Learn about the Ninja job abilities in bravely second, including Dual Wield, Shippujinrai, Shunshin, and Frenetic Fighting.
Specialty: Dual Wield
Single-handed weapons equipped in the left and right hands do not receive the 50% penalty to attack power. This effect also applies to weapons equipped to the head or body armour slots. This ability effectively doubles your damage output and works in conjunction with Triple Wield and Quad Wield.
Level 1: Shippujinrai
Type: Command
Cost: 16 MP
Attack one character at the start of the turn, dealing 1 times damage. This can be used to swiftly finish off weakened enemies.
Level 2: Confuse Immunity
Type: Support
Cost: 1 slot
The user is immune to confuse during battles. This is useful as confuse is a frustrating ailment, and ability slots are more numerous compared to accessory slots.
Level 3: Shunshin
Type: Command
Cost: None
Increases the user’s evade to maximum for 6 turns (up to 150% normally). This ability works by dropping the enemy’s hit rate, causing their normal attacks to inflict less hits.
Level 4: Transience
Type: Support
Cost: 1 slot
After the user evades an attack, the user counter-attacks dealing 1 times damage. This is not particularly useful by itself but can be fun if you can blind the enemy.
Level 5: Dual Wield
Type: Support
Cost: 2 slots
Single-handed weapons equipped in the left and right hands do not receive the 50% penalty to attack power. This effect also applies to weapons equipped to the head or body armour slots. This ability doesn’t become any less amazing when used in another job, but costs 2 ability slots.
Level 6: Utsusemi
Type: Command
Cost: None
The user can evade one physical attack. This is an excellent ability when facing physical-oriented foes.
Level 7: Comeback Kid
Type: Support
Cost: 1 slot
Each time the user evades a physical attack, their Physical Attack and Magical Attack each increase by 25% for three turns (up to 150%). This is a great ability to stack on if you’re running Utsusemi.
Level 8: Ikkikasei
Type: Command
Cost: 16 MP
Increases the user’s hit count by 100% for that turn only (up to 200%). To make the most of it, you should Brave three times. The number of hits is capped at 16.
Level 9: Kairai
Type: Command
Cost: None
Choose an ally. From the start of the turn, for one turn, all of the enemy’s single-target physical attacks will hit the ally instead. This has strategic value when up against foes that rely on single-target attacks.
Level 10: Frenetic Fighting
Type: Support
Cost: 1 slot
The maximum number of hits in a normal attack is increased from 16 to 32. This is great for speedy characters who are close to or surpass the normal limit of 16 hits in a normal attack. It works well with Ikkikasei.
Level 11: Impermanence
Type: Command
Cost: 32 MP
Reverses buffs and debuffs for all allies or all foes for four turns. If used again, will extend the duration. The lower limit for stats is 75% and the upper limit is 150%. It does not affect Special Move, berserk or Fencer stance buffs.
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