combo changes to Assassinate while under the effect of Hidden.

    Zesho Meppo
    Zesho Meppo PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 5y
    Delivers a fourfold attack, each hit with a potency of 2,000.
    Can only be executed while under the effect of Zesho Meppo Ready.
    ※This action cannot be assigned to a hotbar.
    Assassinate
    Assassinate PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 5y
    Delivers an attack with a potency of 12,000.
    Ignores the effects of Guard when dealing damage.
    Can only be executed while under the effect of Hidden.
    ※This action cannot be assigned to a hotbar.
    Forked Raiju
    Forked Raiju PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 20y
    Rushes target and delivers a lightning attack with a potency of 6,000.
    Additional Effect: Stun
    Duration: 2s
    Additional Effect: Grants Fleeting Raiju Ready
    Duration: 5s

    Can only be executed while under the effect of Three Mudra.
    Cannot be executed while bound.
    ※Aeolian Edge Combo changes to Fleeting Raiju while under the effect of Fleeting Raiju Ready.
    ※This action cannot be assigned to a hotbar.

    Fleeting Raiju
    Fleeting Raiju PvP from Final Fantasy XIV icon
    Weaponskill Instant 2s 20y
    Rushes target and delivers a lightning attack with a potency of 6,000.
    Additional Effect: Stun
    Duration: 2s

    Can only be executed while under the effect of Fleeting Raiju Ready.
    Cannot be executed while bound.
    ※This action cannot be assigned to a hotbar.

    Hyosho Ranryu
    Hyosho Ranryu PvP from Final Fantasy XIV icon
    Spell Instant 2s 20y
    Deals unaspected damage with a potency of 16,000.
    Can only be executed while under the effect of Three Mudra.
    ※This action cannot be assigned to a hotbar.
    Goka Mekkayaku
    Goka Mekkyaku PvP from Final Fantasy XIV icon
    Spell Instant 2s 20y 5y radius
    Deals unaspected damage with a potency of 4,000 to target and all enemies nearby it.
    Additional Effect: Damage over time
    Potency: 4,000
    Duration: 12s

    Can only be executed while under the effect of Three Mudra.
    ※This action cannot be assigned to a hotbar.

    Meisui
    Meisui PvP from Final Fantasy XIV icon
    Spell Instant 2s 30y
    Restores own or target party member's HP.
    Cure Potency: 8,000
    Additional Effect: Grants healing over time effect to target
    Cure Potency: 4,000
    Duration: 12s
    Additional Effect: Nullifies one status affliction that can be removed by Purify

    Can only be executed while under the effect of Three Mudra.
    ※This action cannot be assigned to a hotbar.

    Huton
    Huton PvP from Final Fantasy XIV icon
    Spell Instant 2s
    Grants Huton, creating a barrier that absorbs damage equivalent to a heal of 16,000 potency.
    While barrier is active, reduces weaponskill recast time by 20%, and increases movement speed by 25%.
    Duration: 10s

    Movement speed returns to normal when barrier is completely absorbed.
    Can only be executed while under the effect of Three Mudra.
    ※This action cannot be assigned to a hotbar.

    Doton
    Doton PvP from Final Fantasy XIV icon
    Spell Instant 2s 5y radius
    Creates a patch of corrupted earth under your feet, dealing damage with a potency of 3,000 to any enemies who enter.
    Duration: 10s
    Additional Effect: Reduces damage taken by 20% while standing in the patch of salted earth

    Can only be executed while under the effect of Three Mudra.
    ※This action cannot be assigned to a hotbar.

    Hollow Nozuchi
    Hollow Nozuchi PvP from Final Fantasy XIV icon
    Ability Instant 100y 5y radius
    All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 3,000.
    Requires the execution of a weaponskill, Hyosho Ranryu, or Goka Mekkyaku.
    Additional Effect: Heavy +75%
    Duration: 3s

    ※This action cannot be assigned to a hotbar.

    Seiton Tenchu
    Seiton Tenchu PvP from Final Fantasy XIV icon
    Limit Break Instant 10s 20y
    Rushes target and delivers an attack with a potency of 12,000, incapacitating foes whose HP is below 50%.
    Ignores the effects of Guard when dealing damage.
    Additional Effect: Afflicts target with Death Link
    Duration: 2s

    Defeating an enemy with this action, or one under the effect of Death Link, will grant Unsealed Seiton Tenchu, allowing a second execution of this action.

    Duration: 8s

    Effect duration is reduced by 1s each time it is applied to a target with a minimum duration of 4s.
    Effect cannot be applied to players riding machina or non-player combatants.
    Can only be executed when the limit gauge is full or while under the effect of Unsealed Seiton Tenchu.

    Gauge Charge Time: 90s

    Cannot be executed while bound.

    PvP Common Actions

    Action Type Cast Recast MP Cost Range Area
    Standard-issue Elixir
    Standard-issue Elixir PvP from Final Fantasy XIV icon
    Ability 4.5s 5s
    Restores your HP and MP to maximum.
    Casting will be interrupted when damage is taken.
    Recuperate
    Recuperate PvP from Final Fantasy XIV icon
    Ability Instant 1s 2000 MP
    Restores own HP.
    Cure Potency: 15,000
    Purify
    Purify PvP from Final Fantasy XIV icon
    Ability Instant 4s 2000 MP
    Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature.
    Additional Effect: Grants Resilience
    Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects
    Duration: 2s

    Can be used even when under the effect of certain status afflictions.

    Guard
    Guard PvP from Final Fantasy XIV icon
    Ability Instant 30s
    Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
    Duration: 5s

    Movement speed is reduced by 50% for the duration of this effect.
    Effect ends upon reuse, using another action, or when the effect duration expires.

    Sprint
    Sprint PvP from Final Fantasy XIV icon
    Ability Instant 1.5s
    Increases movement speed.
    Effect ends upon reuse or execution of another action.

    PvP Role Actions

    Action Type Cast Recast MP Cost Range Area
    Bloodbath
    Bloodbath PvP from Final Fantasy XIV icon
    Ability Instant 45s
    Increases damage dealt by 10%, and converts 100% of damage dealt into HP.
    Duration: 10s
    Swift
    Swift PvP from Final Fantasy XIV icon
    Ability Instant 30s
    Increases movement speed by 100% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
    Duration: 4s

    Effect ends when riding a mount.

    Smite
    Smite PvP from Final Fantasy XIV icon
    Ability Instant 15s 10y
    Delivers an attack with a potency of 6,000.
    Potency increases up to 18,000 as the target's HP decreases, reaching its maximum value when the target has 25% HP or less.
    Recast time resets upon earning a kill or an assist.

    Removed actions

    The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.

    Action Level Type Cast Recast MP Cost Range Area
    Kiss of the Wasp
    Kiss of the Wasp from Final Fantasy XIV icon
    Rogue 6 Ability Instant 5s
    Apply wasp venom to your weapon, increasing physical damage dealt by 5%.
    Shares a recast timer with Kiss of the Viper and cannot be used simultaneously with any other weapon poisons. Effect ends upon reuse.

    Rogue 36 Enhanced Wasp Venom: Improves the damage increase granted by Kiss of the Wasp to 20%.
    Changes the additional effect of Jugulate to Stun.
    Duration: 2s

    Removed in patch 4.0.

    Mutilate
    Mutilate from Final Fantasy XIV icon
    Rogue 8 Weaponskill Instant 2.5s(Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 3y
    Delivers an attack with a potency of 60.
    Additional Effect: Damage over time
    Potency: 30
    Duration: 18s

    Lancer 44 Enhanced Mutilate: Extends duration to 30 seconds.

    Removed in patch 4.0.

    Goad
    Goad ROG from Final Fantasy XIV icon
    Rogue 18 Ability Instant 180s 30y
    Refreshes TP of a single party member.
    Duration: 30s

    Rogue 28 Enhanced Goad: Increases the amount of TP restored.

    Replaced by Goad Role Action in patch 4.0, which was subsequently removed in patch 5.0.

    Sneak Attack
    Sneak Attack from Final Fantasy XIV icon
    Rogue 22 Ability Instant 60s 3y
    Delivers an attack with a potency of 100.
    300 when executed in front of target.
    Can only be executed while under the effect of Hide and shares a recast timer with Trick Attack.

    Rogue 32 Enhanced Sneak Attack: Increases potency to 300 (500 when attack is initiated in front of target).

    Removed in patch 4.0.

    Kiss of the Viper
    Kiss of the Viper from Final Fantasy XIV icon
    Rogue 30 Ability Instant 5s
    Apply snake venom to your weapon, increasing physical damage dealt by 10%.
    Shares a recast timer with Kiss of the Wasp, and cannot be used simultaneously with any other weapon poisons. Effect ends upon reuse.

    Rogue 40 Enhanced Viper Venom: Increases damage granted to 20%.
    Changes the additional effect of Mug to absorb 50% damage dealt as HP.

    Removed in patch 4.0.

    Jugulate
    Jugulate from Final Fantasy XIV icon
    Rogue 30 Ability Instant 30s 3y
    Delivers an attack with a potency of 80.
    Additional Effect: Silence
    Duration: 1s

    Removed in patch 5.0.

    Shadow Fang
    Shadow Fang from Final Fantasy XIV icon
    Ninja 30 Weaponskill Instant 70s 3y
    Delivers an attack with a potency of 200.
    Additional Effect: Damage over time
    Potency: 90
    Duration: 30s
    Additional Effect: Increases Ninki Gauge by 10
    This action does not share a recast timer with any other actions.

    Removed in patch 6.0.

    Dancing Edge
    Dancing Edge from Final Fantasy XIV icon
    Rogue 38 Weaponskill Instant 2.5s(Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 3y
    Delivers an attack with a potency of 100.
    Combo Action: Gust Slash
    Combo Potency: 260
    Combo Bonus: Reduces target's slashing resistance by 10% and HP recovered by healing magic by 20%
    Duration: 20s
    Cannot be stacked with the Storm's Eye status.
    HP recovery decrease not available in PvP areas.

    Removed in patch 4.0.

    Smoke Screen
    Smoke Screen from Final Fantasy XIV icon
    Ninja 52 Ability Instant 180s 25y
    Creates a wall of smoke, reducing enmity generation of a single party member.
    Duration: 20s

    Removed in patch 5.0.

    Shadewalker
    Shadewalker from Final Fantasy XIV icon
    Ninja 56 Ability Instant 120s 20y
    Grants target party member the effect of Silhouette, diverting to target 80% of all enmity generated by caster. No effect when target is under the effect of Shadewalker.
    Duration: 15s

    Removed in patch 5.0.

    Duality
    Duality from Final Fantasy XIV icon
    Ninja 58 Ability Instant 90s
    Doubles the number of strikes for a single-target weaponskill. Combo bonuses and additional effects will only be applied once.
    Duration: 10s

    Removed in patch 5.0.

    Huraijin
    Huraijin from Final Fantasy XIV icon
    Ninja 60 Weaponskill Instant 2.5s 3y
    Delivers an attack with a potency of 200.
    Additional Effect: Grants Huton
    Duration: 60s

    Shukiho Additional Effect: Increases Ninki Gauge by 5

    Removed in patch 7.0.

    Limit Break

    Rogues' and Ninjas' Limit Breaks focus on dealing powerful damage to a single target. Rogues and Ninjas have the same Level 1 and Level 2 limit breaks as other Melee DPS classes.

    Action Level Description Image
    Braver 1 Delivers an attack to a single target.
    FFXIV Braver
    Bladedance 2 Delivers an attack to a single target, dealing 2.2x the damage of Braver.
    Bladedance XIV Limit Break
    Chimatsuri 3 Delivers an attack to a single target, dealing 3.5x the damage of Braver.
    Start animation.
    Start animation.

    Effect
    Effect

    Other appearances

    Pictlogica Final Fantasy

    PFF Duality


    Final Fantasy Trading Card Game

    Rogue and ninja appear in Final Fantasy Trading Card Game as Forward cards. Rogue appears as Wind- and Ice-elemental cards, while ninja appears as Lightning- and Wind-elemental cards.

    Behind the scenes

    Though the rogue's connection to the archetypal thief job is only implied in the English class description, the Japanese description explicitly states they were once called thieves, but became known as "dual fencers" (双剣士, Sōkenshi?) after developing unique dual-wielding techniques with the mariner's knives used in Limsa Lominsa. The English version makes some reference to this in-game as well: the "Rogue's Guild" was once known as the Upright Thieves, before Admiral Merlwyb's reforms forced them formally underground (though still tolerated by the thalassocracy). "Captain" Jacke's title remains "The Upright Man" as guild leader, and the guild members use large amounts of classic Thieves' Cant in their speech.

    Uniquely among the game’s jobs, Ninja’s running, sprinting and jumping animations while having its weapon’s drawn, are different compared to its base class rogue.

    The upgrade from rogue to ninja echoes the job-change from thief to ninja in the original Final Fantasy.

    In Patch 2.2, Thancred and Yugiri were shown to be a rogue and ninja, respectively.

    Etymology

    A rogue is a vagrant person who wanders from place to place. Like a drifter, a rogue is an independent person who rejects conventional rules of society in favor of following their own personal goals and values.

    A ninja was a covert agent or mercenary in feudal Japan who specialized in unorthodox warfare. The functions of the ninja included espionage, sabotage, infiltration, and assassination, and open combat in certain situations.

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