Bonds
Shinno
神农 · 羁绊

Bonds
神农 · 羁绊
Game text is machine-translated from the Chinese client. Corrections are welcome.
| Stars | |
|---|---|
| HP | 10,65010,97011,30011,620 |
| Attack | 10,65010,97011,30011,620 |
| Defense | 10,65010,97011,30011,620 |
| Combat power | 10,65010,97011,30011,620 |
| Bond bonus | HP +150HP +270HP +350HP +440 |
| Shards to recruitShards for this starShards for this starShards for this star | 4060100200 |
| Total shards | 40100200400 |
Giant Clam
Mirage: Water Burst
Hozuki Gengetsu sends out his giant clam to assist you. The clam bursts out of the ground and creates a huge steam explosion.
When the Giant Clam appears, the whole ninja team's movement speed rises by 15% for 15 seconds.
Katsuyu
Healing Jutsu
Tsunade sends out her little Katsuyu to assist you. When Katsuyu lands, she knocks targets over a wide area into the air and heals the injuries of the whole team.
Katsuyu restores 25% HP to every member of the ninja team. When Tsunade, Haruno Sakura [Strength of a Hundred Seal] or Haruno Sakura [Great Ninja War] summons Katsuyu, she restores an extra 10% HP.
Release: Disperse
Bursts chakra outward from your body in a medium range, dealing 298% damage to enemies and removing their Super Armor, stealth, Taijutsu active effects, and movement speed bonuses, clearing your own negative statuses, and granting a brief burst of movement speed when your chakra is full. Cooldown 30 seconds.
Taijutsu: Guard
Using the scroll grants 60% damage reduction for 6 seconds. Cooldown 23 seconds. You also gain a passive 10% damage reduction, which is disabled while the scroll is on cooldown.
1A is a forward elbow strike, 2A throws a punch forward then immediately jumps into a knee strike, 3A is a midair leg sweep, 4A launches the enemy with alternating punches and has a sweep effect, and 5A uses Body Flicker into the air, punches downward to grab the enemy, then follows with a heavy slam.
Tip Basic Attack combos are fairly stable, and 5A includes a grab. During the Basic Attack, you can combine it with the Vital Fist for combined release.
Shinno grabs the enemy ahead. After grabbing, he flips forward while holding the enemy, then lifts them up and slams them heavily into the ground. If the grab succeeds, you can also press the Vital Fist skill to form a combo skill, jumping up with a knee strike and throwing a Vital Fist in the air.
Tip After using Vital Art, dark chakra bursts out and the skill is enhanced: after grabbing the enemy, he also slams them from side to side and finally flings them far away. During the grab you can also press the Vital Fist skill to form an enhanced combo skill that deals a large amount of damage to the enemy.
After using the sub-skill Vital Technique to burst out dark chakra, using Skill 1 is enhanced. Shinno dashes in to grab the enemy and flips them into the ground, then hoists them up to slam them left and right, and finally hurls them far away.
Tip A dash grab skill. A successful hit keeps the opponent grabbed for a while.
When the grab succeeds, tap Skill 2, Vital Fist, before the yellow bar ends to perform a combo. After slamming the grabbed enemy into the ground, Shinno Body Flickers directly behind the enemy for a knee strike and follows up with a Vital Fist, dealing heavy damage to the enemy.
Tip After the grab completes, it directly branches into a Body Flicker attack, dealing high damage quickly.
After using the sub-skill Vital Technique to burst out dark chakra, tap Skill 2, Vital Fist, after a successful grab before the yellow bar ends to perform the enhanced combo. Shinno dashes in to grab the enemy, flips them into the ground and slams them left and right repeatedly, then smashes the enemy against the board edge and pins them firmly in place, and finally follows up with a heavy punch that smashes the enemy down, dealing heavy damage.
Tip Attacking the opponent while keeping them grabbed for a long time deals heavy damage.
A short press has Shinno thrust both palms forward to attack the enemy with Vital Fist dark chakra. A long press enters a Guard Stance, in which Shinno holds both hands in a guard pose in front of him and can move slowly. Releasing the button throws a Vital Fist forward, and after it hits an enemy, pressing Basic attack makes him Body Flicker into the air and slam down to grab the enemy. If he takes damage during the Guard Stance, he immediately counters the enemy, leaping and throwing a Vital Fist in the air.
Tip After using Vital Art, dark chakra bursts out and the skill is enhanced: the Vital Fist is more powerful, the guard stance lasts longer, and the counter becomes a forward grab on the enemy followed by a knee strike and a leap to throw a Vital Fist in the air to finish the enemy.
Hold Skill 2 to enter the parry state. Shinno holds both hands in front of his body in a guard stance, and he can keep parrying throughout the yellow bar and move slowly. If he takes damage while parrying, he immediately counters the enemy: Shinno Body Flickers behind the enemy, knees them, and throws a Vital Fist in the air. When basic attack 5A grabs and slams the enemy, he quickly uses the Body Flicker knee strike and throws a Vital Fist in the air.
Tip After the Guard Counter triggers, the counterattack is launched at extremely high speed.
When enhanced, holding to parry lasts longer, and when hit, the Guard Counter Body Flickers behind the enemy and grabs them. A successful grab lifts the enemy with one hand, then he Body Flickers behind the enemy again, knees them, and throws a Vital Fist in the air.
Tip Triggering the Guard Counter in the enhanced state deals higher damage and grabs the opponent directly.
Shinno throws a Vital Fist forward, then jumps into the air and merges with the Zero-Tails, attacking the enemy with the Zero-Tails' massive chakra and dealing huge damage.
Tip Each time Shinno damages an enemy or takes damage, his energy grows, and energy also slowly grows over time. With full energy, he can release the sub-skill Vital Art, bursting out dark chakra for a while; during the sub-skill's yellow bar duration, skills are enhanced and the energy bar cannot grow. After the burst he also gains a temporary dark chakra shield; while the shield exists he gains Hard Body, and when the shield is broken or the sub-skill's yellow bar ends, Hard Body ends along with the shield. When Shinno carries his exclusive Summon, the Zero-Tails, releasing the Summon immediately empties his energy and merges him with the Zero-Tails; during the merge, energy cannot grow and only Basic attacks can be used, and when the Zero-Tails takes damage after the merge, Shinno takes the same damage. The merge lasts for a while; within the Basic attack's yellow bar duration you can drag the joystick to move and aim your attacks, and the merge ends automatically after two attacks or when the yellow bar ends.
Each time Shinno damages an enemy or takes damage, the energy bar below his health bar grows, and it also grows slowly over time. When the energy bar is full, the sub-skill lights up, and tapping it uses the Vital Technique. Dark chakra bursts out around Shinno and knocks away nearby enemies, and his skills are enhanced, while the energy bar cannot grow, until the shield is broken or the sub-skill's yellow bar ends.
Tip Attacking and getting hit both speed up energy gain, and activating the Vital Technique gives you enhancements and extra temporary health for its duration.
When Shinno enters the field with his exclusive summon, the Zero-Tails, and uses the summon, Shinno merges with the Zero-Tails. The fusion lasts for a while, during which Shinno can only attack enemies with basic attacks. During the basic attack's yellow bar you can drag the joystick to move a red circle and aim your attacks. The fusion ends after two attacks, and if you do not attack, it ends automatically when the yellow bar runs out.
Tip After using the summon, you can freely choose where to launch your attack.
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