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Yugioh

Up to date as of February 05, 2010

From Yu-Gi-Oh!

Ninjas
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Ninja

Appears in (sets)
Appears in (Anime)

Yu-Gi-Oh! (Duel Monsters)

Lists

The Ninja series are (mostly) Warrior-Type Monsters with the word "Ninja" in their names. A handful of the Ninja cards exist in the TCG and OCG, but some also exist in only the Anime.

A deck based around Ninjas is tricky, due to the fact that Spell, Trap, or Monster effects are just what you expect a real Ninja would use. For example, "Strike Ninja" can be removed from the field by removing from play two DARK Monsters from your Graveyard, only to come back to the field at the end of the turn (for "dodging" a card that might have destroyed it). Armed Ninja, Crimson Ninja, and White Ninja, three counterparts all serve as spell, trap, and monster removal (respectively), while Ninja Grandmaster Sasuke can further this by destroying any face-up defense position monster by attacking it (as well as having the highest ATK of any ninja card). Ninjitsu Art of Decoy makes survival easy for Ninjas, while Ninjitsu Art of Transformation allows you to trade your used ninjas (such as the three aforementioned ones) for a more powerful, if albeit ability inclined, monster. "Fuhma Shuriken", a Spell Card that equips to Ninjas will always deal 700 damage to the opponent when removed from the field.

Overall Ninjas have many abilities that can frustrate your opponents, but not many that are game breaking. Ninjas, however, are great against Exodia Decks, which focus on defensive monsters and spells and traps to stall for the titular card (which Ninjas are adept at destroying). Because of Ninjitsu Art of Transformation, Ninjas fit well into Harpie, beast and insect decks.

"Goe Goe the Gallant Ninja", "Lady Ninja Yae", and "Ninja Grandmaster Sasuke" are characters based on Konami's popular video game series Ganbare Goemon (Mystical Ninja). Incidentally, all the Sasuke Samurai monsters are from this series, as well.

In the anime, Ninjas were used by Jean-Claude Magnum. However, Magnum used only anime-only cards, and his Ninjas operated quite differently from the actual cards. His Ninjas had poor attack power, but many had effects allowing them to swarm the field.

Contents

Playing Style

A Ninja Deck is a deck that revolves around the Ninja archetype. To effectively use the archetype, Ninja Decks must use a large variety of monsters. WIND monsters are helpful for the effect of Lady Ninja Yae, while DARK monsters are necessary for the effect of Strike Ninja. As well, high level monsters that can be summoned with Ninjitsu Art of Transformation. Ideally, one should attempt to use monsters that fulfill several of these criteria; for example, Brain Crusher is both DARK and Insect.

Ninja Decks can be made in a variety of ways; although there is very little archetype specific support, they qualify for Warrior support, as well as the aforementioned WIND and DARK monsters. Since this deck combines WIND and DARK monsters, Dark Simorgh is perfect in this deck.

Ninja Decks are rarely seen, as there is very little support currently available for the archetype, and the decks can be difficult to make, as they require one to incorporate a wide variety of cards.

Although Armed Ninja and Crimson Ninja are Ninjas, they will be difficult to use in a Ninja Deck, as their effects are sub par and most of the time their effects are only activated upon their being attacked and destroyed, making them difficult to effectively use with Ninjitsu Art of Transformation. Their 1 star level also limits a duelist's options to support mosters such as Nimble Momonga or Giant Rat. Using the transformation to summon Beatdown monsters such as Chainsaw Insect and Berserk Gorilla is a waste, since the higher level ninja cards can be used to summon better Beatdown monsters such as Big Koala and Behemoth the King of All Animals, or the top two Ultimate Insects and Insect Queen. The transformation can be used to stall for better cards by special summoning high defense monsters such as Soul Tiger or Cocoon of Evolution. Another great card to special summon is Stealth Bird since it has decent defense (1700), and can be fliped face down to prepare for its flip effect damage. Though if one of these ninja cards can survive your opponent's turn while Face-up, you can use Ninjitsu Art of Transformation to special summon Ultimate Insect LV3 during your opponent's End Phase. Then when your Standby Phase starts you will be able to level this monster up into Ultimate Insect LV5 and gain it's special effect. Furthermore, destroying Ninjitsu Art of Transformation will not destroy the higher level monster since it was equiped to the previous level monster. However, it will remain in the spell/trap zone since the previous level monster was not destroyed but rather tributed.

Recommended Cards

Monsters

  • Any Insects, Winged Beasts, or Beasts equal to or less than Level 7.

Spells

Traps

Facts about NinjasRDF feed

This article uses material from the "Ninjas" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Overview

Contents

Ninjas is a Mastermind primary power set.

You are known by many names... Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen... You are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes them highly resistant to confusion. Ninja Henchmen cannot be resurrected.

References to "Ninja Henchmen" in the following powers include all Ninja powerset Henchmen. That means the Oni as well.

Power Tables

Mastermind

Ninjas is available as a primary power set for Masterminds. The following table shows which powers are available and at what level:

Power Level Effect
Snap Shot 1 Ranged, Minor Damage (Lethal)
Call Genin 1 Summon Genin
Aimed Shot 2 Ranged, Moderate Damage (Lethal)
Train Ninjas 6 Ranged, Train Ninja Henchman
Fistful of Arrows 8 Ranged (Cone), Moderate Damage (Lethal)
Call Jounin 12 Summon Jounin
Smoke Flash 18 Hide Ninja
Oni 26 Summon Oni
Kuji In Zen 32 Ranged, Enlighten Ninja Henchman

Powers

The following are powers in the Ninjas powerset.

Image:Ninjas StandardShot.png Aimed Shot

Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot.

Damage Moderate(Lethal)
Recharge Moderate
Minimum Level 2 (Mastermind)
Effects Ranged
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Damage
Enhance Accuracy

Image:Ninjas CallGenin.png Call Genin

Calls forth one to three Genin Ninja (the second is available at level six, the third at level eighteen) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and only possess the most rudimentary skills. However, they can be trained in more advance techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail.

Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Genin
Basic Powers Thunder Kick (Melee, minor Smashing damage, Disorient)
Shuriken (Ranged, minor Lethal damage)
Train Powers Shuriken (Ranged, minor Lethal damage)
Storm Kick (Melee, moderate Smashing damage)
Zen Powers Explosive Shuriken (Targeted Area of Effect, moderate Lethal damage)
Crane Kick (Melee, heavy Smashing damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Disorient Duration
Enhance Running Speed
Enhance Knockback Distance
Enhance Damage
Enhance Accuracy

Image:Ninjas CallJounin.png Call Jounin

You can summon one to two highly skilled Jounin Ninja (the second is available at level twenty-four). Jounin are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail.

Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Jounin
Basic Powers Gambler's Cut (Melee, minor Lethal damage, ?-Defense)
Sting of the Wasp (Melee, moderate Lethal damage, ?-Defense)
Caltrops (Location Area of Effect, minor Lethal damage over time, -Speed)
Train Powers Soaring Dragon (heavy Lethal damage, KnockUp)
Poison Dart (Lethal/Toxic damage, -Regeneration)
Placate (Foe -Perception, Self Hide)
Zen Powers Golden Dragonfly (Cone Melee, extreme Lethal damage, KnockUp, -Defense)
Blinding Powder (Sleep -Acc Immobilize?)
Hide (Self Hide, +Defense)
Enhancements Enhance Slow
Reduce Endurance Cost
Enhance Disorient Duration
Enhance Sleep Duration
Enhance Running Speed
Enhance Knockback Distance
Enhance ToHit Debuff
Enhance Defense Debuff
Enhance Damage
Enhance Confusion Duration
Enhance Accuracy

Image:Ninjas FistFullArrows.png Fistful of Arrows

You fire a fistful of arrows at foes in a cone in front of your. Good at close range.

Damage Moderate(Lethal)
Recharge Moderate
Minimum Level 8 (Mastermind)
Effects Ranged (Cone)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Damage
Enhance Accuracy

Image:Ninjas UpgradeEquipment.png Kuji In Zen

Kuji In Zen will permanently bestow the most advanced techniques and powers to one Ninja Henchman. The Enlightened Ninja will gain new abilities, powers and weapons. The powers gained are unique and dependent upon the target Ninja Henchman that is Enlightened. This power only works on your Ninja Henchmen and you can only Enlighten any given Ninja Henchman once.

Recharge Medium
Minimum Level 32 (Mastermind)
Effects Ranged
Enlighten Ninja Henchman
Genin:  
Visual Change: Metal headband, face mask
Powers added: Explosive Shuriken (Targeted Area of Effect, moderate Lethal damage)
Crane Kick (Melee, heavy Smashing damage, Knockback)
Jounin:  
Visual Change: Metal headband, shoulder pads
Powers added: Golden Dragonfly (Cone Melee, extreme Lethal damage, KnockUp, -Defense)
Blinding Powder (Foe -Accuracy, Sleep, Immobilize?)
Hide (Self Hide, +Defense)
Oni:  
Visual Change: Fiery eye aura
Powers added: Char (Ranged moderate Fire damage over time, Hold)
Rain of Fire (Area of effect, minor Fire damage over time)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate

Image:Ninjas CallOni.png Oni

Summons an ancient and powerful Oni, a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fail.

(Note: Oni is a Fire/Fire Dominator)

Recharge Very Long
Minimum Level 26 (Mastermind)
Effects Summon Oni
Basic Powers Fire Sword Slash (Melee, moderate Lethal/Fire damage)
Fire Blast (Ranged, moderate Fire damage)
Train Powers Fire Sword Hack (Melee, moderate Lethal/Fire damage)
Ring of Fire (Ranged, moderate Fire damage over time, Immobilize)
Fire Breath (Cone Ranged, moderate Fire damage over time)
Zen Powers Char (Ranged, moderate Fire damage over time, Hold)
Rain of Fire (Area of Effect, minor Fire damage over time)
Enhancements Enhance Hold Duration
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Immobilization Duration
Enhance Damage
Enhance Accuracy

Image:Ninjas KujiKiri.png Smoke Flash

You can command one of your Ninja Henchmen to throw down a Smoke Bomb. The Smoke Flash will allow the Ninja to Placate his nearby foes, and thus unable to target the Ninja. The Smoke Flash also makes the Ninja stealthy and hidden for about 10 seconds, enabling him to perform critical hits with his next few attacks. You can only use this power on Ninja Henchmen.

Recharge Slow
Minimum Level 18 (Mastermind)
Effects Hide Ninja
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate

Image:Ninjas QuickShot.png Snap Shot

A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage.

Damage Minor(Lethal)
Recharge Fast
Minimum Level 1 (Mastermind)
Effects Ranged
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Damage
Enhance Accuracy

Image:Ninjas TrainNinjas.png Train Ninjas

Train your Ninja Henchmen with more advanced techniques and weaponry. This power permanently bestows new powers and abilities to one Ninja Henchman. The powers gained are unique and dependent upon the target Ninja Henchman. This power only works on your Ninja Henchmen and you can only Train any given Ninja Henchman once.

Recharge Medium
Minimum Level 6 (Mastermind)
Effects Ranged
Train Ninja Henchman
Genin:  
Visual Change: None
Powers added: Shuriken (Ranged, minor Lethal damage)
Storm Kick (Melee, moderate Smashing damage)
Jounin:  
Visual Change: Second sword, wrist crossbow
Powers added: Soaring Dragon (Melee, heavy Lethal damage, KnockUp)
Poison Dart (Ranged, Lethal/Toxic damage, -Regeneration)
Placate (Foe -Perception, Self Hide)
Oni:  
Visual Change: Fiery body aura
Powers added: Fire Sword Hack (Melee, moderate Lethal/Fire damage)
Ring of Fire (Ranged, moderate Fire damage over time, Immobilize)
Fire Breath (Cone Ranged, moderate Fire damage)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate

External Links


This article uses material from the "Ninjas" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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