Ninja PvP Guide for FFXIV
This page contains an overview to Ninja in the PvP mode 'Crystalline Conflict' for FFXIV. Below you will find information on the strengths and weaknesses of Red Mage as well as how their rotation interacts in this 5v5 game mode.
Crystalline Conflict Ninja Overview
Patch 6.1 came with a complete overhaul to PvP job tuning and a brand new game mode for players to enjoy. As part of this overhaul, Ninja has received many large changes compared to its previous PvP kit. Equipped with heavy damage, a crazy good Limit Break, crowd control, a personal shield, and even some extra healing, Ninja is quite versatile in both Crystalline Conflict and Frontlines.
This document will mainly focus on the new Crystalline Conflict mode, so while portions of it may apply to other PvP game modes, it is intended to apply to Crystalline Conflict.
Crystalline Conflict Ninja Strengths and Weaknesses
- High single target burst damage
- Limit break allows for complete team wipes with proper usage
- Good survivability thanks to Shukuchi, Meisui, and Huton
- Improper Ninjutsu usage can lock you out of a key ability at the wrong time
- Ninja is a melee job, so you will be close to the fighting often
The Basics of Combat
The very basics of Ninja in Crystalline Conflict are quite similar to the other melee in this mode, with job flavored differences in burst and utility. While you still have your Ninjutsu you are familiar with from PvE, they work quite a bit differently in PvP, requiring a charge ofto activate, and with the added ability to use the same Ninjutsu twice in a row. In addition, is not a typical Ninjutsu in PvP, instead being a seperate ability from with three charges on a 10-second cooldown.
Abilities and Cooldowns
While Ninja has access to all the standard utility that all PvP jobs have (, , , and ), Ninja has a few other tricks up its sleeve to make it a valuable member in a Crystalline Conflict team. It has a standard three-step combo with , , and as your filler GCD options, as well as a ranged filler GCD option with .
In addition to these,functions close to its PvE counterpart, with the added effect of placing an 8,000 potency shield on you for 10 seconds, with a 30 second cooldown. The damage of your combo actions are fully mirrored with Bunshin, but your and damage is halved for the Bunshin attack. is also similar to its PvE counterpart, dealing a small amount of damage and increasing the amount of damage your target takes by 10% for 10 seconds. It also has the added effect of reducing your cooldown by 10 seconds. only has a single charge in PvP with a 15-second cooldown, but has the added effect of granting you the "Hidden" buff, which will make you invisible for 5 seconds after the movement, provided you do not take any damage during the movement of . While invisible, enemies cannot see you or target you, and your combo will turn into , a powerful attack that can only be used while you have the "Hidden" buff.
In PvP, Ninja does not cast their Ninjutsu using a combination of Ten, Chi, and Jin, as in PvE content. Instead, you have an ability named. This ability has two charges on a 15-second cooldown, and it allows you to cast a Ninjutsu. When activated, other abilities on your hotkeys will be replaced with an associated Ninjutsu. When you use a particular Ninjutsu, you will gain a debuff named "Sealed <Ninjutsu>." This debuff blocks execution of the same Ninjutsu twice in a row, meaning if you have the "Sealed Hyosho Ranryu" debuff, you will need to use a different Ninjutsu first before you can cast a second time.
The first Ninjutsu is. When is activated, you will gain the "Forked Raiju Ready" buff and your combo will be replaced with . functions as a gapcloser and crowd control, moving you to your target, stunning them for 2 seconds and dealing damage to the target. When using Forked Raiju, you will gain the "Fleeting Raiju Ready" buff, which allows you to execute . It functions identically to , rushing you to your target, stunning them, and dealing a small amount of damage.
The second Ninjutsu is. When is activated, your hotkey will be replaced with . This Ninjutsu is used for burst, dealing a significant amount of damage to your target.
The third Ninjutsu is. When is activated, your hotkey will be replaced with . This Ninjutsu deals a small amount of damage and places a damage over time that lasts 12 seconds on your target and all enemies within a 5y radius from your original target.
The fourth Ninjutsu is. When is activated, your hotkey will be replaced with . This Ninjutsu restores 8,000 HP to your target. In addition to the healing up front, it will also give the target a regeneration buff that will restore 4,000 HP per server tick for 15 seconds. This Ninjutsu can target yourself and any chosen ally within 30y.
The fifth Ninjutsu is. When is activated, your hotkey will be replaced with . This Ninjutsu is very different from its PvE counterpart, no longer granting you a haste buff to speed up your GCD and auto attack. Instead, will give you a shield with 16,000 HP and a movement speed buff in PvP. The shield and movement speed buff will last for 10 seconds or until the entire shield is absorbed, whichever comes first.
The sixth and final Ninjutsu is. When is activated, your hotkey will be replaced with . This Ninjutsu places a ground AoE at your feet, dealing a small amount of damage per server tick to any enemy who enters the ground AoE for 10 seconds. In addition, every time you use a combo action, or , it will trigger . When is triggered, it will deal a small amount of extra damage to all enemies within your AoE, in addition to applying a 75% Heavy debuff to anyone hit by it.
Thanks to the 6.1 rework, all jobs received their own unique Limit Breaks, rather than having the old cookie-cutter Limit Breaks from before. Each Limit Break meshes well with a job's identity, and Ninja's is no different in this regard.
Ninja's Limit Break is called. will gap close to your target, rendering you untargetable while the ability is being executed. It will deal moderate damage to your target and place a debuff on them called "Death Link" for 4 seconds. When a target affected by "Death Link" is killed, you will gain a buff called "Seiton Tenchu Ready," allowing you to execute your Limit Break a second time without needing a second full Limit Break charge. The "Seiton Tenchu Ready" buff will last for 8 seconds, and if you do not use within this window, you will lose it.
has a second effect. If you use your Limit Break on a target who has less than 50% of their HP remaining, it will execute them, dealing damage equal to their maximum HP value. Killing someone in this way will also give you the "Seiton Tenchu Ready" buff, allowing you to use it again. With these two traits, you can effectively chain Limit Breaks, allowing you to wipe out an entire team. This makes it quite powerful in the right hands, despite the relatively small amount of damage its normal hit does compared to other Limit Breaks.
Example Burst Rotation
Now that we have covered all of Ninja's abilities and Ninjutsu, we can create an example burst rotation to put as much damage as possible on an enemy.
This sequence of abilities will do around 65,000 damage before thecast at the end, sufficiently dealing enough damage to kill some jobs outright. Anyone not dead to the initial burst will likely be weak enough to finish off with , provided they do not use or receive additional healing from their allies. If your team is working with you, it most likely will not be an issue without a misplay. Additionally, you may choose to use later in the sequence. This will cause the sequence to do less damage overall, but it may catch some players off guard or allow you to switch targets before most of your burst if an opportunity presents itself.
- 01 Nov. 2023: Guide updated for patch 6.51.
- 10 Jul. 2022: Guide added.
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