Cyber Ninja

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"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, The Yokai, they occasionally join crawler crews, pursuing their own mysterious agendas." - Home Page Character Blurb
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Cyber ninja.png


The Cyber Ninja is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.

Backstory[edit | edit source]

Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.

Childhood[edit | edit source]

Outlander[edit | edit source]

Born far from the Yokai in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own. This background grants Street Code.

Clan Tao[edit | edit source]

Child of a ruling clan on the Yokai, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more... This background grants Formal Education.

Clan Megeta[edit | edit source]

Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the Yokai tradition. Unable to afford quality implants, they settled for what they could steal. This background grants Fringe Culture.

Adulthood[edit | edit source]

Chimera Soldier[edit | edit source]

Rejecting the edict of their family to serve no master but the Yokai, the Cyberninja sought out Chimera BioPharma. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned.
This background grants +5 Reputation with Chimera BioPharma, +5% Accuracy, & +3% Damage.

Jiyin Biotech Soldier[edit | edit source]

The Cyberninja sought permission from their family to join Jiyin Biotech and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the Yokai, the Cyberninja forged valuable alliances with Jiyin.
This background grants +5 Reputation with Jiyin Biotech, +5% Critical Hit chance, & +5% Dodge.

GalaxyMart Greeter[edit | edit source]

Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly.
This background grants +5 Reputation with GalaxyMart, +2% Critical Hit chance, & +2% Damage.

Current Exploits (Now)[edit | edit source]

Ascendant[edit | edit source]

Returning to the Yokai to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the Fringe.
This background grants a Rare Weapon & 100 Credits.

Failure[edit | edit source]

Returning to the Yokai to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the Fringe.
This background grants a Rare Accessory.

Ronin[edit | edit source]

The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the Yokai. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish.
This background grants a Rare Accessory & 25 Credits.

Abilities[edit | edit source]

Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.

Combination[edit | edit source]

Combo Strike[edit | edit source]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

Rank 1 Rank 2 Rank 3
Strike for 70% weapon damage, consume 1 Combo Point to deal 30% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 20% weapon damage. Triggers once per ally.

Strike for 85% weapon damage, consume 1 Combo Point to deal 40% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 25% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.

Strike for 100% weapon damage, consume 1 Combo Point to deal 50% weapon damage, and apply Combo Strike until your next turn.

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 30% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Combo Points are consumed to power abilities.

Flipkick[edit | edit source]

200% weapon speed

Deals Physical damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Kick for 100% weapon damage, add 1 Combo Point to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 20%.

Kick for 125% weapon damage, add 1 to 2 Combo Points to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 30%.

If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.

Kick for 150% weapon damage, add 1 to 3 Combo Points to the target, and backflip away.

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 50%.

If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Ambush[edit | edit source]

PASSIVE abilities are always active.

Deals Weapon damage

Requires Melee Weapon

Rank 1 Rank 2 Rank 3
When an ally dodges, deal 20% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 5%.

Ambush can trigger 3 times per turn.

When an ally dodges, deal 25% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 10%.

When triggered, reduce your Time Units by 10. Ambush can trigger 4 times per turn.

When an ally dodges, deal 30% weapon damage and add 1 Combo Point to the attacker. If the target is Blinded the crit chance is boosted 15%.

When triggered, reduce your Time Units by 15. Ambush can trigger 5 times per turn.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Cyclone Kick[edit | edit source]

125% weapon speed

Deals Physical damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Whirl across the battlefield, dealing 75% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration. Whirl across the battlefield, dealing 100% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.

If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.

Whirl across the battlefield, dealing 125% weapon damage to each enemy you pass in the timeline. Cyclone Kick cannot miss or be dodged and damaged enemies gain 2 Combo Points when attacked by an ally. 1 turn duration.

If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Purgin Blow[edit | edit source]

30% weapon speed

Deals Physical damage

3 turn cooldown

Rank 1 Rank 2 Rank 3
Consume 3 Combo Points to deal 30% weapon damage and purge 2 buff effects from the target. Consume 2 Combo Points to deal 40% weapon damage and purge 3 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 20% of the Time Unit value of your weapon. Consume 1 Combo Point to deal 50% weapon damage and purge 4 buff effects from the target. For each buff purged, gain Haste, reducing the cost of your next action by 25% of the Time Unit value of your weapon and add a stack of Setup.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Richochet[edit | edit source]

50/25/25% weapon speed

Deals Physical damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Bounce off the next target in the timeline to Daze for 30% of the Time Unit value of your weapon and deal 50% weapon damage for each Combo Point. Bounce off the next target in the timeline to Daze for 50% of the Time Unit value of your weapon and deal 65% weapon damage for each Combo Point.

Critical hits against enemies afflicted by Shock deal 15% weapon damage to adjacent targets.

Bounce off the next target in the timeline to Daze for 100% of the Time Unit value of your weapon and deal 75% weapon damage for each Combo Point.

Critical hits against enemies afflicted by Shock deal 30% weapon damage to adjacent targets.

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Richochet does not consume Combo Points.

Skill Name[edit | edit source]

150/100/50% weapon speed

Deals Physical damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 30% for each stack of Setup. Consume all Combo Points on all targets to strike 1 time for each point. Each strike deals 50% weapon damage boosted 60% for each stack of Setup and reduces elemental resistances 3% for 2 turns. Consume all Combo Points on all targets to strike 1 time for each point. Each Combo Point makes a target Vulnerable, boosting damage taken 4$ per point until the end of their turn.

Each strike deals 50% weapon damage boosted 100% for each stack of Setup and reduces elemental resistances 5% for 3 turns.

Consumes all stacks of Setup on the target.

Assassination[edit | edit source]

Kougeki[edit | edit source]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Rank 1 Rank 2 Rank 3
ACTIVE: Consume all Combo Points to deal 100% weapon damage plus 3/5/6/10/17% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 5%.

Paired Melee: Strike adds 0 to 3 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 5%.

ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 3/6/9/16/24% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 7%.

Paired Melee: Strike adds 0 to 4 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 10%.

ACTIVE: Consume all Combo Points to pierce armor and deal 100% weapon damage plus 5/9/12/20/33% per point.


Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 10%.

Paired Melee: Strike adds 0 to 5 Combo Points.

Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 15%.


Death Note: Crits from this ability add a chance for your crits to instantly kill enemies.

Combo Points are consumed to power abilities.

Expose Weakness[edit | edit source]

25% weapon speed

Deals Weapon damage

Requires Melee Weapon

5 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 70% weapon damage and make the target Vulnerable, boosting damage taken 3% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 10% for 1 turn.

Paired Melee: 30% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 5% for 1 turn.

Deal 85% weapon damage and make the target Vulnerable, boosting damage taken 4% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 20% for 1 turn.

Paired Melee: 60% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 10% for 1 turn.


Vulnerability cannot miss or be dodged.

Deal 100% weapon damage and make the target Vulnerable, boosting damage taken 5% per Combo Point until the end of their turn.


Light Melee: Reduce target dodge 30% for 1 turn.

Paired Melee: 90% chance to Shock the target, reducing Energy resistance 10% for 3 turns.

Heavy Melee: Boost chance to deal critical damage to the target 15% for 1 turn.


Vulnerability cannot miss or be dodged and on crit, apply Death Note, granting a chance for your crits to instantly kill enemies.

Deadly Focus[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
On crit, 30% chance to add 1 Combo Point.


Light Melee: On crit, boost dodge 5% for 1 turn.

Paired Melee: On miss, boost hit 5% for 1 turn.

Heavy Melee: In combat, boost crit chance 5%.

On crit, 60% chance to add 1 Combo Point. Critical hit damage is boosted 30%.


Light Melee: On crit, boost dodge 10% for 1 turn.

Paired Melee: On miss, boost hit 7% for 1 turn.

Heavy Melee: In combat, boost crit chance 7%.

Critical hits add 1 Combo Point, boost damage 10% for 1 turn, and critical hit damage is boosted 30%.


Light Melee: On crit, boost dodge 15% for 1 turn.

Paired Melee: On miss, boost hit 10% for 1 turn.

Heavy Melee: In combat, boost crit chance 10%.

Flurry[edit | edit source]

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Rank 1 Rank 2 Rank 3
Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 2/3/5/8/12% per point. Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/6/10/17% per point.

Each attack boosts crit chance of the next 5%.

Consume all Combo Points to attack the target once per point. Each attack deals 50% weapon damage plus 3/5/8/13/30% per point.

Each attack boosts crit chance of the next 5% and if used with 5 Combo Points, the final attack adds a Death Note, granting a chance for your crits to instantly kill enemies.

Time Unit cost increases 30% per Combo Point.

Marked for Death[edit | edit source]

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

8 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 30% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 10% for 2 turns.

If the target takes an action that places them before you in the timeline, immediately move in front of them to act first.

Deal 40% weapon damage and mark the target for death, boosting crit and hit chance of your attacks against them 15% for 3 turns.

If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first.

Deal 50% weapon damage and mark the target for death, doubling their Death Note stacks and boosting crit and hit chance of your attacks against them 20% for 4 turns.

If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first. On use, double the Death Notes on the target.

Nanite Toxin[edit | edit source]

30% weapon speed

Deals Nanite damage

5 turn cooldown

Rank 1 Rank 2 Rank 3
Fling a dart for 30% weapon damage and infect the target with Nanite Toxin for 3 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged.

Fling a dart for 40% weapon damage and infect the target with Nanite Toxin for 4 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.

Fling a dart for 50% weapon damage and infect the target with Nanite Toxin for 5 turns.

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point and a Death Note, and the duration increases 1 turn or damage increases 1%.

Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.

Assassinate[edit | edit source]

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

7 turn cooldown

Rank 1 Rank 2 Rank 3
Strike from the shadows with an armor-piercing attack for 100% weapon damage plus 10/20/31/50/80% per point.

If the target is below 20% health, Assassinate cannot miss or be dodged.

Strike from the shadows with an armor-piercing attack for 125% weapon damage plus 13/25/38/63/100% per point. Applying Death Notes adds charges to Assassinate, boosting damage 5% per charge.

If the target is below 25% health, Assassinate cannot miss or be dodged.

Strike from the shadows with an armor-piercing attack for 150% weapon damage plus 16/31/45/75/121% per point. Applying Death Notes adds charges to Assassinate, boosting damage 10% per charge.

If the target is below 30% health, Assassinate cannot miss or be dodged and deals 2x damage.

Deception[edit | edit source]

Vanish[edit | edit source]

50% weapon speed

Requires Non-Heavy Weapon

Rank 1 Rank 2 Rank 3
Slip into the shadows to gain Stealth for 1 turn, add 1 Combo Point to the target, and boost damage of your next attack 30%.

In Stealth: Consumes all Combo Points to Stalk the target, boost damage of your next attack on them 20% per Combo Point, and refresh Stealth.

Slip into the shadows to gain Stealth for 1 turn, add 2 Combo Points to the target, and boost damage of your next attack 60%.

In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 35% per Combo Point, and refresh Stealth.

Slip into the shadows to gain Stealth for 1 turn, add 3 Combo Points to the target, and boost damage of your next attack 100%.

In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 50% per Combo Point, and refresh Stealth. When you damage a stalked target, Stun them for 200 Time Units.

Combo Points are consumed to power abilities.

Falling Rain[edit | edit source]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

Rank 1 Rank 2 Rank 3
Consume all Combo Points on all targets to attack once per point for 20% weapon damage.

In Stealth: Boost damage of Falling Rain 30%.

Consume all Combo Points on all targets to attack once per point for 25% weapon damage.

Damaged targets are Soaked, causing them to suffer 30% weapon damage if hit with a Shock effect.

In Stealth: Boost damage of Falling Rain 40%.

Consume all Combo Points on all targets to attack once per point for 30% weapon damage.

Damaged targets are Soaked, causing them to suffer 50% weapon damage and be Dazed for 25 Time Units if hit with a Shock effect.

In Stealth: Boost damage of Falling Rain 50%.

Dash[edit | edit source]

100% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

2 turn cooldown

Rank 1 Rank 2 Rank 3
Attack up to 3 random targets, dividing 150% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

In Stealth: Boost dodge by 15% for 1 turn.

Attack up to 4 random targets, dividing 175% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

Damaged targets have a 10% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.

In Stealth: Boost dodge by 20% for 1 turn.

Attack up to 5 random targets, dividing 200% weapon damage between them and adding 1 to 2 Combo Points to each damaged target.

Damaged targets have a 20% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.

When Dash ends, gain Haste, reducing the cost of your next action by 25 Time Units for each damaged enemy.

In Stealth: Boost dodge by 30% for 1 turn.

Rolling Thunder[edit | edit source]

PASSIVE abilities are always active.

Deals Energy damage

Rank 1 Rank 2 Rank 3
Damaging a target boosts your crit chance 1% until the end of your turn. This effect can stack up to 33%. Damaging a target boosts your crit chance 2% until the end of your turn. This effect can stack up to 66%.

Every 3rd crit against a Shocked target has a 15% chance to deal 30% weapon damage to adjacent targets.

Damaging a target boosts your crit chance 3% until the end of your turn. This effect can stack up to 99%.

Every 3rd crit deals 100% bonus weapon damage and will Shock the target, reducing Energy resistance 10% for 3 turns.

Every 3rd crit against a Shocked target has a 30% chance to deal 30% weapon damage to adjacent targets.

Concealing Mist[edit | edit source]

200% weapon speed

8 turn cooldown

Rank 1 Rank 2 Rank 3
All allies gain the Concealing Mist effect, boosting dodge chance 60% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 10% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 5.

All allies gain the Concealing Mist effect, boosting dodge chance 75% for 5 turns. When an ally with Concealing Mist dodges, the boost is reduced 13% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 10.

All allies gain the Concealing Mist effect, boosting dodge chance 90% for 5 turns. When an ally with Concealing Mist dodges, they heal for 3% of their max health, the boost is reduced 15% for all allies and the attacker gains a Combo Point.

When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.

In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 15.

Eye of the Storm[edit | edit source]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

5 turn cooldown

Rank 1 Rank 2 Rank 3
Target an enemy and attack all other enemies for 50% weapon damage each. If a damaged enemy has a Combo Point, deal 30% weapon damage and transfer 1 Combo Point to the primary target.

In Stealth: Reduce the dodge chance of the primary target 20% for 1 turn.

Target an enemy and attack all other enemies for 75% weapon damage each. If a damaged enemy has a Combo Point, deal 40% weapon damage and transfer 1 Combo Point to the primary target.

Daze damaged targets for 50 Time Units.

In Stealth: Reduce the dodge chance of the primary target 35% for 1 turn.

Target an enemy and attack all other enemies for 100% weapon damage each. If a damaged enemy has a Combo Point, deal 50% weapon damage and transfer 1 Combo Point to the primary target.

Enemies adjacent to the primary target suffer 50% weapon damage with a bonus 30% crit chance and Daze damaged targets for 50 Time Units.

In Stealth: Reduce the dodge chance of the primary target 50% for 1 turn.

Shadowfall[edit | edit source]

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

10 turn cooldown

Rank 1 Rank 2 Rank 3
Consume 1 Combo Point on all targets to Blind them, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 4. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 100% weapon damage.

In Stealth: On use, add 1 Combo Point to all foes.

Consume up to 2 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 5. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 125% weapon damage.

Attacks from Shadowfall cannot miss and will Blind the target.

In Stealth: On use, add 1 Combo Point to all foes.

Consume up to 3 Combo Points on all targets to Blind them once per point, reducing hit chance 5% for 3 turns.

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 3. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 150% weapon damage.

Attacks from Shadowfall cannot miss and will Blind the target.

In Stealth: On use, add 1 Combo Point to all foes.

When all stacks are lost, Shadowfall fades.