Combat Fundamentals: The Basics
Combat in The Ninja-RPG is based on a turn-based system, where each player gets 60 seconds to perform their actions.
The player with the highest Initiative goes first. Every action has an Action Point (AP) cost, meaning one or more actions may be performed during a single turn depending on how you choose to spend your AP.
Initiative
Initiative determines which player gets the first turn in combat.
Initiative begins by rolling a random number between 1 and 20 for each player. Several modifiers can then affect the result:
- For each level above the defender, a bonus of 3% is added.
- When fighting in your own territory, a bonus of 10% is added.
- When fighting outside your own territory, Initiative is reduced by 10%.
- Consecutive PvP kills provide a stacking Initiative bonus of 5% - 0.25%.
Tags & Order of Execution
What Is a Tag?
A Tag is an effect attached to an Item, Bloodline, or Jutsu that allows a specific action or effect to occur when it is used in or outside of combat. Tags are calculated multiplicatively, with diminishing returns being applied to damage reduction.
Most Tags take effect on the following turn after they are applied. However, there are several exceptions that take effect immediately when used:
- Clear
- Cleanse
- Bloodline Seal
- Vamp
- Heal — if the round duration is set to 0.
You can find a complete list of the Tags available in the game and explanations of what they do here: Game Tags.
Blocking Tags
Certain Tags can prevent other Tags from taking effect. These are generally referred to as Prevent Tags.
The main Prevent Tags currently used in combat are:
- Buff Prevent
- Debuff Prevent
- Heal Prevent
- Movement Prevent
Each Prevent Tag blocks a specific group of effects. Understanding these interactions is important because they can be used to disrupt an opponent's strategy or protect your own.
You can find a complete breakdown of which effects are blocked here: Prevent Tags.
Tag Stacking & Effect Caps
In TNR, Tags are allowed to stack. This means using multiple sources of the same effect can increase the overall strength of that effect. Example: Using two Increase Damage Given tags of 40% will stack together, increasing their total output to 1.4 x 1.4 = 1.96
However, how those effects stack depends on the type of Tag.
Percentage-based Tags, which are mostly found on Bloodlines and Jutsus, are stacked multiplicatively with each other.
Static Tags, which are mostly found on armor and other Items, are stacked additively.
For balance reasons, the following effects have a maximum cap of 60%:
- Reflect
- Lifesteal
- Absorb
- Afterburn
Going beyond the 60% cap for these effects provides no additional benefit.
Fundamentals of Combat
Loadout Building
Before you can enter a fight—much less win one—you need to understand how to properly build your Loadout.
Your Loadout consists of the Jutsus, Items, and Weapons you decide to take into battle. Each part of your Loadout should complement your chosen playstyle and what you're trying to accomplish during combat.
A strong Loadout isn't simply a collection of individually powerful Jutsus. You need to consider how your effects work together, how you spend your AP, where your damage or survivability comes from, and how you intend to respond when your opponent counters your strategy.
You can learn more about this in: Combat Fundamentals: Loadout Building.



















