Ninja Class Guide (Rev. 37)

History

Introduced in Build 124.0, the Ninja is the first katana class, the first katana class available to players, and was the only katana class for over 5 years. Ninjas are also the first class to have two seperate ability functions (speed & damage) in one. In addition to various katana buffs over the years, Build X.31.4 increased his VIT cap.

Along with Samurai and Kensei, the Ninja is now one of three katana classes. With an attack range smaller than the dagger, Ninjas are effectively a melee class - but a high speed class that wears the lighter leather armor instead. Unlocking him requires attaining level 20 with both Rogue and Warrior. See his stat gains, caps and averages here.

Ninja

Stats and Equipment

Ninjas stand out with a 70 ATT and DEX cap; just below the Wizard in effective stats. With an above average SPD of 60, Ninjas move around quickly, only boosted by their ability. But despite their close range, Ninjas only wear leather and have the low-for-a-melee DEF cap of 25. As another ‘glass cannon’, Ninjas rely on their dodging, DPS, and speed in order to be successful.

Weapon

The Ninja’s weapon of choice is the katana. Katanas are essentially swords, exchanging damage for a somewhat longer range and the ability to pierce enemies. But an average Katana’s range is still quite small, making it more difficult to damage dangerous enemies. While Ninjas have amazing offensive stats, their weapon holds back their actual DPS (a little).

MasamuneSadamuneKusanagi
Tiered Katanas are basic options for any Ninja.

The Sadamune is the best tradable tiered katana, able to pierce multiple enemies for high damage. The Masamune isn’t too far behind, while the T14 Kusanagi is an untradable, prestigious drop from Oryx 3.

Doku No Ken Celestial Blade

The Doku No Ken (Doku) is a very practical, tradable katana for the Ninja. It has a superior range (5.2 tiles) while outdamaging the Sadamune until a decent DEF. This damage comes from a large poison AOE that detonates every 3 seconds. The only downside is the wavy pattern; firing like a staff, the shots line up at the middle and end. It drops from the Crawling Depths.

The Celestial Blade is an upgrade to the Doku against single targets. Its firing pattern is even odder, with shots that only really line up at the end of the 5.2 tile range. It also loses piercing and the poison burst. In exchange, the Celestial Blade is very powerful, even outdamaging the Kusanagi. It is a midgame drop, from Feargus the Obsidian Dragon.

Ray Katana
The Ray Katana sports an even higher 6.2 tile range, at the cost of weaker (albeit consistent) damage than the above katanas. It is an event god drop, specifically from the Eye of the Dragon.

Void Blade
The Void Blade is an odd katana; its extreme damage, slow firerate shots take a while to actually start accelerating. Impractical for standard use, it can be ‘prefired’ against any boss with invulnerability phases to get more shots in. It is a tradable katana that can be found in the Toxic Sewers

Kazekiri
The Kazekiri is an ST katana part of the Akuma Slayer set. It fires two shots that pass through obstacles. Like the Doku, the Kazekiri’s shots have a curve, truing up at the end of their range. While the reduced range is a hinderance, it is effective in fights that occur on terrain with plenty of obstacles, like most realm encounters. This katana is dropped by Daichi the Fallen.

Enforcer Valor
These endgame katanas are the best of their class.

The Enforcer fires 2 shots, like a much tighter Demon Blade. Enforcer’s true range matches up with a tiered katana (with even higher actual range), making it a goto for all sorts of situations where DPS is required. The only downside is that it doesn’t pierce through enemies. It drops from Chief Beisa.

Valor is another endgame katana, from The Bridge Sentinel. Outdamaging the Enforcer at most DEF levels while also piercing enemies, its downside is the -10 ATK penalty when firing In Combat, leaving it outdamaged by other top-tier katanas.

Ability

The Ninja’s ability, the star, has two entirely different effects.

  • While holding down the ability key, stars provide a status effect. This costs MP to sustain, while also disabling mana regen from WIS (but not from your pet or potions).
  • When the ability is released, the star itself, a damaging projectile, will be released.

Tiered stars give Green Up Arrow Speedy, which allow the Ninja to be one of the fastest classes in the game. Most stars, like Quivers, have an extremely high range; useful for sniping against dangerous opponents. Unlike most quivers, most stars do not pierce enemies, so aim carefully.

Doom CircleDynastic Star
The Doom Circle and Dynastic Star are the best tiered stars for damage, dealing the most and most MP-efficient damage of the tiered stars from a range of 15 tiles. Tiered stars don’t cost any more MP for Speedy, but due to the higher MP cost on release, are marginally less efficent at buffing.

Spider Shuriken
The Spider Shuriken only drains 5 MP/seond - half that of tiered stars. It’s therefore the most efficent star for the Green Up Arrow Speedy buff, useful when damage isn’t required. On top of that, its shot also inflicts Red Down Arrow Slowed. This star drops from Arachna the Spider Queen.

Midnight Star
The Midnight Star inflicts Paralyzed Icon Paralyzed on an enemy for 4 seconds, but with significantly lower damage. Use this star when there’s no other paralyzing classes around, assuming enemies are even vulnerable to it at all. This star drops from the Ivory Wyvern.

Kageboshi
The Kageboshi fires 4 boomeranging shots, forgoing any status for pure damage. However, it only has a range fof 6 tiles, and an uncomfortably close 2.35 tiles in order to hit all 4 shots. Because of this, it is recommended to use this star if you are confident in your dodging skills or when damaging single targets. It is a rare drop from the Jade and Garnet Statues.

Star of EnlightenmentDaybreak Chakran
The Star of Enlightenment inflicts Red Sword Berserk and Red Down Arrow Slowed at the increased cost of 20 MP/second. Slow might be helpful for dodging tight patterns from bosses like the Killer Bee Queen, and Berserk is quite a strong buff (if Warriors are around). In addition, the actual star is stronger than any tiered star. Best used in solo play, this lategame star drops from the Crystal Entity.

The Daybreak Chakram features the same 20 MP/second cost in order to inflict the Wooden Shield Armored status instead, which a group is less likely to provide. This star deals good damage, but weaker than the Star of Enlightenment, from a tiny range of 5 tiles. Nonetheless, Armored is an incredibly useful status on such a fragile class like Ninja. It is an ST item from El Dorado, in the Secluded Thicket.

Ballistic Star
The Ballistic Star fires eight armor-piercing, parametric shots around the user. Four of them circle very closely, inflicting Gold Five Pointed Star Stunned for 3 seconds. While being the best damage star, the odd shot pattern makes it only really suited for predictable enemies like the Crystal Worm Mother. And instead of providing a hold effect, the Ballistic Star gives 4 seconds of Red Cross Healing when used; useful for activating the Centaur’s Shielding independently, or just for raw health when without a Priest or Paladin.

Crystalline Kunai
The Crystalline Kunai does not have an effect when held, nor does it shoot projectiles when pressed. Instead, it provides a +15 ATK boost for 3 seconds and has the reactive proc of shooting 3 projectiles when hit. It makes for a good close-quarters style of combat as it primarily boosts your katana’s damage. It is an ST star that drops from the Crystal Worm Mother.

Rage Claws
Rage Claws is a limited edition star that works very similarly to Kageboshi, though it is much harder to land all its shots due to its wide area of damage and is reminiscent of Wakizashis used by the Samurai. It has no held effect but has a 1/3 chance of providing +15 Attack or +15 Dexterity with each use. This makes it a great star for clearing and close-quarters combat, provided you can continuously spam the ability.

Armor

The leather armors worn by the Ninja amplify his protection against enemy attacks and enhance his attack speed through increased dexterity.

Hydra Skin Armor Wyrmhide Armor Leviathan Armor

Tiered armors: Hydra Skin Armor, Wyrmhide Armor and Leviathan ArmorSoulbound are the primary armors for the Archer, providing ample defense and great dexterity boosts. You can never go wrong with a tiered armor.

Coral Silk Armor Spectral Cloth ArmorBeehemoth Armor
These relatively cheap, tradable leather armors provide a slight speed boost for a slight decrease in other stats.

  • The Coral Silk Armor (CSilk) is as strong as the T11 Hippogriff Hide Armor, with +1 DEX and 3 additional speed. It can be seen as a sidegrade to the T12 Hydra Skin Armor due to the SPD boost offered by CSilk. It is dropped by Thessal the Mermaid Goddess
  • The Spectral Cloth Armor, compared to the T13 Hydra Skin has a slight DEF drop and a small SPD boost, while trading 2 DEX for the same amount of ATT. Dropped by Davy Jones.
  • The Beehemoth Armors (of 3 colors) have the same DEF as a T13 Hydra Skin Armor, a +5 SPD boost, but no offensive stats.

Golem Garments
The Golem Garments are an untiered leather armor obtained from the Lost Halls. This armor is essentially a far stronger, albeit much rarer version of the Spectral Cloth Armor. Providing a massive +8 ATT bonus, while giving the same DEF as Spectral is a powerful combination. It is perfect for any Ninja that is prioritizing raw DPS.

Armor of Nil[Vest of Abandoned Shadows]
The Armor of Nil and Vest of Abandoned Shadows are defensive UT leather armors. Nil gives the greatest raw DEF of any armor, while giving no offense and taxing speed. The Vest is more HP focused, but gives Armored for a short time when it, and a quite large +15 VIT. Nil is better for avoiding In Combat thresholds, while the Vest is better for endgame dungeons wher HP is important. Armor of Nil is from the Void Entity, and the Vest of Abandoned Shadows from the Shatters, both endgame items.


The Hirejou Tenne (Tenne) and Centaur’s Shielding sacrifice the majority of their DEF boost for an unrivaled increase in damage. Tenne gives a huge, unconditional +16 DPS stats. The Centaur’s gives even more if you have the Red Cross Healing status, such as from the Ballistic Star.

Turncoat Cape
The Turncoat Cape is an upgrade to the Beehemoth Armors. An armor especially suited for rushing, not only does it provide a massive +10 SPD, but whenever you get hit for enough damage, you will turn Invisible.

Rings

The Ninja specializes in being fast, and dealing massive damage. As such, the rings that a Ninja should wear must reflect this specialization or compensate for his lack of other statistics.

Ring of Exalted HealthRing of Unbound HealthRing of Decades Ring of Unbound Defense
HP boosting rings in general are great for increasing a class’s survivability. The Ring of Exalted Health, Ring of Unbound Health, and Ring of Decades give massive boosts to HP.

The Ring of Unbound Defense, while an unconventional choice, can work as a defensive ring for the Ninja due to the class’s low DEF cap of 25. However, most would prefer HP rings as they are generally better at tanking damage.

Chancellor's Cranium
The Chancellor’s Cranium is a very synergestic ring for a Ninja. It provides significant defenses while ‘encouraging’ getting hit with a short ranged, DPS-boosting proc. As Ninjas are short ranged classes that often take damage, this is a great ring from Chancellor Dammah

Ring of the PyramidThe Forgotten CrownChrysalis of Eternity
The Ring of the Pyramid (Pyra) and The Forgotten Crown (Crown) are both great rings, balancing of power and survivability they provide. Pyra is the easier to acquire variant, augmenting defense, HP, as well as attack. In the case of Crown, it increases Ninja’s HP capacity and enhances his attack power greatly. The Chrysalis of Eternity is a harder to obtain upgrade to the Crown.

Strengths and Weaknesses

The Ninja is a swift and lethal class. His power rivals that of Wizard and Archer, and becomes superior against high defense enemies. In the hands of a skilled player, Ninja can be one of the quickest and most powerful classes in the game. The speed boost he possesses can be activated at will, giving him a rushing flexibility exclusive to the class. The stars also allow Ninja to strike enemies well beyond the range of any other weapon. Compared to Samurai, Ninja has a slightly lower ATT cap but can do much more DPS and run faster because of his superior DEX, SPD, and WIS caps.

His weaknesses are having a short range weapon, being fragile due to his leather armor, and his somewhat low health regeneration for a melee class (even though it would be considered above average compared to other non-healer classes). Like any melee class, a freshly leveled Ninja might struggle to farm godlands or complete events compared to non-melee classes, largely due to the short range of katana. The range advantage over swords does ease some of the range anxiety, which is especially helpful on a leather class. A Ninja can overcome his disadvantages using his ludicrous speed to evade projectiles, and his high power to defeat enemies quickly. As with any class, his health regen can be supplemented by a decent healing pet.

Group Role

Ninja’s ability to rush and quickly take out smaller enemies can be a benefit to a group of players. Similar to a dagger class using the Bone Dagger or a bow class, taking minions out quickly allows other players who cannot pierce enemies to deal damage. He can also rush dungeons far quicker than any class other than possibly the Rogue or Trickster, allowing a group to complete a difficult dungeon such as a Tomb of the Ancients much more quickly. Maxed mana, wisdom and speed will greatly aid you in any rushes you may take part in. Ninja is well-known for his extended speed boosts while rushing dungeons, attaining the highest sustained speed in the game with the proper equipment. If a Ninja has the Midnight Star, he can also fulfill the role of paralyzing enemies normally taken by Archer.

Ninja also has a particularly unique role that no other class can perform as effectively: Closing Realms.
Ninja’s on demand speed boost and massive damage potential make him the best class to run between essential quest enemies, thus spawning event bosses quicker, and closing a realm much faster.

Event Bosses

The Ninja’s low defense stat compared to a sword class makes it trickier to defeat Cube Gods and Skull Shrines. However, using his speed, the Ninja can dip in quickly to deal damage and then retreat while throwing his star for a final burst of damage.

Thanks to the Ninja’s high speed, Pentaracts are a breeze. By simply staying mobile a Ninja can dodge almost any attack thrown at him by the towers and the eyes. Compared to other classes, the Ninja excels at getting damage in on all five towers.

The Ninja can easily engage a Ghost Ship as long as he avoids the large cannonballs. During the tempest cloud phase, it can be trickier due to a confined space provided by the ghost ship. Despite this, it remains an easy event boss for Ninjas.

The Rock Dragon is peculiar. During the first phase, Ninja is one of the best classes at destroy its body segments and pushing the dragon to phase two. In the second phase however, the Ninja struggles to keep up with the eye while avoiding getting too close, lest it suffer massive damage or instant death from the eye’s omnidirectional attack. If someone paralyzes the eye however, Ninjas easily destroy it.

The Hermit God is an easy kill for a Ninja. However, they must be wary to avoid chain-paralyzations from the hermit minions. Because the Ninja has a lower defense than heavy armor classes, he must be wary to avoid being sat on by multiple tentacles or it could be the end of him.

As with any short-ranged class, the Ninja must be especially wary when facing the Jade and Garnet statues. While most of their attacks are dangerous, the truly lethal technique is their sliding radial attack. Ninjas must be wary to avoid taking massive damage or outright die to these bosses.

The Lord of the Lost Lands is a simple, and easy event boss on its own. Even with the minions it spawns it remains a less-than-threatening opponent for a Ninja. However, one must be wary of getting slowed or being sat on by protection crystals.

The Grand Sphinx is an easy event boss for Ninja to do, although one must be wary of the horrid reapers and the Sphinx’s Z-shots. Despite this, Ninjas own this fight.

The Avatar of the Forgotten King has the capability to be very dangerous, however as long as the Ninja times his movements carefully, they will never be hit by its attacks. Ninjas are very useful during the eye phase as their piercing attacks help kill the eyeballs quicker. But aside from this, Ninjas are rather average in this fight.

The Killer Bee Nest is a particularly stressful and dangerous event for Ninja to participate in. While they are very good at clearing out the smaller bees, they struggle to get close to the lesser nests and destroy them due to the high frequency of shots and frequent armor breaks. The actual nest itself tends to be rather easy for a Ninja since it attacks slowly and has many openings.

The true difficulty comes from the beehemoths. They move quickly, and have very dangerous shotgun patterns along with inflicting a number of dangerous status effects for a Ninja, especially confusion and paralyze. Because of this, Ninjas will struggle in this event.

The Lost Sentry is another difficult event boss for Ninjas to face. It has many shot patterns that are often quite elaborate, which can be difficult to dodge for a Ninja, and the threat of the spectral sentry constantly looms overhead with a deadly armor piercing shotgun. Getting slowed is particularly detrimental in this fight, and Ninjas must do very well to avoid damage at all costs lest they suffer a swift death.

Dungeon Bosses

Stheno the Snake QueenFountain SpiritLimon the Sprite GoddessSeptavius the Ghost GodGhost of Skuld

Ninjas can completely shred through Stheno, the Fountain Spirit, Limon, Septavius, and Skuld with ease, making the farming of Speed, Dexterity, and Wisdom Potions quite easy.

Archdemon MalphasLord RuthvenThe Puppet MasterGulpord the Slime GodDr.Terrible

Ninjas can also tear through Malphas with relative ease. But they will meet more resilient foes in the form of Ruthven, the Puppet Master, and Gulpord. Additionally, Dr. Terrible and his horrific creation can prove to be a tedious battle. However, with proper movement and skill, a Ninja can rip through them and farm vitality, attack, and defense fairly easily.

Nightmare Colony

The Nightmare Colony is a durable opponent that requires the multitasking of barrel kicking and close proximity combat to be defeated. Ninjas can somewhat easily secure victory in this fight but must know when to back away.

Davy Jones

Davy Jones is dangerous at close range due to his powerful shotguns and bleeding. However, as long as Ninjas pace themselves and focus on attacking the lanterns they should not have too much trouble.

Daichi the Fallen

Daichi is a lengthy and dangerous boss fight with many phases. He will summon four different elemental based minions which can be difficult to manage, especially the water elemental due to its more bullet hell based attack. However, if Ninjas can control their speed they should be able to defeat him.

Ivory Wyvern

The dragons of Draconis are very powerful, and extremely dangerous opponents. Which can be difficult for a Ninja to engage. The Ivory Wyvern in particular can be significantly dangerous given the large number of bullets in its battle, and Ninjas are likely to struggle at getting effective damage in here.

Jon Bilgewater the Pirate King

Jon Bilgewater can be a very dangerous boss in small groups, due to his many high damage attacks and a dangerous armor breaking projectile. However, as long as Ninjas manage dodging and focus down the giant parrots quickly they should come out on top.

Murderous Megamoth

The Murderous Megamoth is a dangerous boss for Ninjas to face, given the fact that katanas have short range. The initial two phases are not particularly lethal to a Ninja but the third and final form can very easily obliterate him.

Son of Arachna

The Son of Arachna is not particularly dangerous as long as you destroy the eggs before activating him. Its weakening bullet is powerful but it can be easily dodged by a Ninja. You will be almost permanently slowed during the whole fight, so your dodging must be on top of the game at all times.

Thessal the Mermaid Goddess

Thessal the Mermaid Goddess is not to be taken lightly; her many attacks are dangerous to a Ninja and when armor broken she will absolutely annihilate Ninjas in seconds. Take her on with caution.

Esben the Unwilling

Esben in particular is not often the main threat in an ice cave. However, his attacks are numerous and extremely powerful. The graves in particular can be deadly if a Ninja strays too close to their whirlwinds.

BesNutGeb

The Ninja is very good at getting precise damage on tomb bosses. As such he can easily keep a tomb clean. However, the tomb bosses have extremely high power and can destroy a Ninja in seconds if they catch him off guard.

Killer Bee Queen

The Killer Bee Queen is a terrifying monstrosity that absolutely cannot be taken lightly. Due to her extreme power, numerous battle phases, and deadly attacks at close range, this is a foe that Ninjas struggle greatly to face.

The Forgotten SentinelThe Twilight ArchmageThe Forgotten King

Ninja has a very hard time in The Shatters; enemies do massive amounts of damage and it is very easy to be overwhelmed. The bosses, however, give Ninjas the biggest run for their money, due to their high damage output and overwhelming resilience.

The Marble DefenderThe Marble ColossusThe Agonized Titan

The Lost Halls pose a significant challenge to anyone who enters. Ninjas actually fare rather well, and can even defeat the Marble Defender with somewhat little effort. However, the Marble Colossus possesses an extreme threat level to Ninjas and will completely destroy them if given the chance. The Agonized Titan is an easier boss that Ninjas can even solo, and will grant access to the cultist Hideout.

MalusArgusGaiusBasaranDirge

The Cultist Hideout poses a more easily managable experience for Ninjas. However, the danger remains quite high for the bosses of this area. Ninjas must move tactically and carefully to succeed against them, but will be greatly rewarded for doing so.

Void Entity

The Void Entity poses perhaps the greatest threat out of any boss other than the Killer Bee Queen to Ninjas. A massive amount of health, extremely devastating attacks, and a time limit to defeat it along with numerous lethal minions. This is a place that Ninjas will severely struggle in if they aren’t surrounded by a lot of allies.

Summary

The Ninja is a very effective class if you want to kill things quickly and have an itchy trigger finger on your ability key. If you want a powerful piercing melee class that can also rush dungeons quickly, and you can manage the lack of armor or healing abilities, then the Ninja is for you.