Ninja is a job in Final Fantasy XIV, introduced along with the Discipline of War Rogue (双剣士, Sōkenshi?, Dual Fencer) 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.
Contents
Profile[edit | edit source]
Rogue[edit | edit source]
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.
Ninja[edit | edit source]
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.
Story[edit | edit source]
Rogue[edit | edit source]
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 Garlemald. 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[edit | edit source]
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[edit | edit source]
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 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.
Final Fantasy XIV: Stormblood[edit | edit source]

Equipment[edit | edit source]

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 | |
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Job Gauge[edit | edit source]

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

Ninki Gauge
The Huton Gauge 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%.
The Ninki Gauge shows the total accumulation of Ninki. Ninki builds up with each auto-attack a Ninja performs. Ninki is required to execute special Ninjutsu, including Hellfrog Medium, Bhavacakra, and Ten Chi Jin.
Abilities[edit | edit source]
Ability | Level | Type | Cast | Recast | MP Cost | Range | Radius |
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Spinning Edge![]() |
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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 220. Additional Effect: Increases Ninki Gauge by 5 | |||||||
Shade Shift![]() |
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Ability | Instant | 120s | — | — | — |
Create shadows that nullify damage up to 20% of maximum HP. Duration: 20s | |||||||
Gust Slash![]() |
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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: Spinning Edge Combo Potency: 330 Additional Effect: Increases Ninki Gauge by 5 | |||||||
Hide![]() |
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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 Cannot be executed while in combat. Effect ends upon use of any action other than Sprint, or upon reuse of Hide. | |||||||
Throwing Dagger![]() |
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Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | 15y | — |
Delivers a ranged attack with a potency of 120. Additional Effect: Increases Ninki Gauge by 5 | |||||||
Mug![]() |
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Ability | Instant | 120s | — | 3y | — |
Delivers an attack with a potency of 150. Additional Effect: Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow. Additional Effect: Increases Ninki Gauge by 40 | |||||||
Trick Attack![]() |
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Ability | Instant | 60s | — | 3y | — |
Delivers an attack with a potency of 350. 500 when executed from a target's rear. Additional Effect: Increases target's damage taken by 5% Duration: 15s Can only be executed while under the effect of Hidden. | |||||||
Aeolian Edge![]() |
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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. 160 when executed from a target's rear. Combo Action: Gust Slash Combo Potency: 420 Rear Combo Potency: 480 Combo Bonus: Increases Ninki Gauge by 10 | |||||||
Shadow Fang![]() |
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Weaponskill | Instant | 70s 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 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. | |||||||
Ten![]() |
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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![]() |
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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. | |||||||
Chi![]() |
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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![]() |
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Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | — | 5y circle |
Delivers an attack with a potency of 120 to all nearby enemies. Additional Effect: Increases Ninki Gauge by 5 | |||||||
Shukuchi![]() |
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Ability | Instant | 60s | — | 20y | — |
Move quickly to the specified location. Maximum Charges: 2 Cannot use when bound. | |||||||
Jin![]() |
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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![]() |
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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 48px |
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Weaponskill | Instant | 2.5s Base value; the higher the character's Skill Speed stat, the lower the recast time will be | — | — | 5y circle |
Delivers an attack with a potency of 100 to all nearby enemies. Combo Action: Death Blossom Combo Potency: 140 Combo Bonus: Extends Huton duration by 10s to a maximum of 70s Additional Effect: Increases Ninki Gauge by 5 | |||||||
Armor Crush![]() |
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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. 160 when executed from a target's flank. Combo Action: Gust Slash Combo Potency: 400 Flank Combo Potency: 460 Combo Bonus: Extends Huton duration by 30s to a maximum of 70s Combo Bonus: Increases Ninki Gauge by 10 | |||||||
Dream Within a Dream![]() |
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Ability | Instant | 60s | — | 3y | — |
Delivers a threefold attack, each hit with a potency of 200. Additional Effect: Grants Assassinate Ready Duration: 15s | |||||||
Assassinate![]() |
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Ability | Instant | 1s | — | 3y | — |
Delivers a critical direct hit with a potency of 200. Can only be executed when Assassinate Ready. | |||||||
Hellfrog Medium![]() |
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Ability | Instant | 1s | — | 25y | 6y circle |
Deals fire damage with a potency of 200 to target and all enemies nearby it. Ninki Gauge Cost: 50 Shares a recast timer with Bhavacakra. | |||||||
Bhavacakra![]() |
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Ability | Instant | 1s | — | 3y | — |
Deals unaspected damage with a potency of 300. Ninki Gauge Cost: 50 Shares a recast timer with Hellfrog Medium. | |||||||
Ten Chi Jin![]() |
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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 48px |
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Ability | Instant | 120s | — | — | — |
Dispel Suiton, increasing the Ninki Gauge by 50. Can only be executed while in combat. | |||||||
Bunshin 48px |
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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: 200 Ranged Attack Potency: 100 Area Attack Potency: 100 Ninki Gauge increases by 5 each time your shadow lands an attack. Duration: 30s Ninki Gauge Cost: 50 |
Ninjutsu[edit | edit source]
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 | Radius | Mudra Combination |
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Fuma Shuriken![]() |
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25y | — | Any one of the Ten, Chi, or Jin mudra |
Delivers a ranged ninjutsu attack with a potency of 500. | ||||
Katon![]() |
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15y | 5y circle | Chi→Ten or Jin→Ten |
Delivers fire damage with a potency of 500 to target and all enemies near it. | ||||
Raiton![]() |
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15y | — | Ten→Chi or Jin→Chi |
Delivers lightning damage with a potency of 800. | ||||
Hyoton![]() |
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25y | — | Ten→Jin or Chi→Jin |
Delivers ice damage with a potency of 400. Additional Effect: Bind Duration: 15s Cancels auto-attack upon execution. | ||||
Huton![]() |
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— | — | Jin→Chi→Ten or Chi→Jin→Ten |
Reduces weaponskill recast time and auto-attack delay by 15%. Duration: 70s | ||||
Doton![]() |
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— | 5y circle | Ten→Jin→Chi or Jin→Ten→Chi |
Creates a patch of corrupted earth, dealing damage with a potency of 100 to any enemies who enter. Duration: 24s Additional Effect: Heavy +40% | ||||
Suiton![]() |
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15y | — | Ten→Chi→Jin or Chi→Ten→Jin |
Delivers water damage with a potency of 600. 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 48px |
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15y | 5y circle | Chi→Ten or Jin→Ten + Kassatsu |
Delivers fire damage with a potency of 750 to target and all enemies near it. | ||||
Hyosho Ranryu 48px |
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25y | — | Chi→Jin or Ten→Jin + Kassatsu |
Delivers ice damage with a potency of 1,200. | ||||
Rabbit Medium![]() |
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— | — | 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 |
Role Actions[edit | edit source]
Traits[edit | edit source]
Name | Level | Description |
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All Fours![]() |
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Reduces damage taken when falling. |
Fleet of Foot![]() |
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Increases movement speed. |
Shukiho![]() |
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Increases Ninki Gauge by 5 upon landing weaponskills or successfully completing combos. |
Enhanced Shukuchi![]() |
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Resets the recast timer for Shukuchi upon executing Katon, Raiton, or Hyoton on most targets. |
Enhanced Mug![]() |
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Increases Ninki Gauge by 40 upon successfully landing Mug. |
Enhanced Shukuchi II 48px |
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Allows the accumulation of charges for consecutive uses of Shukuchi. Maximum Charges: 2 |
Enhanced Kassatsu 48px |
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Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu while under the effect of Kassatsu. |
Shukiho II 48px |
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Increases Ninki Gauge by 10 upon lsuccessfully landing Shadow Fang, or completing a combo with Aeolian Edge or Armor Crush. |
PvP actions[edit | edit source]
Ability | Type | Cast | Recast | MP Cost | Range | Radius |
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Spinning Edge![]() |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 1,000. Additional Effect: Increases Ninki Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Gust Slash![]() |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack to target. Combo Action: Spinning Edge Combo Potency: 1,200 Combo Bonus: Increases Ninki Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Aeolian Edge![]() |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack to target. Combo Action: Gust Slash Combo Potency: 1,400 Combo Bonus: Increases Ninki Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Death Blossom 48px |
Weaponskill | Instant | 2.4s | — | — | 5y circle |
Delivers an attack with a potency of 600 to all nearby enemies. Additional Effect: Increases Ninki Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Hakke Mujinsatsu 48px |
Weaponskill | Instant | 2.4s | — | — | 5y circle |
Delivers an attack to all nearby enemies. Combo Action: Death Blossom Combo Potency: 800 Combo Bonus: Increases Ninki Gauge by 10 ※This action cannot be assigned to a hotbar. | ||||||
Throwing Dagger 48px |
Weaponskill | Instant | 2.4s | — | 15y | — |
Delivers a ranged attack with a potency of 800. Additional Effect: Increases Ninki Gauge by 10 | ||||||
Bhavacakra![]() |
Ability | Instant | 1s | — | 5y | — |
Delivers an attack with a potency of 2,000. Ninki Gauge Cost: 50 | ||||||
Hellfrog Medium 48px |
Ability | Instant | 1s | — | 15y | 5y circle |
Deals unaspected damage with a potency of 1,200 to target and all enemies nearby it. Ninki Gauge Cost: 50 | ||||||
Assassinate![]() |
Ability | Instant | 30s | — | 5y | — |
Delivers an attack with a potency of 1,000. Potency increases up to 3,000 as the target's HP decreases Recast time resets upon earning a kill or an assist. | ||||||
Ill Wind 48px |
Ability | Instant | 45s | — | — | 5y circle |
Delivers an attack with a potency of 800 to all nearby enemies. Additional Effect: Silence Duration: 2s | ||||||
Three Mudra![]() |
Ability | Instant | 15s | — | — | — |
Allows for immediate execution of any ninjutsu action. Duration: 5s Maximum Charges: 2 | ||||||
Bunshin 48px |
Ability | Instant | 30s | — | — | — |
For up to three attacks, your shadow becomes animate, attacking enemies each time you execute a weaponskill. Ninki Gauge increases by 10 each time your shadow lands an attack. Shadow attack potency varies based on the attack executed. Melee Attack Potency: 1,000 Ranged Attack Potency: 800 Area Attack Potency: 600 Duration: 10s | ||||||
Shukuchi![]() |
Ability | Instant | 30s | — | 20y | — |
Move quickly to the specified location. Additional Effect: Creates a barrier around self that absorbs damage equivalent to a heal of 2,000 potency Duration: 6s Maximum Charges: 2 Cannot use when bound. | ||||||
Kakuremi![]() |
Ability | Instant | 60s | — | — | — |
Grants the effect of Kakuremi Duration: 3s Kakuremi will change to Hidden when the effect expires. Duration: 10s Cannot be seen or targeted while under the effect of Hidden. Effects of Kakuremi and Hidden end upon taking damage or using an action other than Shukuchi or Bolt. ※Action changes to Trick Attack while under the effect of Hidden. | ||||||
Hyosho Ranryu 48px |
Spell | Instant | 2.4s | — | 25y | — |
Deals ice damage with a potency of 2,400. Additional Effect: Increases Ninki Gauge by 20 Additional Effect: Grants Huton, reducing weaponskill recast time by 15% Duration: 35s Can only be executed under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||||||
Goka Mekkayaku 48px |
Spell | Instant | 2.4s | — | 25y | 5y circle |
Deals fire damage with a potency of 1,600 to target and all enemies nearby it. Additional Effect: Increases Ninki Gauge by 10 for each enemy hit Additional Effect: Grants Huton, reducing weaponskill recast time by 15% Duration: 35s Can only be executed under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||||||
Trick Attack 48px |
Ability | Instant | 1s | — | 5y | — |
Delivers an attack with a potency of 1,200. Additional Effect: Increases target's damage taken by 15% Duration: 6s Can only be executed while under the effect of Hidden. ※This action cannot be assigned to a hotbar. |
Common Actions[edit | edit source]
Common Actions have no cost
Action | Type | Cast | Recast | Range | Radius |
---|---|---|---|---|---|
Smite 48px |
Ability | Instant | 30s | 5y | — |
Delivers an attack with a potency of 600. Potency increases up to 3,000 as the target's HP decreases. | |||||
Bolt 48px |
Ability | Instant | 30s | — | — |
Movement speed is increased. Duration: 10s | |||||
Medical Kit 48px |
Ability | Instant | 15s | — | — |
Restores own HP. Cure Potency: 3,000 Potency increases up to 6,000 as HP decreases. Maximum Charges: 3 |
Additional PvP Actions[edit | edit source]
Players are restricted to equipping two Additional PvP Actions at once. These actions have no cost.
Action | Type | Cast | Recast | Range | Radius |
---|---|---|---|---|---|
Feint 48px |
Ability | Instant | 45s | 15y | — |
Increases damage you deal target by 20%. Duration: 6s | |||||
Bloodbath 48px |
Ability | Instant | 30s | — | — |
Converts 100% of damage dealt into HP. Duration: 6s | |||||
Arm's Length 48px |
Ability | Instant | 45s | — | — |
Reduces damage taken by 10%. Duration: 6s Additional Effect: When you are struck, the striker's damage dealt will be reduced by 10% Duration: 6s | |||||
Fetter Ward 48px |
Ability | Instant | 60s | — | — |
Grants immunity to stun, sleep, bind, heavy, silence, knockback, and draw-in effects. Duration: 10s | |||||
Backstep 48px |
Ability | Instant | 15s | — | — |
Jump 10 yalms back from current position. Cannot be executed while bound. |
Limit Break[edit | edit source]
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. | ![]() |
Blade Dance | 2 | Executes a single target attack with a potency of 5000. | ![]() |
Chimatsuri | 3 | Executes a single target attack with a potency of 9000. | ![]() |
Other appearances[edit | edit source]
Pictlogica Final Fantasy[edit | edit source]


Final Fantasy Trading Card Game[edit | edit source]
Rogue and Ninja appear in Final Fantasy Trading Card Game as Forward cards. Rogue appears as a Wind-elemental card, while Ninja appears as Lightning- and Wind-elemental cards.
Behind the scenes[edit | edit source]
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[edit | edit source]
- Abilities
- Ninjutsu
- Role abilities
- PvP abilities
- Removed abilities
- Removed PvP abilities
Etymology[edit | edit source]
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.
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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