Here is a list of all the playable characters in the launch of JUMP Assemble and their skills as depicted in-game.
Having just started JUMP Assemble, you might be tempted to just pick your favorite character and start playing immediately.
However, having a proper understanding of the character’s talents and skills will go a long way to becoming a better player, or even opening up your eyes to options better suited for your playstyle.
Do keep in mind that character may receive changes to their numbers when the developers release balance patches over time.
Naruto Uzumaki – Genin (Fighter)
- Passive: Nine-Tails Chakra – The basic maximum mana of Naruto is 1.5 times the standard value. When his HP is below 40%, Naruto recovers 10% of his max HP per second and skill cooldowns are reduced by 20%. This effect lasts for 3.8s and can be triggered once every 90s.
- Shadow Doppelganger Attack – Naruto summons Doppelgangers to charge together with his main body. The Doppelganger deals 140 (+48% Physical attack) Physical damage to the first enemy target hit and its surroundings, while the main body deals 350 (+120% Physical attack) Physical damage and knocks them airborne for 0.5s. When there are existing Doppelgangers near the actual body, they will join the actual body in launching attacks toward the target, dealing 140 (+48% Physical attack) Physical damage.
- Ninja Centerfold – Naruto deals 400 (+75% of Magic attack) Magic damage to the selected enemy character, then randomly inflicts Slow, Stun, or Silenced to them. Stun and Silence last 1s; The slowing effect reduces movement speed by 30% for 2s. Meanwhile, Magic defense and Physical defense of the target decrease by 7% for 3s. When there are existing Doppelgangers near the actual body, they will join the actual body in launching attacks toward the target.
- Rasengan – After charging up to 3s, Naruto releases Rasengan, dealing 150 (+80% Physical attack) to 300 (+120% Physical attack) Physical damage to the first enemy character hit and all nearby targets within a specific range 3 times and slows them by 50% for 0.3s upon the first hit. The third hit also slows them by 30% for 2s. The longer the charging time, the farther Naruto dashes. When the charging time exceeds 2s, the attack area increases. The third attack stuns the targets for 1s upon hitting the targets, and a Doppelganger is generated in place.
Naruto gains Endure while charging.
Tanjiro Kamado (Fighter)
- Passive: Water Surface Splash – Tanjiro’s next basic attack will be replaced with [Water Surface Slash] within 5s.
[Water Surface Slash]: Tanjiro charges at the target, dealing 105% Physical damage, restoring 30 Energy, and regenerating 60-200 HP (depending on level). - Striking Tide – Tanjiro swings twice in front of him, dealing 160 (+62% Physical attack) Physical damage per swing. Once the skill hits the target, Tanjiro gains a barrier that can absorb 300 damage.
[Striking Tide] will be replaced with [Drop Ripple Thrust – Curve] within 6s after casting, which allows Tanjiro to damage enemies in a path for 220 (+72% Physical attack) Physical damage, and reduces enemies’ movement speed by 50%, lasting for 1s. - Whirlpool – Tanjiro damages enemies 3 times in an area for 150 (+33% Physical attack) Physical damage, stunning them for 0.5s. At the same time, Whirlpool will absorb the damaged enemies and reduce their movement speed by 50%, lasting for 1s.
[Whirlpool] will be replaced with [Waterfall Basin] within 6s after casting. After casting the skill again, Tanjiro will damage enemies in a circular area for 180 (+45% Physical attack) Physical damage, and knock them airborne for 0.75s. - Water Wheel – Tanjiro strikes the target area dealing 260 (+52% Physical attack) Physical damage.
[Water Wheel] will be replaced with [Flowing Dance] within 6s after casting. Using the skill causes Tanjiro to become untargetable and quickly dash in the targeted direction, then damage enemies in an area for 260 (+52% Physical attack) Physical damage. - Constant Flux – Tanjiro unleashes 5 swings that each deals 200 (+44% Physical attack) Physical damage, and knocks the target back. Tanjiro gains a Breathing Mark that
lasts 8s when his skill hits a character. Upon gaining 4 marks, [Constant Flux] is replaced with [Hinokami Kagura – Dance].
Tanjiro gains Endure while casting this skill.
Tony Tony Chopper (Support)
- Passive: Brain Point – Damage against enemies will mark them for 6s. Any damage from allies will detonate the mark and deal 30 to 170 Physical damage.
- Horn Point – Chopper dashes a short distance in the specified direction, damaging enemies along the path for 300 (+40% Physical attack) Physical damage and knocking the hit targets airborne for 0.75s.
- Guard Point – Chopper slightly knocks back surrounding enemies and dealing 100 (+20% Physical attack) Physical damage to them 3 times.
Guard Point lasts 1.45s and provides a 30% damage reduction. - Kung Fu Point – Chopper damages enemies in the specified area for 500 (+61.5% Physical attack) Physical damage and knocks them airborne for 0.75s.
- Monster Point – Chopper gains a barrier equal to 40% of max HP for 12s.
Andy (Tank)
- Passive: Undead – Andy’s natural recovery increases 2 times when quitting combat, increasing 1.5 times when entering combat. Each time a skill is used, it consumes 10% of his current HP and recovers 8% of the lost HP at the same time. After being defeated, Andy will revive at his original location after the countdown ends.
When Andy enters combat mode, his attack gradually increases by 0 to 80, and his movement speed increases by 0 to 50. These increases will gradually decrease when quitting combat.
Every time Andy uses [Crimson Crescent Moon], he has a chance to enhance his skills. If Fuuko Izumo is on the team, Andy will have an additional opportunity to enhance his skills at Lv. 15. When Andy gains Fuuko Izumo’s Unluck, [Parts Bullet – Finger Bullet] will be replaced with [Unluck Bullet]. After the skill hits an enemy character, the Unluck carried by Andy will be transferred to the enemy and triggered, with the same effect as Fuuko Izumo’s Unluck. - Parts Bullet – Finger Bullet – Andy shoots a Finger Bullet in the specified direction, dealing 150 (+30% Physical attack)+(2% of his max HP) Physical damage and slows them by 30% for 2s.
When enhanced, the skill is upgraded to gain penetration and an additional slowing effect. - Dead Blade – Andy swings the Death Blade in the specified direction, gaining a barrier equal to 9% of his max HP, lasting for 5s. The Death Blade also deals 300 (+4% of his max HP) Physical damage to enemy targets hit.
When enhanced, the skill is upgraded, expanding the attack range and enhancing the barrier. - Crimson Waxing Moon – Andy moves in the specified direction, dealing 140 (+30% Physical attack) Physical damage to enemy targets along the path. Upon reaching the destination, he deals 210 (+45% Physical attack) Physical damage.
When enhanced, the skill is upgraded, increasing the moving distance and attack range and enhancing his Physical penetration. - Crimson Crescent Moon – Andy releases sword gusts in the specified direction, dealing 650 (+6% of his max HP) Physical damage to the hit enemy target and stunning them for 1s.
When enhanced, the skill is upgraded, expanding the attack range and becoming able to destroy flying bullets.
Nezuko Kamado (Assassin/Fighter)
- Passive: Demonic Strength – Every 6s, Nezuko gains an enhanced basic attack that gives her targets (130% Physical attack) Physical damage and reduces their movement speed by 40% for 1.5s.
- Demonic Claw – Nezuko swings twice in the designated direction. The first swing deals 140 (+45% Physical attack) Physical damage, and the second swing deals 160 (+60% Physical attack) Physical damage.
When [Blood Demon Art – Exploding Blood] is active, the skill causes 60 (+16% Physical attack) Magic damage per second to enemy targets for 3s. - Charge Kick – Nezuko charges in a designated direction and kicks the first enemy target she collides with, damaging them for 275 (+55% Physical attack) Physical damage, and knocking the target back while stunning them for 1s. Hitting an enemy increases Nezuko’s Physical penetration by 75.
While [Blood Demon Art – Exploding Blood] is active, hitting a target will fix the skill cooldown to 2s.
Each character can only be stunned by [Charge Kick] once every 6s. - Blood Demon Art – Exploding Blood – Nezuko charges to the designated area and releases this skill upon arrival, exploding around Nezuko and giving all enemies hit 200 (+30% Physical attack) Magic damage and Scorch. Scorch deals 50 Magic damage to enemies every second for 8s.
After casting this skill, Nezuko enters Demon Form, recovering 2% of her HP per second, increasing her attack by 100 and movement speed by 50 for 8s.
The release of this skill creates a damaging area, which deals 70 Magic damage per second to enemies. The area lasts for 3s.
Gon Freecss (Fighter)
- Passive: Wilderness Survival Expert – While not in combat, Gon enters the Conceal state after remaining still in the brushes for 2s. Using a basic attack, skill, or any movement will reveal him. Within 3s after breaking concealment, his movement speed is increased by 10%. Gon’s third stage basic attack strikes forward with four punches, each dealing 50% Physical attack.
While not in combat, Gon can fish in the river by standing still for 6s. Using a basic attack, skill, or any movement or entering combat will interrupt fishing. After a successful catch, the amount of money obtained varies depending on the type of fish caught. - Cast the Fishing Rod – Gon hooks a unit within the designated area. If an enemy target is hooked, Gon will pull the target toward himself for a short distance and deal 270 (+85% Physical attack) Physical damage to it. If a scene prop is hooked, Gon will pull the prop toward himself. If a rock is hooked, Gon will pull the rock towards himself and deal 270 (+85% Physical attack) Physical damage to enemy targets along the path.
The priority of units hooked by the fishing hook, from high to low, is enemy characters, rocks, props, and minions. - Stone Tactics – Gon throws a stone to knock the enemy target in front of him airborne for 0.5s and gains 450 (+95% Physical attack) barrier that lasts 4s. The stone inflicts 325 (+75% Physical attack) Physical damage to enemy targets along its path while flying and drops to the ground at the end of the path, remaining for 5s.
When the skill is used again, Gon dashes in the specified direction, inflicting 325 (+75% Physical attack) Physical damage to enemy targets along the path. If he encounters an enemy character or a stone during the dash, he stops and performs a flying kick, inflicting 325 (+75% Physical attack) Physical damage to enemy targets within range.
The stone can be shattered by a flying kick or basic attacks, creating smoke that lasts for 3.5s. Gon can hide himself in the smoke and become invisible. He will become visible when actively dealing damage. - Jajanken – After a brief charge, Gon starts preparing for Jajanken. Within 5s after the charge is complete, his movement speed increases by 15%. If the charging process is interrupted, 50% of the cooldown time will be returned.
- [Jajanken – Rock] Gon selects an enemy target and dashes toward the target’s area and punches, dealing 800 (+220% Physical attack) Physical damage to enemies within the area.
- [Jajanken – Scissors] Gon takes a step forward and deals 550 (+120% physical attack) True damage to enemies within the area.
- [Jajanken – Paper] Gon releases [Jajanken – Paper] in the specified direction, dealing 550 (+120% Physical attack) Physical damage to enemies along the path. Stops upon hitting an enemy character.
Zenitsu Agatsuma (Assassin)
- Passive: Twinkling – When enemy characters move, attack, or use skills outside Zenitu’s sight range, Zenitsu Agatsuma can accurately determine their positions.
After Zenitsu Agatsuma quits combat, he gains one [Thunder Breathing] stamp every 10s. The stamp can be stored up to three, and each time hitting an enemy character with Thunderclap and Flash series skills consumes one [Thunder Breathing] stamp and deals additional Physical damage equal to 12% of the target’s lost HP.
Each kill or assist also grants Zenitsu one stamp and charge for [Thunderclap and Flash]. Hitting enemy characters with [Thunderclap and Flash] twice enhances the next basic attack.
Zenitsu’s original movement speed increases by 5%. When Zenitsu moves towards an ally Nezuko, the movement speed bonus is increased to 10%. - Thunderclap and Flash – Zenitsu charges toward the direction he is facing, dealing 300 (+90% Physical attack) Physical damage to enemy targets along the path, and deals 600 (+260% Physical attack) Magic damage to Creeps. This skill gains one charge every 10s and can store up to two charges. The charges have a shared cooldown of 1s. The skill will be enhanced when used twice with enemy characters being hit.
[Enhanced skill] Zenitsu charges toward the direction he is facing, dealing 150 (+80% Physical attack) Physical damage to enemy targets along the path, and then quickly gives six strikes with 70 (+15% Physical attack) Physical damage to the surrounding area. During this time, he cannot be targeted or use other skills. Afterwards, he reappears and slashes in the direction of the analog stick, dealing 150 (+100% of Physical attack) Physical damage. - Thunder Burst – Zenitsu Agatsuma unleashes thunder around himself, dealing 300 (+90% Physical attack) Magic damage and slowing enemies by 50% for 2s.
- Thunderclap and Flash – Godspeed – Zenitsu charges for up to 3s, then transforms into lightning and dashes toward the designated direction, dealing 600 (+100% Physical attack) to 1200 (+150% Physical attack) Physical damage to enemies along the path.
The attack range of the skill increases based on the charging duration, and charging can be interrupted.
Gaara (Mage/Tank)
- Passive: Total Defense – Upon taking damage from enemy characters and Creeps, he gains a barrier that can absorb 120 (+60% Magic attack) damage within 4s. The charging process of [Total Defense] will be boosted when Gaara stands on the sandtrap.
Upon taking fatal damage, Gaara forms a [Sand Shield] and regains 6% of his HP per second for 5s. During this time, Gaara is immune to all control effects and cannot move, attack, or use any skills. If [Sand Shield] is not broken after the 5s countdown ends, Gaara will immediately revive. [Sand Shield] has an 180s cooldown. - Sand Tsunami – Gaara unleashes this skill in the target direction, attacking all enemies, and deals 400 (+76% Magic attack) Magic damage, with a sandtrap at the end of the attack track. Enemy targets on the sandtrap will be slowed by 20%. The sandtrap lasts for 7s.
- Sand Shower – This skill lasts for 2.5s around Gaara. Every 0.5s, the skill gives enemies within the area 120 (+18% Magic attack) Magic damage. This skill leaves a sandtrap on the ground when it expires. Enemies that step on the sandtrap are slowed by 20%. The sandtrap lasts for 7s.
This skill gains a charge every 10s, up to a maximum of 3 charges. - The Coffin of Crushing Sand – When there is at least one sandtrap present within 2000 yards, Gaara can activate this skill. After 0.5s, enemies standing on the sandtrap will be inflicted with 800 (+100% Magic attack) Magic damage and become Rooted for 1.5s. When the control effect of this skill ends, it causes 200 (+35% Magic attack) Magic damage.
Fuuko Izumo (Support)
- Passive: Unluck Surrounds – When Fuuko is subjected to a close attack, the Unluck of lightning strike will be triggered, dealing 300 (+50% Magic attack) Magic damage to the attacker and stunning them for 1s. Enemies touched by Fuuko will suffer from Unluck, reducing their Critical Rate by 60% for 5s.
- Misfortune Unexpected – Fuuko swings at any designated character with one hand inflicting Unluck. If it is an enemy character, it deals 100 (+15% Magic attack) Magic damage.
After a 3s countdown, one of the following three Unluck effects will be randomly triggered:- [Falling Rocks]: Falling giant rocks cause 500 (+50% Magic attack) Magic damage and 50% slowing to enemy targets within the range for 3s.
- [Thunderstorm]: Triggering thunderstorm causes 400 (+50% Magic attack) Magic damage and stuns enemy targets within the attack range for 1s.
- [Banana Crate]: Falling banana crates cause 450 (+50% Magic attack) Magic damage and slow the enemy targets within the attack range by 50% for 3s. After the crate lands, banana peels scatter, causing a short-distance slip in the direction the character faces when they step on the peels.
- High-Speed Shuttle – Fuuko increasing her own movement speed by 40% and enhancing her own Magic defense and Physical defense by 100 for 4s. Tapping on the skill again allows Fuuko Izumo to move a certain distance in the specified direction.
- Misfortune Strikes – Fuuko pushes any designated character inflicting greater Unluck. If it is an enemy character, it deals 150 (+20% Magic attack) Magic damage and knocks them back.
After a 3s countdown, one of the following three Unluck effects will be randomly triggered:- [Meteors]: Falling meteors cause 1000 (+60% Magic attack) Magic damage and stun enemy targets within the range for 1s.
- [Hailstorm]: Hailstones fall, hitting enemy targets and causing 1000 (+60% Magic attack) Magic damage and stunning them for 1s. The hailstones leave a deceleration area upon impact, slowing down enemies by 20% for 5s.
- [Meteor Shower]: A meteor shower occurs, dealing 200 (+60% Magic attack) Magic damage to enemy targets within the area every 0.4s, lasting for 2.8s, and the first hit of a target stuns the target for 1s.
Son Goku – Apprentice of The Kamesen (Fighter)
- Passive: Martial Artist – Every time Goku is hit, or his skills hit an enemy target, it grants him a stack of [Fighting Spirit], which increases his Physical and Magic defense by 10 for 6s, [Fighting Spirit] can be stacked up to 10 times.
Goku’s respawn time increases by 5s the first time he is defeated, and his attack is permanently increased by 15 every time he is defeated. This increase in attack can be stacked up to 10 times.
[Spirit Bomb I] Goku starts charging for Spirit Bomb at 0.5 units of Energy every 1s. When the Energy reaches its maximum value, the Spirit Bomb becomes activated. Being controlled interrupts the charging. When the charging stops for more than 25s, the Energy is dismissed. When the charging process is interrupted, the skill has a 12s cooldown. If the process is interrupted again within 25s, the cooldown increases to 120s. During the charging process, all teammates will be notified, and they can share their spirit with Goku. Each successful share grants 1 unit of Energy and increases the Physical attack bonus of the damage Spirit Bomb causes by 60%. Goku cannot move or attack during charging.
[Spirit Bomb II] Goku throws a Spirit Bomb toward the designated area, causing 1200 (+600% Physical attack) Physical damage. For each additional enemy target hit, the damage they receive decreases by 10%. - Rising Spirit – Goku gains a 30% increase in attack speed for basic attacks in the next 5s. Each basic attack deals 250 (+100% of Physical attack) Physical damage and heals him for 60 (+15% of Physical attack) HP. In every three basic attacks, the first is a pursue attack, and the third knocks the enemy targets back.
- Iron Elbow – Goku leaps into the air and attacks in the target direction, damaging enemies hit for 300 (+50% Physical attack) Physical damage. When hitting enemy targets under the [Kaio-ken] state, tapping the skill again within 5s allows Goku to release [Sky Buster].
- Kamehameha – Goku unleashes a shockwave in the target direction, dealing 280 (+45% Physical attack) Physical damage 2 times to enemy targets hit and reducing their movement speed by 30% for 2s.
- Kaio-Ken – Goku enters [Kaio-ken] mode, enhancing all skills’ effects for 13s and increasing his attack by 80, movement speed by 10%, attack speed by 10%, Physical defense by 180, and Magic defense by 180.
After the duration ends, Goku enters a weakened state for 1s, during which his movement speed is reduced by 65%, and Physical and Magic defenses decrease by 10%.
Nobara Kugisaki (Ranger)
- Passive: Cursed Nails – Nobara’s basic attacks and Nail Flurry are infused with the power of curses that deal 10 (+1.5% Physical attack) Physical damage per second. The damage lasts 5s and applies 1 stack of Curse. This damage scales with character Level from 0 to 28. The Curse can be stacked up to 6 times and lasts 5s.
Nobara increases her attack speed by 20% and replaces [Straw Doll Technique – Resonance] with [Black Flash] for 3s once the enemy target receives 6 stacks of Cursed Nails. - Nail Flurry – Nobara unleashes 6 nails that deal 250 (+50% of Physical attack) Physical damage to enemy targets hit.
Hitting the same target causes subsequent nails to deal only 35% of the initial damage. - Straw Doll Technique – Resonance – Nobara Kugisaki charges at an enemy target, marking them as a Resonance target and briefly stunning them for 1s. Afterward, she leaps back and deals 320 (+70% Physical attack) Physical damage.
Nobara is immune to all control effects while charging. - Straw Doll Technique – Hairpin – Nobara detonates all nearby nails, dealing 230 (+65% Physical attack) Physical damage to enemy targets with [Cursed Nails]. Each additional nail increases Physical damage by 50%. Enemies with 6 stacks of Cursed Nails are dealt an extra 160 (+skill Level x80 + 20% of Physical attack) Magic damage.
Majin Buu (Tank/Support)
- Passive: Super Regeneration – When Buu’s HP is under 35% and is attacked by an enemy character, he gains 40% damage reduction for 6s. The effect can be triggered once every 90s. When receiving fatal damage, Majin Buu breaks into 6 pieces of flesh. After 6s, the pieces of flesh existing revive Buu and generate HP for him. Each piece of flesh generates 700 (+16% of max HP) HP. The revive effect can be triggered once every 180s.
- Bouncing Crash – Buu leaps toward the designated area, dealing 200 (+4% of his max HP) Magic damage to enemy targets within the area and reducing their movement speed by 30% for 3s. After that, Buu leaps again in the same direction as the analog stick, dealing 200 (+4% of his max HP) Magic damage to all enemy targets within the attack range and knocking them airborne for 0.75s.
During the leap, Buu gains Endure. - Power Breath – Buu pulls targets within the specified area toward him, dealing 300 (+5% of max HP) Magic damage. Each hit grants Buu a 5s barrier that can absorb 120 damage. The barrier can be stacked up to 3 times.
- Transfiguration Beam – Buu casts the skill over the designated area. After a 1s delay, it deals 400 (+4.5 max HP) Magic damage and turns all enemy characters into pieces of cake that cannot attack but can move around for 1.5s and slows them by 75%. If the skill kills an enemy character, it generates a piece of cake that lasts 15s. The cake will increase Boo’s max HP by 150 when Boo touches it or gets it through [Power Breath]. The increase in max HP can be stacked up to 10 times.
If [Power Breath] catches enemy characters who have been turned into pieces of cake, it deals additional 350 (+5 max HP) Magic damage to them. If [Power Breath] kills an enemy character, it increases Boo’s max HP.
Boa Hancock (Mage/Fighter)
- Passive: Love Love – The third attack of consecutive basic attacks and the designated skill will apply Love-Love Marks that last 8s to a target. After stacking 3 times, using a skill or basic attacks that apply Love-Love marks will Petrify the target for 1.5s. When Hancock attacks a Petrified enemy, (+25% Magic attack) Magic damage will be dealt additionally.
Every target Petrified by Hancock reduces the cooldown of [Snake Dance] by 1s.
The number of stacks of [Love-Love] marks will not increase when the target is Petrified. - Love-Love Mellow – Hancock unleashes a heart-shaped beam that damages an enemy for 550 (+66% Magic attack) Magic damage, and applies one stack of Love-Love Mark on them.
- Snake Dance – Hancock charges toward a designated area, damaging enemies hit for 200 (+35% Magic attack) Magic damage, and slows them by 50% for 2s. Casting the skill allows Hancock to cast [Perfume Femur], giving two kicks to enemy targets within the attack range. Each kick applies one stack of Love-Love Mark to enemies hit, damaging them for 300 (+50% Magic attack) Magic damage while granting Hancock a 50% damage reduction for 0.8s.
- Slave Arrow – Hancock unleashes 3 waves of pink arrows in a fan-shaped area. Each wave gives enemy targets 350 (+60% Magic attack) Magic damage and applies one stack of Love-Love Mark on them.
Hancock gains Endure while casting this skill.
Son Goku – Super Saiyan (Fighter)
- Passive: Fearless Warrior – Goku gains 10 Physical defense for 5s every time he is attacked or uses [Impact Fist], [Tandem Kick]. [Spin Kick], or [Instant Assault], stacking up to 10 times.
Goku’s respawn time increases 5s the first time he is defeated, and his attack is permanently increased by 15 every time he is defeated. This increase in attack can be stacked up to 10 times. - Impact Fist – Goku unleashes two quick strikes in front of him. Each strike deals 120 (+45% Physical attack) Physical damage, and his Physical penetration increases by 17-45 (directly variate level) for 3s, stacking up to 4 layers. [Impact Fist] will be replaced with [Tandem Kick] within 5s after casting and can be rereleased.
- Teleportation Strike – Goku teleports behind the enemy target, kicking them to inflict 250 (+50% Physical attack) Physical damage, and reduces the target’s movement speed by 50% for 2s.
Every time [Impact Fist], [Tandem Kick], or [Spin Kick] hits an enemy it reduces the skill’s cooldown for 1s. - Teleportation Kamehameha – Goku teleports to the front of an enemy target after a brief delay and unleashes Kamehameha for 1s, damaging the enemy for 125 (+20% Physical attack +2.5% of the target’s lost HP) Physical damage. The target hit will be continuously knocked back for the skill’s duration.
- Super Saiyan II Transformation – Goku becomes Super Saiyan II, gaining 75 Physical attack, 5% damage reduction, 100 movement speed, and 5% resilience for 10s. When using skills, you can press and hold to charge, and the buff granted by the charge will increase according to the duration of the charge and the character’s level.
Yuji Itadori (Fighter)
- Passive: Cursed Defense – Yuji’s right fist deals additional Physical damage equaling to 4% max HP to enemy targets hit, and hitting enemy targets with his left fist recovers himself 60-270 max HP (directly variate level).
- Divergent Fist – Yuji replaces the next basic attack with a two-stage attack that deals 135 (+45% Physical attack) Physical damage to the enemy targets and slows them down by 20% for 1s. After a delay of 0.85, it deals an additional 250 (+50% Physical attack) Physical damage.
- Expeditious Assault – Yuji dashes in the specified direction for a certain distance, dealing 175 (+35% Physical attack) Physical damage to enemy targets touched. When stopping, if an enemy target exists within 300 yards, he will automatically kick the enemy target, dealing 3 damages that each gives 75 (+15% Physical attack) Physical damage and gains a 3s barrier that absorbs 420 damage.
- Cursed Turning Kick – Yuji throws Cursed Turning Kick in the specified direction, dealing 320
(+85% Physical attack) Physical damage to enemy targets and stuns them for 1s. - Sincerity – When activated, Yuji gains 80 Physical attack and 50 movement speed increase. He can then use four consecutive special attacks within the next 12s. Each attack has a chance to trigger [Black Flash]. When [Black Flash] is triggered, the Physical damage of the special attack causes True damage, and Yuji gains damage reduction within a certain period.
[Right Hook] Dashes toward the designated enemy target and strikes them, dealing 450 (+110% Physical attack) Physical damage and reducing their movement speed by 20% for 1s.
[Side Kick] Dashes toward the designated enemy target and strikes them, dealing 450 (+110% Physical attack) Physical damage and reducing their movement speed by 20% for 1s.
[Knifehand Strike] Dashes toward the designated enemy target and strikes them, dealing 450 (+110% Physical attack) Physical damage and reducing their movement speed by 20% for 1s.
[Right Straight Punch] Dashes toward the designated enemy target and strikes them, dealing 450 (+110 % Physical attack) Physical damage and reducing their movement speed by 20% for 1s.
Monkey D. Luffy – Super Rookie (Fighter)
- Passive: Unbending Will – Luffy gains 1% damage reduction for every 5% HP lost. If Luffy is attacked and his HP is under 50%, each time a skill or basic attack hits an enemy recovers 4% of Luffy’s max HP. The effect lasts for 8s and can be triggered every 30s.
Luffy is immune to Hancock’s Petrify effects. - Gum-Gum Rifle – Luffy dashes in a designated direction, damaging enemies along the path for 100 (+27.5% Physical attack) Physical damage. Upon reaching the destination, Luffy damages enemies in the target area for 200 (+35% Physical attack) Physical damage and knocks the enemies back.
- Gum-Gum Whip – Luffy unleashes a sweeping kick that damages enemies in the area for 420 (+75% Physical attack) Physical damage.
- Gum-Gum Battle Axe – Luffy slams his foot into the ground, damaging enemies within the attack range for 700 (+95% Physical attack) Physical damage, and knocking them airborne for 0.75s.
- Gear Three – Using the skill gives Luffy access to the [Gear Three] variant of his skills. Casting any [Gear Three] skill resets them to their initial state.
Tapping the skill again will instantly revert all Luffy’s [Gear Three] skills back to their initial state.
Shinobu Kocho (Assassin/Mage)
- Passive: Wisteria Poison – Shinobu can only deal 70% Physical damage. The third basic attack will cause her to lunge at her target.
Shinobu’s attacks apply [Wisteria Poison] that lasts 35. The damage dealt by the poison depends on the dosage, which depends on the attack method.
Hitting an enemy target with basic attacks deals 15 (+3% Magic attack) Magic damage every 0.3s.
Hitting an enemy target with [Agility] deals 40 (+8% Magic attack) Magic damage every 0.3s.
Hitting an enemy target with [Butterfly Dance – Caprice] deals 105 (+13% Magic attack) Magic damage every 0.3s. - Stinger – Shinobu attacks her target for 140 Physical damage, which becomes 350% when hitting creeps, and slowing them by 50% for 2s. Hitting a target recovers Shinobu 350 (+20% Magic attack) HP.
The skill can be used under a control effect. Lifting from the control effect will stun the enemies hit for 1s. - Agility – Shinobu evades attacks while dashing forward, damaging enemies in an area for 140 Physical damage, which becomes 350% when hitting creeps. Hitting a target allows you to leap a short distance in the direction the analog stick is pointing.
The first target hit will become intimidated and cause them to deal 30% less damage for 5s. If an attack is successfully evaded, the intimidation effect doubles. - Butterfly Dance – Caprice – Shinobu selects an enemy character. After a short delay, she lunges past that character and rapidly strikes them 5 times. Each strike of the first 4 strikes deal 150 Physical damage, while the last strike deals 300 Physical damage.
Frieza (Ranger/Mage)
- Passive: Emperor of Universe – For every skill released, Frieza has his basic attacks replaced by [Death Beam]. [Death Beam] can penetrate enemy targets, causing 100 (+100% Physical attack) (+75% Magic attack) Magic damage. The damage dealt to enemy minions is 1.5 times.
- Death Saucer (Left) – Frieza conjures a Death Saucerand tosses it in the target direction, damaging enemies hit for 450 (+80% Magic attack) Magic damage.
- Imprisonment Ball – Frieza unleashes the skill in the target direction, damaging enemies within range for 250 (+25% of Magic attack) Magic damage and inflicting gathering effect with a 1.5s stun. Enemy targets hit will be knockined airborne for 1.5s, and receive 80 (+5% of Magic attack) Magic damage upon landing.
- Death Ball – Frieza conjures a Death Ball and tosses it in a target direction. Enemies caught in the explosion will be dealt 650 (+125 % Magic attack) Magic damage, and the area of the explosion will be burned, causing 75 (+5 Magic attack) Magic damage per second and applying 30% slow effect to enemies within range.
Usopp (Ranger)
- Passive: Sniper – Every 10s, Usopp shoots seeds along with basic attacks to attack the enemies. When the seeds explode, they deal 3% of the max HP (which increases additional Physical damage by 1% for every 150 points) +65 (+15*character Level) Physical damage to enemies within the specified range. The maximum damage that can be dealt to creeps is 1500.
When releasing the skill, the duration of this passive effect is reduced by 5s.
Taking damage causes Usopp to enter a fleeing state. When facing away from enemies, the movement speed will increase by 30% within a specific range for 3s. This effect can only be activated once every 60s. - Special Attack: Green Star – Devil – Usopp shoots seeds toward the designated area. After the seeds land, plants will quickly grow and attack enemy targets within their attack range, dealing 350 (+75% Physical attack) Physical damage.
- Special Attack: Green Star – Rafflesia – Usopp shoots seeds toward the designated area. After the seeds land, plants will quickly grow and release gas that lasts 3s in all directions. When the gas exists, it reduces the armor of enemy targets within the specific range by 10% and inflicts 100 (+20% Physical attack) Physical damage every 0.5s, along with a 30% slow effect.
- Special Attack: Green Star – Impact Wolf – Usopp shoots in the specified direction. When the Impact Wolf runs forward and hits enemy characters, it deals 500 (+90% Physical attack) Physical damage and stuns them for 0.75s. At the same time, it releases a shockwave that deals 500 (+90% Physical attack) Physical damage and applies a 90% slowing effect to surrounding enemy targets for 1s.
The directly hit enemy characters will be stunned for 0.75s to 3.5s based on the running distance of the Impact Wolf. The Impact Wolf can temporarily gain the sight range of nearby enemy targets during its
movement.
Monkey D. Luffy – Pirate Captain (Fighter)
- Passive: Burning Sprit – Luffy’s basic attack and non-enhanced skills grant Rage. Hitting an enemy character grants even more. When Luffy’s HP is lower than 50%, the Rage gained increases by 50% and can be stored up to 90. Rage slowly decays at a rate of 5 per 1s upon leaving combat. When Rage is 230, Luffy’s basic attacks deal 54-110 Physical damage, and consuming Rage can gain different effects for his skills.
Luffy gains a 5% damage reduction for every 1% of HP lost.
Basic attacks against an enemy character/non-character grants 10/5 Rage.
Luffy is immune to Hancock’s Petrify effects. - Gum-Gum Gatling – Luffy uses the enhanced version of [Gum-Gum – Gatling]. The elastic rubber quickly causes 5 blows in an area, deals 120 (+27.5% Physical attack) Physical damage, and heals him for 16 (+5% Physical attack) HP plus 1% of lost HP. If Luffy uses the enhanced version of [Gum-Gum – Rocket Launcher] again within a certain period, the enemies within range will receive 120 (+27.5% Physical Attack) Physical damage and be knocked back.
The 1st wave hitting an enemy/non-enemy target grants 4/3 Rage. Using an enhanced skill consumes 30 Rage. The 2nd wave hitting an enemy/non-enemy target grants 10/7 Rage. Using an enhanced skill consumes 30 Rage.
[Rage enhance]: The damage of the first-stage skill increases to 140 (+30% Physical attack) Physical damage, and heals for 24 (+7.5% Physical attack) HP plus 1.5% of lost HP.
The damage of the second-stage skill increases to 140 (+35% Physical attack) Physical damage. - Gum-Gum Rocket – Luffy slings himself forward after a brief charge up and stomps the area where he lands, damaging all enemies within for 200 (+50% Physical attack) Physical damage. The skill can be charged up for up to 4s. Canceling the charge will return 50% of the cooldown time.
Hitting an enemy character/non-character target grants 10/7 Rage.
The longer Luffy charges up, the further he can leap. Luffy can adjust the direction of the leap during the charge. - Gum-Gum Pistol – Luffy charges up and casts the skill. The range of this skill increases the longer Luffy charges up. The skill can be charged up to 4s. Cancelling the charge returns 50% of the cooldown. Luffy gains 30% increased movement speed while charging. When released, Luffy lunges his arm toward the target direction, grabbing and damaging enemies hit for 150 (+40% Physical attack) Physical damage and slowing them by 90% for 1s. Luffy can freely move while an enemy is grabbed, but attacking or when the timer expires will cause the enemy to be released.
Using the skill again will make Luffy drag himself toward the grabbed enemy, damaging them for 200 (+60% Physical attack) Physical damage. Luffy increases Physical damage by 5% for every 100 yards he lunges his arm.
Hitting an enemy character/non-character target grants 10/7 Rage. Using an enhanced skill consumes 30 Rage.
Rage enhance: Second cast damage increased to 300 (+80% Physical attack) Physical damage with additional Physical damage equal to 6% of the target’s max HP. - Gum-Gum Thor – Elephant Gun – Luffy gains Endure and leaps into the air and swings his arm, smashing a target area for 700 (+100% Physical attack) Physical damage dealt to all enemy targets and knocking them airborne for 1s, and slowing them by 50% for 2s. Immediately gain 50 Rage. Each enemy target hit reduces the cooldown of this skill by 1s.
Enemies hit are Electro-Charged for 6s. During this time, they take 30 (+13% Physical attack) Magic damage whenever they’re attacked by Luffy’s basic attacks and skills.
Naruto – Nine-Tails Jinchuriki (Fighter)
- Passive: Nine-Tails Jinchuriki – The basic recovery rate of Naruto’s HP and Mana increases by 100%, and basic Mana capacity increases to 1.5 times the standard.
When his HP drops to 0, Naruto transforms into the Four-Tails. After a 3s invincibility, he recovers all his HP, and his max HP increases by 15%, and the attack speed increases by 50%. 10s later, he suffers a backlash and dies.
In Four-Tails form, Naruto’s basic attacks additionally deal a 3s sustained damage and a Magic damage equal to 2% of the max HP every second and gain [Biju Bomb], of which Naruto will not die during the release. - Rasengan – Naruto selects an enemy target to rush toward and releases Rasengan beside them after a 0.75 brief charge, dealing 450 (+75% Magic attack) Magic damage and increases his attack speed by 15% for 1s.
The nearby shadow doppelgangers will mimic Naruto, releasing Rasengan. - Multiple Shadow Dopplegangers I – Naruto summons two shadow doppelgangers that last 5s at most to jump in the specified direction. The shadow doppelgangers inherit 100% of Naruto’s attack and defense stats, dealing 20% damage to characters and 150% to creeps and minions, and receive 230% additional damage (increased by 500% if the damage is from the turrets).
[Raid Form]: The cooldown is shorter under this form and not shared with the regular form.
Up to 2 shadow doppelgangers can exist on the field simultaneously, and spare ones will disappear. - Multiple Shadow Dopplegangers II – Naruto summons two shadow doppelgangers, one pretends it is the actual body staying in place before vanishing, and one jumps in the specified direction with the actual body. The shadow doppelgangers inherit 100% of Naruto Uzumaki’s attack and defense stats, dealing only 20% damage to characters and 150% to creeps and minions, and receive 230% additional damage (increased by 500% if the damage is from the turrets).
[Raid Form]: Naruto jumps in the specified direction while holding a shuriken without summoning Doppelgangers. The cooldown is shorter under this form and not shared with the regular form.
The max lifetime of the shadow doppelgangers is 5s. Up to 2 shadow doppelgangers can exist on the field simultaneously, and spare ones will disappear - Wind Style – Rasen Shiruken I – Naruto summons shadow clones to assist in condensing the skill. After successful condensation, he enters the [Raid Form] for 7s, increases movement speed by 50% for 7s, and gains a barrier equal to 8% of his Max HP.
When touching non-character enemy units in the [Raid Form], Naruto deals 800 (+80% Magic attack) Magic damage. When touching enemy characters or using the skill again, he tosses the shuriken, ending the Raid Form. The shuriken hitting an enemy target causes 800 (+80% Magic attack) Magic damage to the target and triggers a 3s wide-range sustained damage, dealing 50 (+5% Magic attack) Magic damage every 0.2s, and reduces their movement speed by 40% for 1s.
Lance Crown (Magic/Support)
- Passive: Double-Line Magic User – Lance’s Magic attack gains a (4.5 +character Level x0.7)% increase.
When Lance receives fatal damage, he enters the [Sister Complex] state, becoming immune to all damage and gaining a 30% increase in movement speed for 1s. The cooldown for this effect is 120s. - Graviole – Suppress – Lance selects a designated region, stunning enemy targets within it for 1s, deals 400 (+80% of Magic attack) Magic damage, and applying a gravitation mark to the targets. The mark lasts for 8s.
- Graviole – Fall – Lance uses his wand to select a designated region where floating debris appears. After a brief delay, the debris falls, dealing 120 (+16% Magic attack) Magic damage to enemy targets within the area every 0.5s. If the target is marked with gravitation, it will take 145 (+19% Magic attack) Magic damage every 0.5s.
- Graviole – Secondth – Torture Pole – Lance binds the selected enemy character with Torture Poles for 2.5s. During this time, the target receives 100 (+12% Magic attack) Magic damage every 0.3s. Finally, a Torture Pole will fall on top of the target, dealing additional 140 (+20% Magic attack) Magic damage.
Inosuke Hashibira (Tank/Fighter)
- Passive: Unfettered Boy – During combat, Inosuke’s lost HP is temporarily stored as a gray HP bar. When the gray HP bar exists, basic attacks and skills will respectively generate 5% and 10% of the stored HP back to the actual HP upon hitting. When hitting non-character units, the restoration is halved. After 8s, the remaining stored HP decreases at 7% of the max HP per second.
Every 6s, Inosuke Hashibira’s next basic attack will be replaced by [Pierce].
[Pierce]: Deals additional Physical damage equal to 7% of max HP to the enemy target. - Slice ‘n’ Dice – Inosuke leaps forward and slashes, dealing 250 (+5% of his max HP) Physical damage to enemies in front of him, and knocking targets in the center of the attack range airborne for 0.5s.
The skill will be replaced with [Crazy Cutting] within 6s after using. And after using [Crazy Cutting], Inosuke swings his sword in all directions, dealing 150 (+2.5% of his max HP) Physical damage twice to enemy targets, and causing enemy targets in the center of the attack range to be airborne for 1s. - Devour – Inosuke charges up in place for up to 1s. After charging, he dashes forward and slashes, dealing 275 (+4% of his Max HP) to 550 (+8% of his Max HP) Physical damage.
During the charge, he gains Endure and obtains damage reduction effect of 20 (+0.2% of his Max HP)%. The damage reaches the maximum value at 0.85 of the charge. - Spatial Awareness – Inosuke exposes the sight range of all nearby enemy characters for 5s. 8s after casting, the skill is replaced with [Explosive Rush].
[Explosive Rush]: Inosuke Hashibira rushes in the designated direction. During the rush, he gains 100% movement speed increase and Endure. Hitting an enemy character deals 500 (+9% of his max HP) Physical damage and stuns the character for 1s.
Mash Burnedead (Fighter)
- Passive: Full Muscles Magic – Mash gains a barrier equal to 15% of his max HP for 5s when he takes damage; the effect has a cooldown of 15s.
- Full Muscles Magic: Hurricane Rush – Mash dashes forward, deals 450 (+130% Physical attack) Magic damage to enemy targets along the path. When the first hit enemy target is an enemy character, Mash gives them an uppercut that deals 0 (+120% of Physical attack) Magic damage and knocks them airborne for 0.75s.
- Parcel Crumble – Mash strikes the ground in the specified direction, dealing 350 (+90Physical attack) Magic damage to enemy targets within the attack range.
- Unlimited Physical Mode – Mash immediately removes the control effect given by enemies from himself and gains Muscle Enhancement, gaining immunity to control effects for 1s and increasing his movement speed by 50% for 8s.
Tapping the skill again allows Mash to throw a rapid succession of punches in the specified direction, and each punch deals 80 (+11% Physical attack) Magic damage.
Each punch slows the enemy targets hit by 10 for 2s.
Mash can swing up to 16 punches.
Yoruichi Shioin (Assassin)
- Passive: Gokui – Yoruichi gains 1 unit of Energy when her basic attacks and skills hit a target. When having 5 units of Energy, she consumes all Energy to turn into Gokui form, increasing her movement speed by 10% and attack speed by 15% for 5s. In this form, Yoruichi can cast [Ranbu].
Yoruichi’s first two basic attacks consist of two strikes each, but each strike only deals (+40% Physical attack) Physical damage. The third basic attack consists of a single strike, dealing (+115% Physical attack) Physical damage and has a chasing effect. - Shunpo I – Yoruichi moves a certain distance in the specified direction, dealing 250 (+75% Physical attack) Physical damage to enemy targets along the path, and gains 50% Damage Reduction during the movement.
Yoruichi gains 1 unit of Energy every time she hits a creep or enemy character. - Ranbu – Yoruichi deals 125 (+25% Physical attack) Physical damage to nearby enemy targets 5 times. When attacking multiple enemy characters simultaneously, the damage decreases with the increase in the number of enemy characters hit. The minimum damage can be decreased to 30% of the initial damage.
During the skill’s unleash, Yoruichi gains Damage Reduction and Endure, with which Yoruichi recovers 60 (+12.5% Physical attack) HP every time hitting an enemy character. - Shunko I – Yoruichi immediately gains 3 units of Energy and reduces the cooldown of [Shunpo] and [Ranbu] by 3s, entering Shunko state. Within 9s, reduces the regular cooldown of [Shunpo] by 4.5s and the regular cooldown of [Ranbu] by 3s, and casts Thunder Strike in the specified direction, dealing 600 (+140% Physical attack) Physical damage.
Uryu Ishida (Ranger)
- Passive: Ginrei Kojaku – Uryu unleashes two extra arrows every 5 basic attacks, dealing 50% Physical damage.
- Licht Regen – Uryu unleashes a hail of arrows to the target area, dealing 150 (+20% Physical attack) Magic damage every 0.5s, lasting 2.5s.
- Sprengen – Uryu places a seal on the designated area. The first enemy character touching it will be Imprisoned for 1s, and the seal will cause targets inside to explode after a short delay, dealing 350 (+112% Physical attack) Physical damage in the area, and enhance [Ginrei Kojaku].
The skill generates a seal every 14s and can store up to 2. Only 2 seals can exist at any given time. - Scatter Shot – Uryu unleashes 8 waves of arrows into the area in front of him. Each wave damages enemy targets in the area for 140 (+32.5% Physical attack) Physical damage.
Megumi Fushigoro (Mage/Fighter)
- Passive: Nue – Every 6s, Megumi’s next basic attack summons Nue, and Fushiguro himself charges forward, dealing 100% Physical damage to all enemies in his path. After a short delay, Nue attacks enemies on the same path for 300 (+85% Magic attack) Magic damage, and the targets already hit by Fushiguro additionally receive 50 (+10% Magic attack) Magic damage.
Fushiguro stuns the enemy target hit for 0.1s. - Divine Dog: Totality – Megumi commands Divine Dog – Totality to charge at an area, dealing 350 (+50% Magic attack) Physical damage to the enemies within range. Divine Dog – Totality stays in the area and fights alone for a while. It lunges at enemy targets in the area once every 6s, dealing 350 (+50% Magic attack) Physical damage to them.
Using the skill again recalls Divine Dog: Totality. - Max Elephant – Megumi summons Max Elephant and ejects a jet of water, damaging enemies along the path for 450 (+50% Magic attack) Magic damage, knocking them airborne for 0.75s, and slowing them down by 20% for 2s.
- Chimera Shadow Garden – Megumi expands a domain for 10s. Enemies who enter the domain are slowed by 20%. When enemies touch the edge of the domain, they receive 350 (+45% Magic attack) Magic damage and are stunned for 0.5s.
Two Nues are summoned at the domain’s edge every 2s. They will charge at a random enemy inside the domain for 350 (+45% Magic attack) Magic damage.
Sasuke Uchiha (Assassin)
- Passive: Lightning Infusion – When hitting an enemy whose HP is below 50% with skills or basic attacks, Sasuke deals extra Magic damage equal to 10% of their max HP.
This can only occur once every 8s against the same target. It is capped at 1000 damage against creeps. - Chidori Spear – Sasuke charges forward and damages enemies in front of him for 350 (+120% of Physical attack) Physical damage. After casting this skill, the basic attacks within the next 5s allow Sasuke to teleport
himself to the side of the enemy and deal an extra 100 Physical damage. - Chidori – Sasuke dashes to the target location and damages enemies in the area for 250 (+65% Physical attack) Physical damage. Hitting an enemy target grants a 5s barrier that blocks 300 (+50% Physical attack) damage.
[Chidori] can be used again within 5s after hitting an enemy target. - Kirin – Sasuke commands a lightning attack on enemy targets within the designated area, dealing 500 (+135% Physical attack) Physical damage and reducing their movement speed by 1.5% for 80s. The targets within the area also get stunned for 1s.
Orihime Inoue (Support)
- Passive: Reikaku – Orihime can detect any enemies within 1000 yards of her and gain the True Sight Range of enemy targets within the range of [Reikaku] for 1s once every 6s.
- Koten Zanshun – Orihime damages enemies in a straight line for 400 (+50% Magic attack) Magic damage, and slows enemies by 40% for 2s, then reduces their Physical defense by 30 for4 s. When the skill hits at least one enemy, the cooldown for this skill reduces by 1s. When [Koten Zanshun] reaches its max distance, it will deal one extra damage to nearby enemy targets, causing 175 (+25% Magic attack) Magic damage with the same effect.
- Koten Kisshun – Orihime applies the skill in a target area for 5s. Allies in the area are healed for 70 (+21% of Magic attack) HP every 0.5s.
- Santen Kesshun – Orihime deploys the skill for 7s. [Santen Kesshun] can block 10 enemy projectiles.
Enemies that collide with [Santen Kesshun] are knocked back and take 400 (+55% Magic attack) Magic damage.
JUMP Assemble is available in selected regions on mobile devices via Google Play and the App Store.