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Guides

Mechaniken & Glossar

What each term you will see in Jujutsu Kaisen Phantom Parade skills, memories and battles means. In brackets, the Japanese name so you can recognise it in JP guides.

Battle basics

Skills 1, 2 and 3 スキル1・2・3
Each character’s three command skills. Skill 1 costs no cursed energy; Skills 2 and 3 do, and some have a cooldown.
Cursed energy 呪力
The resource Skills 2 and 3 spend. It recovers every turn; some kits and memories restore it in bursts.
Special 必殺
Each character’s strongest attack. It fires when its special gauge is full; the gauge charges as you use skills and take hits.
Combo special 連携必殺
If two allies fire their Special on the same turn, a joint attack is added with extra damage and buffs of its own.
Action order 行動順
Your characters act from left to right. Put supports on the left so their buffs land before the attack.
Weakness and resistance 弱点・耐性
Each enemy has colors that deal more damage to it (▲) and colors that deal less (▼). Hitting its weakness also drains its Break gauge faster.
Break ブレイク
When you empty an enemy’s Break gauge it cannot act for 2 turns and takes more damage: the best moment for Specials.
Black Flash 黒閃
A special critical hit only some characters can trigger. Many of their kits gain buffs or energy when it happens.
Critical hit 会心
A hit that deals more damage. Boosted by crit rate and crit damage, and reduced by the target’s crit resistance.
Domain expansion 領域展開
Some Specials deploy a domain that changes the battle for several turns; its effects depend on the character.

Status ailments and debuffs

Stun スタン
The target cannot act while it lasts.
Disruption 撹乱
The target may lose its turn and also takes more damage.
Poison 毒
The target takes damage at the end of each turn.
Taunt 挑発
A taunted target must attack whoever taunted it.
Taijutsu / Jujutsu down 体術・術式ダウン
Lowers the target’s Taijutsu or Jujutsu stat.
Damage dealt down 与ダメージダウン
The target deals less damage.
Damage taken up 被ダメージアップ
The target takes more damage; it can be general or only from Taijutsu, Jujutsu or one color. The core of debuffers.
Crit resistance down 会心抵抗ダウン
Makes the target easier to crit.
Cursed energy recovery down 呪力回復量ダウン
The target recovers less cursed energy each turn.
Special gauge locked 必殺ゲージ上昇無効
The target’s special gauge stops charging.

Buffs and defensive states

Taijutsu / Jujutsu up 体術・術式アップ
Raises Taijutsu or Jujutsu. Buffs stack: two +75% buffs add up to +150%.
Damage dealt up 与ダメージアップ
Increases the damage the character deals.
Damage taken down 被ダメージダウン
Reduces damage taken, in general or only from Taijutsu or Jujutsu.
Special gauge charge up 必殺ゲージ上昇量アップ
The special gauge fills faster.
Break damage up ブレイクダメージ量アップ
Skills drain more of the enemy’s Break gauge.
Revive 復活
If its HP reaches 0, the character recovers 35% and stays in battle.
Attack nullification 攻撃無効化
Negates damage from enemy skills. Some attacks ignore it.
Evasion 回避
Immune to single-target enemy skills.
Stealth 隠密
Cannot be targeted by single-target skills.
Sure hit 必中
Skills always hit, even if the target is evading.
Counter カウンター
Once per turn it blocks a melee skill and strikes back.
Draw attacks 引き付け
Draws enemy attacks to this character; tanks use it to protect the rest.
Regeneration 毎ターン回復
Recovers HP or cursed energy every turn.

Character progression

Dupes (limit break) 凸
Each duplicate copy raises the character’s limit (0 to 5), improving stats and sometimes skills.
SP unlock SP解放
An upgrade that changes skills or passives of some characters; each has two options and its page tells you which to unlock first.
Auto skills オートスキル
Effects that are always on or trigger by themselves when a condition is met (battle start, low HP…).
Memories 廻想残滓
Equipment that grants stats and an effect in battle. Pick by character: Taijutsu, Jujutsu or HP.