Tags are the effects on jutsu, items, bloodlines and skill-tree nodes. The encyclopedia pages under jutsu and items list the live numbers. This guide explains what the names mean.
TNR Combat Tags — Quick Reference
Combat Tags are effects attached to Jutsus, Bloodlines, Items, Weapons, and other combat systems. These Tags determine what happens when an ability or effect is activated during combat.
Below is a quick reference for the current combat effect Tags and their general gameplay purpose.
Combat Effect Tags
- Absorb — Absorbs incoming damage and converts it into Health, Chakra, or Stamina.
- Afterburn — Applies delayed damage after the original attack.
- Buff Prevent — Prevents positive or buff effects from being applied.
- Clear — Removes positive status effects from the target.
- Clear Prevent — Prevents the target from being Cleared of positive effects.
- Cleanse — Removes negative or debuff effects from the target.
- Cleanse Prevent — Prevents the target from being Cleansed of negative effects.
- Clone — Creates a clone of a user on the battlefield.
- Consume — Gain a shield based on damage dealt
- Damage — Deals damage to the target.
- Debuff Prevent — Prevents negative or debuff effects from being applied.
- Decrease Damage Given — Reduces the target's outgoing damage.
- Decrease Damage Taken — Reduces damage received by the target.
- Decrease Cooldown — Reduces a cooldown.
- Decrease Heal — Reduces healing received or produced, as configured.
- Decrease Max Pools — Reduces the target's maximum resource pools.
- Decrease Pool Cost — Reduces resource costs for applicable actions.
- Decrease Stat — Lowers one or more target stats.
- Disarm — Prevents or removes weapon-based attacks or equipment use.
- Drain — Removes resources from the target.
- Elemental Seal — Seals or restricts elemental abilities.
- Final Stand — Grants a last-stand survival effect when the user would otherwise fall.
- Flee — Attempts to leave or escape combat.
- Flee Prevent — Prevents fleeing from combat.
- Heal — Restores the target's Health or another configured pool.
- Heal Prevent — Prevents healing effects from restoring the target.
- Immunity — Grants immunity against a selected Prevent or effect type.
- Increase Damage Given — Increases the target's outgoing damage.
- Increase Damage Taken — Increases damage received by the target.
- Increase Cooldown — Increases a cooldown.
- Increase Heal — Increases healing received or produced, as configured.
- Increase Max Pools — Increases the target's maximum resource pools.
- Increase Pool Cost — Increases resource costs for applicable actions.
- Increase Range — Increases action or Jutsu range.
- Increase Stat — Raises one or more target stats.
- Inject Jutsus — Adds or injects Jutsu effects into a loadout or combat state.
- Lifesteal — Converts a portion of damage dealt into healing for the attacker.
- Mirror — Copies eligible negative effects back or onto another target.
- Move Prevent — Prevents movement.
- Move — Moves the user or target on the battlefield.
- One Hit Kill — Attempts to instantly defeat the target.
- One Hit Kill Prevent — Prevents One Hit Kill effects.
- Pierce — Pierces defenses such as Shields or Damage Reduction.
- Poison — Applies recurring poison damage.
- Potency — Increase/decrease the effect power of a selected tag
- Recoil — Deals damage back to the effect's user when triggered.
- Redirection — Redirects incoming damage or effects to another target.
- Reflect — Reflects incoming damage or effects back to the source.
- Remove Bloodline — Removes or disables a Bloodline effect.
- Repair — Repairs or restores a configured Item or combat resource.
- Rob — Steals a configured resource or effect from the target.
- Rob Prevent — Prevents robbing or stealing effects.
- Roll Random Bloodline — Randomizes or rolls a Bloodline.
- Roll Random Sage Mode — Randomizes or rolls a Sage Mode.
- Seal — Seals or disables a configured target ability or effect.
- Seal Prevent — Prevents Sealing effects.
- Shield — Creates a Shield or Barrier that absorbs damage.
- Stealth — Hides the user and affects detection or targeting.
- Stun — Prevents the target from acting.
- Stun Prevent — Prevents Stun effects.
- Summon — Creates or calls a Summon.
- Summon Prevent — Prevents Summon effects.
- Time Dilation — Alters timing in the user's favor, generally slowing or altering combat timing.
- Time Compression — Alters timing against the target, generally compressing available timing.
- Vamp — Applies vampiric damage or healing behavior to an attack or effect.
- Visual — Produces a visual-only combat effect with no normal gameplay modifier.
- Weakness — Applies a vulnerability or Weakness effect.
- Wound — Applies a Wound that persists and limits recovery.




















