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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.

ProfileEdit

RogueEdit

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

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

Rogue is a melee damage dealer similar to Lancer and Pugilist. Its primary stat is Dexterity rather than Strength, but for thematic reasons, it can equip most preexisting Monk armor (which had Dexterity retroactively added).

Rogue is considered a scout in using a Stealth ability similar to Disciples of the Land to assess enemies and launch sneak attacks. This enables some quests and duties to be approached in ways other combat classes cannot.

NinjaEdit

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.

StoryEdit

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

RogueEdit

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 any pirate groups that go out of 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 break up a human trafficking ring conducted by pirates known as the Jolly Merchants. After the hostages are freed, they are approached by the Yellowjacket captain Milala. Fervently anti-piracy, she questions the need for the Rogue's 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 that 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 it over.

The third treasure is the "Black Sarcophagus," actually an experimental weapon developed by Garlemald. The black marketeer contact was killed off 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 the place with Aisibhir wounding Milala. The Warrior of Light disables the Black Sarcophagus before it detonates, and aids Jacke and the others in taking down Aisibhir. The Black Sarcophagus is confiscated by the Yellowjackets. 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.

NinjaEdit

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 in the town, they are interrupted by the sound of a woman screaming. They encounter a milkmaid standing near several unconscious ruffians, who claims they had accosted her before turning on each other. Perimu is not convinced of her story, 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 reveal themselves to be 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, in hopes of learning 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 garb of the shinobi, and arranges a shipment from his village to be delivered to De Neville Checkpoint. The shipment is intercepted by Karasu, who tests the ninja's skills by having four pieces scattered around La Noscea, each guarded by an imperial shadow. After recovering every garb, 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 him 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: HeavenswardEdit

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 has shown 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 encountered 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 asks 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 that 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 that 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 so her search can progress unimpeded by the grounded pirates using smokebombs. 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 information on the final treasure, the Yatsuragi clan dagger, 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 for more information. 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, Yuki and Akagi are met at 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 is 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 are 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 believes 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: StormbloodEdit

FFV World Map SpriteThis article or section is a stub about a quest in Final Fantasy XIV: Stormblood. You can help the Final Fantasy Wiki by expanding it.
Spoilers end here.

EquipmentEdit

The Rogue class wields a pair of daggers considered two-handed weapons, but dual-wielded. Visually, some daggers resemble shortened variations of Gladiator swords.

Rogues and Ninjas share "Striking" gear sets with Pugilist and Monk, up through item level 110. Above that, they wear exclusive "Scouting" sets, though their appearance is typically similar to corresponding Striking versions. As their primary stat is Dexterity, they use "Aiming" accessories in endgame.

Job GaugeEdit

FFXIV Huton Gauge image

Huton Gauge

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

FFXIV Ninki Gauge image

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.

AbilitiesEdit

Ability Level Type Cast Recast Cost Range Radius
Spinning Edge
FFXIV Spinning Edge Icon
FFXIV Rogue Icon1 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.
Shade Shift
FFXIV Perfect Dodge Icon
FFXIV Rogue Icon2 Ability Instant 120s
Create shadows that nullify damage up to 20% of maximum HP.
Duration: 20s
Gust Slash
FFXIV Gust Slash Icon
FFXIV Rogue Icon4 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
Hide
FFXIV Hide Icon
FFXIV Rogue Icon10 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.
Cannot be executed while in combat.
Effect ends upon use of any action other than Sprint, or upon reuse of Hide.
Additional Effect: Resets ninjutsu recast timers if out of combat.
Throwing Dagger
FFXIV Throwing Dagger Icon
FFXIV Rogue Icon15 (Complete the quest "Stifled Screams") 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.
Mug
FFXIV Mug Icon
FFXIV Rogue Icon15 (Complete the quest "Slave to the Code") Ability Instant 110s 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
FFXIV Trick Attack Icon
FFXIV Rogue Icon18 Ability Instant 60s 3y
Delivers an attack with a potency of 340.
500 when executed from behind target.
Rear Bonus: Increases target's damage taken by 10%
Duration: 10s
Can only be executed while under the effect of Hide.
Aeolian Edge
FFXIV Aeolian Edge Icon
FFXIV Rogue Icon26 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: 400
Rear Combo Potency: 460
Shadow Fang
FFXIV Shadow Fang Icon
FFXIV Rogue Icon30 (Complete the quest "Market for Death") 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: 220
Combo Bonus: Damage over time
Potency: 70
Duration: 24s
Ten
FFXIV Ten Icon
FFXIV Ninja Icon30 (Complete the quest "Peasants by Day, Ninjas by Night") Ability Instant 0.5s
Make the ritual mudra hand gesture for "heaven."
Duration: 5s
Shares a recast timer with Ninjutsu and the mudra Chi and Jin.
Ninjutsu
FFXIV Ninjutsu Icon
FFXIV Ninja Icon30 Ability Instant 20s
Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand.
If any other ability, spell, or weaponskill is used before the mudra are combined and the ninjutsu executed, the action will fail.
Recast timer triggered upon ninjutsu execution, or when a mudra timer runs out.
Shares a recast timer with the mudra Ten, Chi, and Jin.
Chi
FFXIV Chi Icon
FFXIV Ninja Icon35 (Complete the quest "Killer Combinations") Ability Instant 0.5s
Make the ritual mudra hand gesture for "earth."
Duration: 5s
Shares a recast timer with Ninjutsu and the mudra Ten and Jin.
Death Blossom
FFXIV Death Blossom Icon
FFXIV Rogue Icon38 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.
Shukuchi
FFXIV Shukuchi Icon
FFXIV Ninja Icon40 (Complete the quest "Pirates versus Ninjas") Ability Instant 60s 20y
Move quickly to the specified location.
Maximum Charges: 2
Cannot use when bound.
Jin
FFXIV Jin Icon
FFXIV Ninja Icon45 (Complete the quest "Tough Guys") Ability Instant 0.5s
Make the ritual mudra hand gesture for "man."
Duration: 5s
Shares a recast timer with Ninjutsu and the mudra Ten and Chi.
Kassatsu
FFXIV Kassatsu Icon
FFXIV Ninja Icon50 (Complete the quest "Master and Student") Ability Instant 120s
Resets the ninjutsu recast timer while increasing damage for the next ninjutsu action by 30%.
Duration: 15s
Maximum Charges: 2
Hakke Mujinsatsu
48px
FFXIV Rogue Icon52 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
Armor Crush
FFXIV Armor Crush Icon
FFXIV Ninja Icon54 (Complete the quest "Ninja Assassin") 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: 380
Flank Combo Potency: 440
Combo Bonus: Extends Huton duration by 30s to a maximum of 70s
Dream Within a Dream
FFXIV Dream Within a Dream Icon
FFXIV Ninja Icon56 (Complete the quest "Medieval Espionage") Ability Instant 60s 3y
Delivers a threefold attack, each hit with a potency of 200.
Additional Effect: Grants Assassinate Ready
Duration: 10s
Assassinate
FFXIV Assassinate Icon
FFXIV Ninja Icon60 (Complete the quest "In Her Defense") Ability Instant 60s 3y
Delivers a critical direct hit with a potency of 200.
Can only be executed when Assassinate Ready.
Hellfrog Medium
FFXIV Hellfrog Medium Icon
FFXIV Ninja Icon62 Ability Instant 1s 80 Ninki 25y 6y circle
Deals fire damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50% less for all remaining enemies.
Ninki Gauge Cost: 80
Shares a recast timer with Bhavacakra.
Bhavacakra
FFXIV Bhavacakra Icon
FFXIV Ninja Icon68 Ability Instant 1s 80 Ninki 3y
Deals unaspected damage with a potency of 500.
Ninki Gauge Cost: 80
Shares a recast timer with Hellfrog Medium.
Ten Chi Jin
FFXIV Ten Chi Jin Icon
FFXIV Ninja Icon70 (Complete the quest "When Clans Collide") Ability Instant 100s
Resets ninjutsu recast timer, twice reduces ninjutsu recast time to 1 second, and eliminates required mudra consumption for ninjutsu execution. Also doubles ninjutsu potency.
Duration: 10s
Only mudra and ninjutsu available while active. The same ninjutsu cannot be executed twice. Ninjutsu recast timer will begin cooldown upon fading.
Cannot be executed while under the effect of Kassatsu. Effect ends upon moving.
Meisui
48px
FFXIV Ninja Icon72 Ability Instant 60s
Dispel Suiton, increasing the Ninki Gauge by 40.
Can only be executed while in combat.
Bunshin
48px
FFXIV Ninja Icon80 Ability Instant 110s 80 Ninki
Your shadow becomes animate, attacking 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 4 each time your shadow lands an attack.
Duration: 15s
Ninki Gauge Cost: 80

NinjutsuEdit

All Ninjutsu actions are instant-cast abilities with recast times of 20s.

Ability Level Range Radius Mudra Combination
Fuma Shuriken
FFXIV Fuma Shuriken Icon
FFXIV Ninja Icon30 25y Any one of the Ten, Chi, or Jin mudra
Delivers a ranged ninjutsu attack with a potency of 280.
Katon
FFXIV Katon Icon
FFXIV Ninja Icon35 15y 5y circle Chi→Ten or Jin→Ten
Delivers fire damage with a potency of 250 to target and all enemies near it.
Raiton
FFXIV Raiton Icon
FFXIV Ninja Icon35 15y Ten→Chi or Jin→Chi
Delivers lightning damage with a potency of 400.
Hyoton
FFXIV Hyoton Icon
FFXIV Ninja Icon45 25y Ten→Jin or Chi→Jin
Delivers ice damage with a potency of 140.
Additional Effect: Bind
Duration: 15s
Cancels auto-attack upon execution.
Huton
FFXIV Huton Icon
FFXIV Ninja Icon45 Jin→Chi→Ten or Chi→Jin→Ten
Reduces weaponskill recast time and auto-attack delay by 15%.
Duration: 70s
Doton
FFXIV Doton Icon
FFXIV Ninja Icon45 5y circle Ten→Jin→Chi or Jin→Ten→Chi
Creates a patch of corrupted earth, dealing damage with a potency of 45 to any enemies who enter.
Duration: 24s
Additional Effect: Heavy +40%
Suiton
FFXIV Suiton Icon
FFXIV Ninja Icon45 15y Ten→Chi→Jin or Chi→Ten→Jin
Delivers water damage with a potency of 130.
Additional Effect: Grants Suiton
Duration: 20s
Suiton Effect: Allows execution of weaponskills which require the effect of Hide, without being under that effect
Goka Makkyaku
48px
FFXIV Ninja Icon76 15y 5y circle Chi→Ten or Jin→Ten + Kassatsu
Delivers fire damage with a potency of 400 to target and all enemies near it.
Hyosho Ranryu
48px
FFXIV Ninja Icon76 25y Chi→Jin or Ten→Jin + Kassatsu
Delivers ice damage with a potency of 600.
Rabbit Medium
FFXIV Rabbit Medium Icon
FFXIV Ninja Icon30 After you mess up a Mudra Combination... (Any combination with 2 or more of the same mudra)
Thumpity thump thump, thumpity thump thump... (No effect, aside from embarrasing the player)

Role ActionsEdit

Action Level Type Cast Recast Range Radius Role Affinity
Second Wind
FFXIV Second Wind Icon
8 Ability Instant 120s FFXIV Melee Dps IconFFXIV Physical Ranged DPS Icon
Instantly restores own HP.
Cure Potency: 500
Leg Sweep
FFXIV Leg Sweep Icon
10 Ability Instant 40s 3y FFXIV Melee Dps Icon
Stuns target.
Duration: 3s
Bloodbath
FFXIVSB Bloodbath Icon
12 Ability Instant 90s FFXIV Melee Dps Icon
Converts a portion of physical damage dealt into HP.
Duration: 20s
Feint
FFXIVSB Feint Icon
22 Ability Instant 90s 10y FFXIV Melee Dps Icon
Lowers target's strength and dexterity by 10%.
Duration: 10s
Arm's Length
FFXIV Arms Length Icon
32 Ability Instant 120s FFXIV Tank IconFFXIV Melee Dps IconFFXIV Physical Ranged DPS Icon
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s
True North
FFXIV True North Icon
50 Ability Instant 45s FFXIV Melee Dps Icon
Nullifies all action direction requirements.
Duration: 10s
Maximum Charges: 2

TraitsEdit

Name Level Description
All Fours
FFXIV All Fours Icon
FFXIV Rogue Icon14 Reduces damage taken when falling.
Fleet of Foot
FFXIV Fleet of Foot Icon
FFXIV Rogue Icon20 Increases movement speed.
Shukiho
FFXIV Shukiho Icon
FFXIV Ninja Icon62 Increases Ninki Gauge by 6 upon landing weaponskills or successfully completing combos.
Enhanced Shukuchi
FFXIV Enhanced Shukuchi Icon
FFXIV Ninja Icon64 Resets the recast timer for Shukuchi upon executing Katon, Raiton, or Hyoton on most targets.
Enhanced Mug
FFXIV Enhanced Mug Icon
FFXIV Ninja Icon66 Increases Ninki Gauge by 40 upon successfully landing Mug.
Enhanced Shukuchi II
48px
FFXIV Ninja Icon74 Allows the accumulation of charges for consecutive uses of Shukuchi.
Maximum Charges: 2
Enhanced Kassatsu
48px
FFXIV Ninja Icon76 Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu while under the effect of Kassatsu.
Shukiho II
48px
FFXIV Ninja Icon78 Increases Ninki Gauge by 8 upon landing weaponskills or successfully completing combos.

PvP actionsEdit

Ability Type Cast Recast Cost Range Radius
Spinning Edge
FFXIV Spinning Edge PVP Icon
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
FFXIV Gust Slash PVP Icon
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
FFXIV Aeolian Edge PVP Icon
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.
Shadow Fang
FFXIV Shadow Fang PVP Icon
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 800.
Additional Effect: Damage over time
Potency: 200
Duration: 15s
Additional Effect: Increases damage you deal target by 20%
Duration: 15s
Additional Effect: Increases Ninki Gauge by 10
※Action changes to Hyosho Ranryu while under the effect of Three Mudra.
Bhavacakra
FFXIV Bhavacakra PVP Icon
Ability Instant 1s 80 Ninki 5y
Delivers an attack with a potency of 1,600.
Ninki Gauge Cost: 80
Bunshin
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Ability Instant 30s
Your shadow becomes animate, attacking enemies each time you execute a weaponskill. Ninki Gauge increases by 10 each time your shadow lands an attack.
Duration: 6s
Additional Effect: Prevents damage up to 20% of your maximum HP
Assassinate
FFXIV Assassinate PVP Icon
Ability Instant 45s 5y
Delivers an attack with a potency of 1,000.
Potency increases the lower the target's HP to a maximum of 2,000.
Additional Effect: Stun
Duration: 2s
Recast time resets upon earning a kill or an assist.
Three Mudra
FFXIV Kassatsu PVP Icon
Ability Instant 30s
Allows for immediate execution of any ninjutsu action
Duration: 5s
Maximum Charges: 2
Jugulate
FFXIV Jugulate PVP Icon
Ability Instant 30s 5y
Delivers an attack with a potency of 400.
Additional Effect: Silence
Duration: 2s
Shukuchi
FFXIV Shukuchi PVP Icon
Ability Instant 15s 20y
Move quickly to the specified location.
Maximum Charges: 2
Cannot use when bound.
Kakuremi
FFXIV Hide PVP Icon
Ability Instant 45s
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.
Goka Mekkayaku
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Ability Instant 2.4s Three Mudra 25y 5y circle
Deals fire damage with a potency of 1,200 to target and all enemies nearby it.
Additional Effect: Increases Ninki Gauge by 10 for each enemy hit
※This action cannot be assigned to a hotbar.
Hyosho Ranryu
48px
Ability Instant 2.4s Three Mudra 25y
Deals ice damage with a potency of 1,800.
Additional Effect: Increases Ninki Gauge by 20
※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 20%
Duration: 6s
Can only be executed while under the effect of Hidden.
※This action cannot be assigned to a hotbar.

Additional PvP ActionsEdit

Players are restricted to equipping two Additional PvP Actions at once. These actions have no cost.

Action Type Cast Recast Range Radius
Bolt
48px
Ability Instant 30s
Movement speed is increased.
Duration: 6s
Backstep
48px
Ability Instant 30s
Jump 10 yalms back from current position. Cannot be executed while bound.
Blood for Blood
48px
Ability Instant 60s
Increases damage dealt and damage suffered by 10%.
Duration: 10s
Bloodbath
48px
Ability Instant 60s
Converts 50% of damage dealt into HP.
Duration: 10s
Fetter Ward
48px
Ability Instant 60s
Grants immunity to stun, sleep, bind, heavy, silence, knockback, and draw-in effects.
Duration: 6s

Limit BreakEdit

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
Blade Dance 2 Executes a single target attack with a potency of 5000. Bladedance XIV Limit Break
Chimatsuri 3 Executes a single target attack with a potency of 9000. Chimatsuri

Creation and developmentEdit

Though the Ninja's connection to the archetypal Thief job is only implied in the English class description, the Japanese description explicitly states that 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.

Other appearancesEdit

Pictlogica Final FantasyEdit

PFF Duality
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Final Fantasy Trading Card GameEdit

Rogue appears with a wind-elemental card, while Ninja appears with a Thunder-elemental card.

GalleryEdit

Abilities
Ninjutsu
Role abilities
PvP abilities
Removed abilities
Removed PvP abilities

EtymologyEdit

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.

TriviaEdit

  • In Patch 2.2, Thancred and Yugiri were shown to be a Rogue and Ninja, respectively.
  • 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.
  • The upgrade from Rogue to Ninja echoes the job-change from Thief to Ninja in the original Final Fantasy.
  • Rogue is the only combat class not introduced in an expansion that is not selectable upon character creation.

ReferencesEdit

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