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Ninja is a job in Final Fantasy XIV, introduced along with the Discipline of War Rogue in Patch 2.4. Players start as a Rogue, and may upgrade to Ninja using the Soul Crystal obtained from the quest "Peasants by Day, Ninjas by Night" after Rogue reaches level 30.

As of 2.4, Ninja possesses the widest variety of "crowd control" abilities—having access to a stun, a silence, a move-speed slow and a root. While they are spread among several shared cooldowns, a Ninja is capable of performing almost any kind of crowd control necessary. Ninja is the only job with unique running and jumping animations, though only when weapons are drawn. Rogue is the only combat class not introduced in an expansion that is not selectable upon character creation.

Profile[]

Rogue[]

Miqo'te Rogue.png

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

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 is considered 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 Warrior of Light 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 archipelago of Hingashi 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.

Spoiler warning: Plot and/or ending details follow. (Skip section)

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" and "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 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", 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" and "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", 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", 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[]

FFV World Map Sprite.pngThis section about a quest in Final Fantasy XIV: Stormblood is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

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.

Spoilers end here.

Equipment[]

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 is exclusive to them.

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[]

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%.

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[]

Ability Level Type Cast Recast MP Cost Range Area
Spinning Edge
Spinning Edge from Final Fantasy XIV icon.png
Rogue 1 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 180 (Melee Mastery II 220).
Shukiho Additional Effect: Increases Ninki Gauge by 5
Shade Shift
fka. Perfect Dodge
Shade Shift from Final Fantasy XIV icon.png
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.png
Rogue 4 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 120, Melee Mastery II 160).
Combo Action: Spinning Edge
Combo Potency: 260 (Melee Mastery 280, Melee Mastery II 320)
Shukiho Additional Effect: Increases Ninki Gauge by 5
Hide
Hide from Final Fantasy XIV icon.png
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.png
Rogue 15 Complete quest "Stifled Screams" Weaponskill Instant 2.5s 20y
Delivers a ranged attack with a potency of 120.
Shukiho Additional Effect: Increases Ninki Gauge by 5
Mug
Mug from Final Fantasy XIV icon.png
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.
Enhanced Mug Additional Effect: Increases Ninki Gauge by 40
Trick Attack
Trick Attack from Final Fantasy XIV icon.png
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.

Aeolian Edge
Aeolian Edge from Final Fantasy XIV icon.png
Rogue 26 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 140).
160 (Melee Mastery 200) when executed from a target's rear.
Combo Action: Gust Slash
Combo Potency: 340 (Melee Mastery 380)
Rear Combo Potency: 400 (Melee Mastery 440)
Shukiho Combo Bonus: Increases Ninki Gauge by 5 (Shukiho II 10, Shukiho III 15)
Ten
Ten from Final Fantasy XIV icon.png
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.png
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.

Action changes to a Ninjutsu action when conditions are met.

Chi
Chi from Final Fantasy XIV icon.png
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.png
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.png
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.png
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.png
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.png
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.png
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: 130
Combo Bonus: Extends Huton duration by 10s to a maximum of 60s
Shukiho Additional Effect: Increases Ninki Gauge by 5
Armor Crush
Armor Crush from Final Fantasy XIV icon.png
Ninja 54 Complete quest "Ninja Assassin" Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 140).
160 (Melee Mastery 200) when executed from a target's flank.
Combo Action: Gust Slash
Combo Potency: 320 (Melee Mastery 360)
Flank Combo Potency: 380 (Melee Mastery 420)
Combo Bonus: Extends Huton duration by 60s to a maximum of 70s
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.png
Ninja 56 Complete quest "Medieval Espionage" Ability Instant 60s 3y
Delivers a threefold attack, each hit with a potency of 150.
Huraijin
Huraijin from Final Fantasy XIV icon.png
Ninja 60 Complete quest "In Her Defense" 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
Hellfrog Medium
Hellfrog Medium from Final Fantasy XIV icon.png
Ninja 62 Ability Instant 1s 25y 6y radius
Deals fire damage with a potency of 160 to target and all enemies nearby it.
Ninki Gauge Cost: 50

Shares a recast timer with Bhavacakra.

Bhavacakra
Bhavacakra from Final Fantasy XIV icon.png
Ninja 68 Ability Instant 1s 3y
Deals unaspected damage with a potency of 350.
Ninki Gauge Cost: 50

Shares a recast timer with Hellfrog Medium.

Ten Chi Jin
Ten Chi Jin from Final Fantasy XIV icon.png
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

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

Meisui
Meisui from Final Fantasy XIV icon.png
Ninja 72 Ability Instant 120s
Dispel Suiton, increasing the Ninki Gauge by 50.
Enhanced Meisui Additional Effect: Increases the potency of Bhavacakra to 500
Enhanced Meisui Duration: 30s

Can only be executed while in combat.

Bunshin
Bunshin from Final Fantasy XIV icon.png
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 changes to Phantom Kamaitachi upon execution.

Phantom Kamaitachi
Phantom Kamaitachi from Final Fantasy XIV icon.png
Ninja 82 Weaponskill Instant 2.5s 20y
Your shadow deals wind damage to all enemies within 5 yalms with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: Extends Huton duration by 10s to a maximum of 60s
Additional Effect: Increases Ninki Gauge by 5

Can only be executed while under the effect of Phantom Kamaitachi Ready.
※This action cannot be assigned to a hotbar.

Hollow Nozuchi
Hollow Nozuchi from Final Fantasy XIV icon.png
Ninja 86 Weaponskill Instant 100y 5y radius
All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 50.
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.
Forked Raiju
Forked Raiju from Final Fantasy XIV icon.png
Ninja 90 Weaponskill Instant 2.5s 20y
Rushes target and delivers a lightning attack with a potency of 560.
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.png
Ninja 90 Weaponskill Instant 2.5s 3y
Deals lightning damage with a potency of 560.
Additional Effect: Increases Ninki Gauge by 5

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

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.

Ability Level Range Area Mudra Combination
Rabbit Medium
Rabbit Medium from Final Fantasy XIV icon.png
Ninja 30 After making a mistake... (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... (No effect, aside from embarrassing the player)
Fuma Shuriken
Fuma Shuriken from Final Fantasy XIV icon.png
Ninja 30 25y Any one of the Ten, Chi, or Jin mudra
Delivers a ranged ninjutsu attack with a potency of 450.
Katon
Katon from Final Fantasy XIV icon.png
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.png
Ninja 35 20y Ten→Chi or Jin→Chi
Delivers lightning damage with a potency of 650.
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.png
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.png
Ninja 45 Jin→Chi→Ten or Chi→Jin→Ten
Reduces weaponskill recast time and auto-attack delay by 15%.
Duration: 60s
Doton
Doton from Final Fantasy XIV icon.png
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.png
Ninja 45 20y Ten→Chi→Jin or Chi→Ten→Jin
Delivers water damage with a potency of 500.
Additional Effect: Grants Suiton
Duration: 20s
Suiton Effect: Allows execution of weaponskills which require the effect of Hidden, without being under that effect
Goka Mekkyaku
Goka Mekkyaku from Final Fantasy XIV icon.png
Ninja 76 20y 5y radius Chi→Ten or Jin→Ten + Kassatsu
Delivers fire damage with a potency of 600 to target and all enemies near it.
Hyosho Ranryu
Hyosho Ranryu from Final Fantasy XIV icon.png
Ninja 76 25y Chi→Jin or Ten→Jin + Kassatsu
Delivers ice damage with a potency of 1,300.

Role Actions[]

Ability Level Type Cast Recast MP Cost Range Area
Second Wind
Second Wind Role from Final Fantasy XIV icon.png
Melee DPSPhysical Ranged DPS 8 Ability Instant 120s
Instantly restores own HP.
Cure Potency: 500
Leg Sweep
Leg Sweep Role from Final Fantasy XIV icon.png
Melee DPS 10 Ability Instant 40s 3y
Stuns target.
Duration: 3s
Bloodbath
Bloodbath Role from Final Fantasy XIV icon.png
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.png
Melee DPS 22 Ability Instant 90s 10y
Lowers target's physical damage dealt by 10% and magic damage dealt by 5%.
Duration: 10s
Arm's Length
Arm's Length from Final Fantasy XIV icon.png
TankMelee DPSPhysical Ranged DPS 32 Ability Instant 120s
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s
True North
True North from Final Fantasy XIV icon.png
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.png
Rogue 14 Reduces damage taken when falling.
Fleet of Foot
Fleet of Foot from Final Fantasy XIV icon.png
Rogue 20 Increases movement speed.
Adept Assassination
Adept Assassination from Final Fantasy XIV icon.png
Ninja 56 Complete quest "Medieval Espionage" Upgrades Assassinate to Dream Within a Dream.
Shukiho
Shukiho from Final Fantasy XIV icon.png
Ninja 62 Increases Ninki Gauge by 5 upon landing weaponskills or successfully completing combos.
Enhanced Shukuchi
Enhanced Shukuchi from Final Fantasy XIV icon.png
Ninja 64 Resets the recast timer for Shukuchi upon executing Katon, Raiton, or Hyoton on most targets.
Enhanced Mug
Enhanced Mug from Final Fantasy XIV icon.png
Ninja 66 Increases Ninki Gauge by 40 upon successfully landing Mug.
Enhanced Shukuchi II
Enhanced Shukuchi II from Final Fantasy XIV icon.png
Ninja 74 Allows the accumulation of charges for consecutive uses of Shukuchi.
Maximum Charges: 2
Melee Mastery
Melee Mastery from Final Fantasy XIV icon.png
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.png
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.png
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.png
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.png
Ninja 84 Increases the potency of Spinning Edge to 220 and Gust Slash to 160.
Enhanced Meisui
Enhanced Meisui from Final Fantasy XIV icon.png
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.png
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.

PvP actions[]

Ability Type Cast Recast MP Cost Range Area
Spinning Edge
Spinning Edge PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.0s 5y
Delivers an attack with a potency of 3,000.
※This action cannot be assigned to a hotbar.
Gust Slash
Gust Slash PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.0s 5y
Delivers an attack with a potency of 4,000.
Combo Action: Spinning Edge

※This action cannot be assigned to a hotbar.

Aeolian Edge
Aeolian Edge PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.0s 5y
Delivers an attack with a potency of 5,000.
Combo Action: Gust Slash

※This action cannot be assigned to a hotbar.

Fuma Shuriken
Fuma Shuriken PvP from Final Fantasy XIV icon.png
Weaponskill Instant 10s 25y
Delivers a ranged attack with a potency of 6,000.
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.

Mug
Mug PvP from Final Fantasy XIV icon.png
Ability Instant 20s 5y
Delivers an attack with a potency of 2,000.
Additional Effect: Increases target's damage taken by 10%
Duration: 10s
Additional Effect: Reduces the recast time of Fuma Shuriken by 10 seconds

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

Three Mudra
Three Mudra PvP from Final Fantasy XIV icon.png
Ability Instant 15s
Allows 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.png
Ability Instant 30s
For up to five attacks, your shadow becomes animate, attacking enemies each time you execute a weaponskill.
Shadow attack potency will match that of your weaponskills, but will be halved when executing Fuma Shuriken or Assassinate.
Duration: 30s
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.png
Ability Instant 15s 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: 5s

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.

Forked Raiju
Forked Raiju PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.0s 20y
Rushes target and delivers a lightning attack with a potency of 4,000.
Additional Effect: Stun
Duration: 2s
Additional Effect: Grants Fleeting Raiju Ready
Duration: 10s

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.png
Weaponskill Instant 2.0s 20y
Rushes target and delivers a lightning attack with a potency of 4,000.
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.png
Spell Instant 2.0s 25y
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.png
Spell Instant 2.0s 25y 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.png
Spell Instant 2.0s 30y
Restores target's HP.
Cure Potency: 10,000
Additional Effect: Gradually restores own HP
Cure Potency: 4,000
Duration: 15s

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.png
Spell Instant 2.0s
Grants Huton, creating a barrier that absorbs damage equivalent to a heal of 16,000 potency, and increasing movement speed.
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.png
Spell Instant 2.0s 5y radius
Creates a patch of corrupted earth under your feet, dealing damage with a potency of 2,000 to any enemies who enter.
Duration: 10s

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.png
Ability Instant 100y 5y radius
All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 2,000.
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.

Assassinate
Assassinate PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.0s 5y
Delivers an attack with a potency of 12,000.
Can only be executed while under the effect of Hide.
※This action cannot be assigned to a hotbar.
Seiton Tenchu
Seiton Tenchu PvP from Final Fantasy XIV icon.png
Limit Break Instant 10s 20y
Rushes target and delivers an attack with a potency of 10,000, incapacitating foes whose HP is below 50%.
Additional Effect: Afflicts target with Death Link
Duration: 5s

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

Duration: 10s

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 Seiton Tenchu Ready.
Cannot be executed while bound.

Standard-issue Elixir
Standard-issue Elixir PvP from Final Fantasy XIV icon.png
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.png
Ability Instant 1s 2500 MP
Restores own HP.
Cure Potency: 15,000
Purify
Purify PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.Grants Resilience upon successfully removing one of the aforementioned effects.
Resilience Effect: Nullifies status afflictions that can be removed by Purify
Duration: 5s

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

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

Removed abilities[]

The following abilities have been removed. Removed abilities will still appear on the 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.

Ability Level Type Cast Recast MP Cost Range Area
Kiss of the Wasp
Kiss of the Wasp from Final Fantasy XIV icon.png
Rogue6 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.

Rogue36 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.png
Rogue8 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

Lancer44 Enhanced Mutilate: Extends duration to 30 seconds.

Removed in patch 4.0.

Goad
Goad ROG from Final Fantasy XIV icon.png
Rogue18 Ability Instant 180s 30y
Refreshes TP of a single party member.
Duration: 30s

Rogue28 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.png
Rogue22 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.

Rogue32 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.png
Rogue30 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.

Rogue40 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.png
Rogue30 Ability Instant 30s 3y
Delivers an attack with a potency of 80.
Additional Effect: Silence
Duration: 1s

Removed in patch 5.0.

Dancing Edge
Dancing Edge from Final Fantasy XIV icon.png
Rogue38 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.

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.

Ability Level Description Image
Braver 1 Executes a single target attack with a potency of 2300. FFXIV Braver.png
Bladedance 2 Executes a single target attack with a potency of 5000. Bladedance XIV Limit Break.jpg
Chimatsuri 3 Executes a single target attack with a potency of 9000. Chimatsuri.png

Other appearances[]

Pictlogica Final Fantasy[]

PFF Duality.png
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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 Ninja'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.

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.

Gallery[]

PvE Abilities
PvP abilities
Removed PvE abilities
Removed PvP abilities

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.

References[]

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